I noticed a "Kakashi Hatake" running around. This is a character from the popular anime/manga series "Naruto." Just giving you a heads up in case you're trying to avoid this sort of thing.
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#92
Ideas / Stockpiles, Dumping Stockpiles, and Trash Zones
August 17, 2016, 11:02:51 AM
At present, a stockpile and a dumping stockpile are differentiated only by the default items allowed. What we need is a trash zone, where items placed there are automatically forbidden, and any item on the map can be right clicked and marked as "trash" to be hauled away to the trash zone.
#93
Mods / Re: Any reasonably sized weapon mods out there?
August 17, 2016, 06:56:37 AMQuote from: Bucketsmith on August 17, 2016, 04:36:28 AMThought I addressed that in the OP.
What is the criteria for the mod you are seeking?
Amount of guns, what role the guns should have, etc?
QuoteI'm looking for maybe a revolver, a battle rifle, a short-barrel shotgun, a medium machine gun, an anti-materiel rifle, and possibly some heavier weapons like a flamethrower or grenade launcher.And like I said, I don't care about the balance since I'll be doing that part from scratch.
Quote from: Bucketsmith on August 17, 2016, 04:36:28 AMVanilla guns don't differ that much from one another in my eyes. They've got some variation in stats but it's all the same base thing in the end.True. This is largely a problem because armor works through percentage damage reduction rather than flat damage reduction, so in the end the only difference between a gun that shoots little bullets quickly and a gun that shoots big bullets slowly is the ability to blow limbs off in one shot. Combat Realism fixes that, and I plan to modify the weapons to fit within that framework. Not going to be releasing it to the public.
Quote from: A Friend on August 17, 2016, 05:31:22 AMThe only weapon mod I know without a bazillion guns in it while offering somewhat unique roles is this oneThanks. This is the sort of thing I'm looking for. It being from an earlier alpha shouldn't be a problem unless they've changed the structure of stat layout in the weapon XML, or done something similar with weapon art. I suppose I'll find out. If it doesn't work, Plan B is to download Rimworld | High Caliber, cut 80% of the guns out, and make the rest craftable.
https://ludeon.com/forums/index.php?topic=8283.msg82336#msg82336
Problem is that it's from Alpha 8.
#94
Mods / Re: Any reasonably sized weapon mods out there?
August 17, 2016, 03:07:46 AM
Have you never heard "less is more?"
Every item added to the game brings with it a clutter cost. More items means navigating menus takes longer, setting up stockpiles takes longer, and traders are less likely to bring the items that you want as their list of potential items grows. The vanilla combat system is pretty well served by the weapons included in the base game (although the lack of a revolver in a setting that is more "space western" than anything is surprising), but Combat Realism adds a few extra mechanics, in particular the armor penetration system, that make for a wider variety of possible meaningful weapon choices.
All I'm looking for is a mod that adds a few guns. I'm not looking for a sales pitch on why mods that add a billion guns are better.
Every item added to the game brings with it a clutter cost. More items means navigating menus takes longer, setting up stockpiles takes longer, and traders are less likely to bring the items that you want as their list of potential items grows. The vanilla combat system is pretty well served by the weapons included in the base game (although the lack of a revolver in a setting that is more "space western" than anything is surprising), but Combat Realism adds a few extra mechanics, in particular the armor penetration system, that make for a wider variety of possible meaningful weapon choices.
All I'm looking for is a mod that adds a few guns. I'm not looking for a sales pitch on why mods that add a billion guns are better.
#95
Mods / Any reasonably sized weapon mods out there?
August 17, 2016, 02:14:32 AM
I'm looking to expand the weapons in my game, but every mod I've seen so far has been loaded with clutter and redundant weapons. I'm looking for maybe a revolver, a battle rifle, a short-barrel shotgun, a medium machine gun, an anti-materiel rifle, and possibly some heavier weapons like a flamethrower or grenade launcher.
Are there any mods out there that add weapons like this without trying to include every gun made since 1850? I don't care if they are balanced or Combat Realism compatible; I'll likely be redoing all their stats from scratch to suit my preferences. I'm also indifferent to whether they are real-world guns or not (seriously, after over a thousand years, the same guns? Okay, maybe with enough cosmoline).
