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Messages - OverlordZeni

#1
Take your time. :>  I've been using it as-is, I thought the storage limit was simply 600 + 75, haha, still plenty useful!  Sucks that it deletes what gets deposited that exceeds that 75 though.

It's funny, when I first saw your mods, I thought to myself "nah, I don't need that, that's a little overpowered," and here I am a week later with all of your mods installed, very satisfied with the balance!  I especially love the power cells mod, it has made me actually eager to have a poison ship land directly on my healroot crops for the 2345743th time.

I like the Dermal Regenerator and I saw you had asked for feed back on it.  It has probably been suggested already, but what if it gave you some sort of illness for a short while that just hinders the pawn a little?  Like cryosickness that Crashlanded pawns start with, you could literally just relabel that same sickness, make it last a few days and voila.  I'd appreciate such a change, but it really isn't necessary, scars are an odd mechanic in the first place and completing a high end research to counter them is fine enough.

Thank you for all your hard work!
#2
I've been enjoying the hell out of this mod in all of its insanely buggy glory, thank you very much for the update, skyarkhangel!
#3
Hey Shinzy, I love your mod!  So nice and fiddly, so much variety, but I also have one problem with your mod.

I'm a silly person that loves all these silly 80s and animu hair mods and I really like identifying my colonists at a glance via their silly hair.  Soooo!

I 'made' a mod consisting of just deleting <wornGraphicPath> off of a few XML files and went ahead and made one for Apparello2 too:


Behold the majestic twintails.

Sooo, I was wondering if it was okay for me to publish this?  I literally just took your hat def files and deleted a few lines, but I know there are other idiots like me out there that love the hat stats and clothing your mod offers but would forsake the badassness of putting everyone in Peaked Caps in order to keep their colonists from losing their fabulous locks.

A 'no' is 110% okay seeing as how I didn't write a single line of anything ever through out this process.

After this I plan to study up on modding Rimworld and apply my super amateur programming skills as best I can to try to make a per-colonist 'hat visibility toggle' thing, or maybe a mod to keep people from going bald as soon as they put on sunglasses, but this first step will appease me for now.  Though I'll be modding my copy of the mod to re-enable the rendering of Peaked Caps. :<

It's at this point in writing this dumb post that I thought to go and check the first post for a license, and of course it's right there at the bottom.  But seeing as how I didn't write a single line of code and the fact that I'm committing a heinous crime by hiding all your neat new hat graphics just to satisfy my sillyness, I still feel compelled to ask permission. >:
#4
Hammer is a little overpowered. :< Would be awesome if this mod could have mod options to disable each weapon, but I understand that that would probably be a lot of work.
#5
Outdated / Re: [A14] AllowDazedDrops
July 22, 2016, 11:01:04 PM
Definitely makes Dazed a lot less annoying, I've had such great weapons lose a bunch of durability because I didn't babysit my dazed pawn to unforbid every damn thing it drops. T T

Thank you!
#6
I love this mod so much, thanks for the quick update!  Not so much a fan of so many LAW-carrying raiders, could explosives somehow be made more rare? :<  I just had a siege where the raiders had 3 of them, had only spotted 2, handled it okay with personal shield tanking, but... It's a bit much!

Surprised you aren't getting many posts as of late, I hope you know your hard work is very appreciated!
#7
Outdated / Re: [A14] Less Rebuff
July 22, 2016, 10:36:21 PM
This is such a good idea, thank you!  A workshop release would be great, if you have the game on steam.
#8
Confirming that what ColombianHill suggested worked perfectly, thanks!   Hopefully we can get an update soon and maybe get it on the workshop?  I bet there are a lot of new players that would really like this mod.

Had a 19 shooter I recruited go to 15 shooting despite being in every combat over the course of 80 days and hunting most of the time, that's when I went looking for a mod like this.