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Messages - Dark_Inquisitor

#46
Releases / Re: [A17b] Dark_Inquisitor mod list
June 25, 2017, 07:56:41 PM
Verge of Galaxy music video finally released! :D
Give it a listen!
#47
Releases / Re: [A17] Bone Mod V1.2
June 25, 2017, 09:02:54 AM
Quote from: SihvMan on June 24, 2017, 10:43:06 PM
Quote from: damngrl on June 24, 2017, 09:24:43 PM
7 bone per humanoid? Wow thats pretty harsh nerf. From 75 to 7. BTW Turkey have 5 bones yet humans 7? If you want to nerf bones you have to hit animals harder or buff humans a little. PS Forget about building walls anymore 5 bone per wall for 140hp not worth imo. Just install ICE mod to make ice walls. But progress is progress good job. I just made floor patch for myself 2 bones per tile. Better use bones this way.

Accidentally put in wrong version of bone add patch. Should be resolved (ie back to old values).

I think it's a bit of my falut that ShivMan put these values, so let me explain what was my logic behind those, and why they make alot more sense than previous ones (at least for me).
First of - bones are normal resource, not "tiny" one (x10 one, like silver) - and since they would be used to mostly fireproof buildings - my criteria for balance was building walls.
With the previous values it made no sence whatsoever - mature oak gives you 65! wood on peacefull difficulty (45 on extreme) - that means you'd get more bones from one human that there is wood in fully matured oak tree. Yeah, that makes alot of sence (Not to mention that tree is made almost completly out of usable wood, and bones are just relatively small part of any animal).
There was few consequneces of that - my test colony was drowning in bones after some time, despite having everything built (and created) out of bones.
So i figured, that I might try to balance it out; since meat amount is based on the BodySize parameter of the animal, that'd be a good idea to base bone amount on it too. Some values might look very puny, but remember - early colony is heavily dependant on the easily accesible food, that means alot of hunting, and alot of bones. Altough I have to agree that you might buff the amount a little - but don't forget that animals are mainly source of food, and bones are additional resouce that you get from them.
But hey, there are people and people, right? My suggestion is to release 2 versions, so balance freaks (like me) will be satisfied, and lite one for people who just want their bones ;)
#48
Releases / Re: [A17] Bone Mod V1.1
June 24, 2017, 06:09:03 PM
Well, I see that this mod has a big potential, especially for early game :D
Tough the amount of bones you get... Yeah. I was playing around with the values for some time, and figured that 8*(creature body size) gives you pretty good values, i.e.: 1 bone for rats, but 17 for muffalos, and 30-32 for the biggest animals (thrumbos, elephants, megasloths).
So yeah. Also figured that you might like those textures:

(pinned this to the post in attachments)

Keep up the good work! :D

[attachment deleted by admin due to age]
#49
Releases / Re: [A17] SeedsPlease!
June 23, 2017, 02:57:28 PM
Quote from: onerous1 on June 22, 2017, 09:30:23 AM
I've just tested it and Dark_Inquisitor is right. I only chop down trees when they are 95% or higher. You do get more seeds if you use the tool in the Orders tab instead of clicking the tree first and clicking the chop tree button afterward. I've chopped many mature trees using the latter method and never received seeds. When I switched to using the Ordered tab button then I receive seeds regardless of the maturity of the tree. However, I haven't tested this with just Seeds Please so I don't know if it's a mod conflict.
I tested it in the dev mode (20 growing skill), one method was giving seeds every time, the other was not.
I'm pretty sure it's one of the quirks of the designation tools :S
#50
Releases / Re: [A17] SeedsPlease!
June 21, 2017, 05:15:29 PM
Hey, I've just found weird bug/glitch - when you designate a tree to be cut from the menu (architect > orders > chop wood > tree) a seed drops. BUT, when you first select a tree and then designate it to be cut (tree > chop wood), it does not happen :S
#51
Releases / Re: [A17b] Dark_Inquisitor mod list
June 21, 2017, 02:35:52 PM
...Hello everyone. Sorry for being silent for so long (University...).
Everything is updated to run on RimWorld 17b. Also, I need to mention that Metro Armory and Vanilla-like Wheat received some tweaks so they blend better into the general feel of the game.
If you notice bugs/problems/things that need to be balanced - post all of that here.
About VOG - it'll still run fine with the newest version of the game, but if you want to get rid of that nasty warning message, all you have to do is change   <targetVersion>0.16.1393</targetVersion> to <targetVersion>0.17.1557</targetVersion> in the .../Mods/VergeOfGalaxy16.0/About/About.txt
Also, I'll try to upload a video to YouTube within few days so all the people who are unsure wether they want to download it or not can listen to the music first.
#52
Off-Topic / Re: The Music thread
March 17, 2017, 08:20:05 PM
Heeey, that's a nice thread you got here. I always liked threads like these, but this time I thought I might post something myself, mostly less-known music, at least to my knowing, so yeah... Here's what I've got! :)

