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Messages - ☢FLAY☢

#16
Ideas / Re: Mutations,DNA,Species,Alien Colonists
June 12, 2016, 09:08:48 PM
Quote from: Ekarus on June 12, 2016, 08:33:57 AM
"Xenohumans" are listed in the lore primer & cryostassis wake thing as ranging from simple modifications (Such as wide-spread radiation resistance) to "not recognizable as human" (once such race described as fish people in the cryostassis whosit) as well as listing genetically engineered animals such as replacing the front paws with hands for tool usage or making them capable of human speech.

I made a (frankly rather limited...) mod that covers some useful genetically engineered people. (Cold resistance, heat resistance, super soldiers...) but as I said, it's rather limited currently as I don't know how to implement a lot of the things I wanted to do. It also skirts the edge of being unfriendly to the lore pretty closely.

Love and appreciate what you're doing will absolutely download the mod
#17
Ideas / Re: A few small suggestions
June 11, 2016, 07:12:41 PM
You definitely have me with Number 1.
#18
Ideas / Mutations,DNA,Species,Alien Colonists
June 11, 2016, 07:07:37 PM
Is it possible to consider including A different type of colonist attributed creature\human, like naturally born genetically or DNA advantageous, Superhumans being spawned or born by a immensely low chance such as increased bone density or abnormal muscle atrophy, bone causing the bones such as the humerus to have a way higher hitpoint number and Muscles promoting Increased speed or strength (DPS) Damage.

Possible to consider sub species like dwarves or idk not to keen on that idea aiming for realism.

Possible to consider having an alien as a colonist, now although this sounds weird its not that hard to be plausible and also not hard to consider traits such as xenophobic or xenophile.

As far as mutations go maybe something like regeneration of wounds or, bones being reinforced, these could be canceled out as we have bionics but its still cool to have natural abilities given to a colonist, and the Regeneration idea might get replaced with nanobots who knows?

I just wanted to ask if anyone else likes the idea as much as I do.

#19
Hey am Currently Using your Personal shield mod loving it, however why is the price for a shield 0.50$ and the upgrade to Nanoshield simply does not work, I had to spawn a nanite shield to see if the mod was working because I couldn't obtain one apart from the 0.50 I later saw, and realized some characters don't work with it while others when equipped worked or duplicated which had me confused. Also I fear for my save if I'm going to use animal personal shields, What i fear is whether its too OP to obtain one creating semi-immortal animals.

EDIT: I have my own makeshift balancing system where i replace a personal shield above good with a nanite shield. And I also realize raiders do not possess this technology giving the player an advantage from the start.

Besides all that what happened to DeepStrike I like the sound of transporting a colonist to another colony (save) on the map?
#20
Quote from: Orion on May 28, 2016, 04:01:25 AM
Quote from: joaonunes on May 27, 2016, 07:03:14 PM
Quote from: ☢FLAY☢ on May 27, 2016, 05:30:43 PM
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?

Is the first problem related with this mod at all?
Unfortunately this happens when you install the mod into an existing save. Since it adds a new job, all existing jobs are pushed one to the right. So it can happen that someone gets assigned hunter who can't actually hunt. This is because RimWorld does not anticipate that mods might add new jobs.
Maybe I can make a hack that fixes this problem in RimWorld.

Quote from: crusader2010 on May 27, 2016, 11:54:15 AM
Hello! I've figured out where that TraverseParms error is coming from. It's from the "More vanilla turrets" mod. Basically all of the automated turrets are causing this error when they are fully built.

Is there any chance that Hospitality interacts somehow with turrets? seems very strange that before 1.13 there weren't any debug errors.
Good catch! I think it's highly unlikely that there's a conflict between these mods. Hospitality doesn't do anything with turrets.

Quote from: Atomisk on May 26, 2016, 05:55:05 AM
i get the message that people dissapear FAR too often in my map. People going missing in my territory after they have already left the map. I have no other mods that can possibly cause a conflict with yours, it just keeps happening. They depart, they're gone off the map, and the next morning i get a message about an angry chief. This has happened so many times my relations are destroyed with the only factions i can trade with, meaning i am now basically perminantly out of silver and have too much damn storage space used up. A bit of info, this is on a save existing prior to installing the mod, and several other mods that don't change anything with factions or visitation. I do have fluffy's dynamic relation chart, but this happened before i installed that mod. I also have the prepare carefully mod, which effects things even before i started my colony and is the mod i started with before adding a whole bunch of stuff. I will try playing on a smaller map with a new colony, even though this map isn't too big... and post my results.
This does indeed sound like increasing the timer won't fix the problem. There's something else going on.

Quote from: Nanao-kun on May 26, 2016, 02:16:34 PM
Actually, is it possible to make it so that relations decrease when the time limit is passed, and then be rescinded once the visitors actually make it back?
Hm. I'll have to check if this is possible. This would at least solve the problem that the timer might be too short for big maps. I'll increase it by half a day anyway.

Thank you so much for been active, a "hack" to that issue would be greatly appreciated whenever thank you  :).
#21
Ideas / Re: Assault another colony
May 27, 2016, 08:38:57 PM
I've also thought about this beautiful idea, I have plenty of colonists that I want to send to their deaths, raiding or protecting the colony and this makes a lot of sense to.

I'm just guessing its going to be a pain in the *** to program not simple whatsoever.
#22
Ideas / Re: Aiming to body part during attack
May 27, 2016, 08:35:51 PM
You're solution is the VATS system my friend.
#23
Quote from: joaonunes on May 27, 2016, 07:03:14 PM
Quote from: ☢FLAY☢ on May 27, 2016, 05:30:43 PM
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?

Is the first problem related with this mod at all?

Indeed It is the mod itself causes that maybe its because im using a save before i installed the mod not recognizing the colonist as a pacifist
#24
Outdated / Re: [A13] No Bad Organ Thoughts
May 27, 2016, 06:01:39 PM
Much appreciated thank you
#25
found a minor annoyance with this mod it claims my nonviolent colonist needs a weapon and is a hunter, having him take a weapon only to not use it.

also I see guest tab but i can't assign a guest bed don't know how?
#26
Ideas / Mutants, genes
May 27, 2016, 03:16:39 PM
Would It be possible to consider Mutants or humans naturally through DNA to be stronger then other's in game but this factor being incredibly rare?

Perhaps for a specials on trade or just that one colonist who has significant muscle atrophy promoting increased damage anything of variety.
#27
Ideas / Armor Mod?
May 27, 2016, 02:19:18 PM
I've been looking for a mod or something to welcome the idea of statistical armor I and others can use in game, I've seen only textures people have made for Ideas of Advanced Power armor but its not a mod in itself just textures to be used.

If I could mod I would have done that because I am in love with this wonderful game I love to come back from work and play till midnight.

I've seen this mod https://ludeon.com/forums/index.php?topic=14492.0 and this one https://ludeon.com/forums/index.php?topic=5085.0 which is available to me right now.

but one is out of date and adds other stuff and one adds I think a random assortment of clothing so far there's no info I can look at to see the stats of the items implemented from the mod therefore making me think most items have no benefit, or some conflict with the temperature of my map (extreme desert*) so why would I use cool looking clothing over a hyper weave duster or something to decrease heatstroke probability, to me its the game confusing and making have to look at too much items to give only to your colonists outfit selection.

Im rambling on but, point is we need some more detail on modding for armor as there is for weapons.

a link to a person that created a texture for advanced power armor, it looks badass although not original for rimworld as its from Fallout it still looks plausible in game. http://www.nexusmods.com/rimworld/mods/97/?