Rise of Nations - Rise of Legends: ATB Economic - Duane Decker - Orchestral music, mostly strings
Dust, iron and wood - Chucky & Silver - Very similar vibe to RimWorld
EVE Online 10 Years Anniversary Symphony - Speaks for itself :S
Lost in Las Vegas - TSFH - Calmer, soothing piece by Two Steps From Hell...
Theme of the Knightshift/Polanie II game - Theme of really old strategy game. Not really known, but its soundtrack is rater nice and soothing, too.
Madokara Mieru - Cornerstone Cues
Diem Ex Dei - Globus
Nara - E.S. Posthumus
The Witcher 3 - Tribute Guitar Medley - Lukasz Kapuscinski - Really good guitar rendition of Witcher 3 soundtrack, definitely worth a listen.
When I See You Dance With Another - Royal Republic A bit of rock for a change, but real good one! Very good band ;)


#53
Releases / Re: [A16] Dark_Inquisitor mods
March 04, 2017, 03:01:08 PM
There is no point in reading those, go back to browsing mods :D
#54
Releases / Re: [A16] Dark_Inquisitor mods
March 04, 2017, 03:00:56 PM
Why do you even read this? :D
#55
Releases / Re: [A16] Dark_Inquisitor mods
March 04, 2017, 03:00:46 PM
Future mods go here! :D
#56
Releases / Re: [A16] Dark_Inquisitor mods
March 04, 2017, 03:00:33 PM
Future mods go here! :D
#57
Releases / Re: [A16] Dark_Inquisitor mods
March 04, 2017, 03:00:23 PM
Future mods go here! :D
#58
Releases / Re: [A16] Dark_Inquisitor mods
March 04, 2017, 03:00:13 PM
Future mods go here! :D
#59
Releases / [A19] Ye Olde Floors
March 04, 2017, 03:00:02 PM


Description:
Small mod that add floors from older versions of RimWorld.


Doesn't need new save to work!
Will spit errors and remove floors if removed from the mod-list!

Remember to back-up your save file before adding any mods!


Pictures




How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Licensing:
- You can use this mod in your modpack. Why are you waiting? Go and add it!
- Wait, you want to use the files? Ask me first!
- Want to ONLY update mod to the newest version? You are allowed to do so, but put it ONLY on this thread.
#60
Releases / [B18] Patchwork Textiles
March 04, 2017, 02:59:51 PM


Description:
A small mod that adds a patchwork leather that you can make from various leathers and lefovers - your stockpile will be no londer flooded with small amounts of various leathers!
Additionally, you can do the same with wool, and create two other types of textiles that combines pros of cloth, wool and leather giving you strong and warm material for your colonists clothing.


Remember to back-up your save file before adding any mods!



New textiles:

   
   
   
   
   

   Patchwork leather (10 for 10 leather units of any type)
   

   Patchwork wool (10 for 10 wool units of any type)
   

   Cloth padded patchwork leather (15 for 10 cloth and 10 leather units of any type)
   

   Wool padded patchwork leather (15 for 10 wool and 10 leather units of any type)






How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Licensing:
- You can use this mod in your modpack. Why are you waiting? Go and add it!
- Wait, you want to use the files? Ask me first!
- Want to ONLY update mod to the newest version? You are allowed to do so, but put it ONLY on this thread.