Are there any mods out there that add weapons like this without trying to include every gun made since 1850? I don't care if they are balanced or Combat Realism compatible; I'll likely be redoing all their stats from scratch to suit my preferences. I'm also indifferent to whether they are real-world guns or not (seriously, after over a thousand years, the same guns? Okay, maybe with enough cosmoline).
#96
Ideas / Re: How to bring the colonies out into the open again?
August 15, 2016, 09:52:25 AM
Having walls deteriorate would be a blow against bases that aren't naturally wedged into a chokepoint or mountain. Bases out in the open have more than enough disadvantages already.
#97
General Discussion / Re: Questions and Answers : Roof collapsing
August 15, 2016, 07:27:44 AM
You can make a room as long as you want, so long as it's not more than 12 wide. Me, I just put up a support pillar, 'cause I've got this thing for building 17x17 blocks (15 internal space). Easy to split up into 6x6 rooms with hallways between.
#98
General Discussion / Re: I feel this game is trolling me...
August 15, 2016, 05:45:31 AMQuote from: Janopolis on August 14, 2016, 06:55:17 PMWhy is an Eclipse followed by a Solar Flare, followed by a breakdown, followed by a mental break, followed by a Raid? All within 3 minutes real time play.The eclipse and the breakdown are redundant when a Solar Flare is going and the mental break is a mood thing rather than a storyteller event.
So you've basically just got to deal with a solar flare and a raid. Turn down the difficulty if it's too high for you. That's what it's there for.
#99
Ideas / Re: Your Cheapest Ideas
August 15, 2016, 12:44:21 AMQuote from: SpaceDorf on August 15, 2016, 12:41:36 AMNot a bad idea for it to be an option, but I often have different workbenches restricted to different people. I don't mind if my low-skilled pawns are doing things where skill doesn't matter, but if I put in an order for assault rifles I want my best crafter, and only my best crafter, making all of them.
Another one for the UI :
I would like the ability for Identical Workbenches to be linked, so the can work the same list of Bills.
First I thought of copying the bills, but that "only" works for Bills set to "forever" or "do-until-X" If I want a specific amount
I still would have to handjuggle.
#100
Ideas / Re: The mechanics of research expeditions
August 15, 2016, 12:10:59 AMQuote from: FisherEx on August 14, 2016, 01:07:44 PMTHE TITLE SCREEN.Quote from: Pax_Empyrean on August 14, 2016, 10:08:19 AM
An unbased assumption? Are you retarded? This is a colony simulator. When you launch the game, right under the title it says "A colony simulator by Tynan Sylvester."
We can say with considerable confidence that the future of the game is going to be full of colony simulator things. Things that have nothing to do with simulating a colony are likely not going to be part of it, on account of this being a colony simulator, in which you spend time simulating a colony. Hopefully you can see the point I'm trying to get across here, in this forum for a colony simulator.
Still unbased, post Tynan's quotation or leave your guesses.
Cripes.
#101
Ideas / Re: Psychologist / Psychoanalysis
August 14, 2016, 10:54:13 AMQuote from: SpaceDorf on August 14, 2016, 09:46:55 AMAlso they could throw parties after special fucked up events, or when the average mood of the colony sinks below a certain level."Bob, I know you're feeling pretty down since your wife just burned to death after she got mad and punched a boomrat and you're about to black out from the pain of the burns you acquired trying to save her, so... here's a party hat!"

I love the idea of a therapist function in the Social skill, but having them throw a party when average mood tanks seems like it would result in some really inappropriately timed parties.
"The nuclear fallout has lasted for weeks now. We have run out of food. Bob snapped and wandered around outside. He succumbed to radiation poisoning that same day. The next day, we "found" a reserve stockpile of meat. I didn't tell the others, but I found a wedding band in the stew they made from it. I can't tell the others. We're all going to die anyway, and I don't think they'd want-"
"AAAAYYYY MACARENA!"
#102
Ideas / Re: Being able to roam the world
August 14, 2016, 10:42:18 AM
Bullshit.
This is a forum for making and discussing suggestions.
This is a forum for making and discussing suggestions.
Quote from: Lightzy on August 14, 2016, 08:11:00 AMI'm well aware of what the suggestion forum is for, so you can spare me your condescension. I think the suggestion is stupid because it goes against core gameplay, rendering a bunch of stuff that's already been worked on completely irrelevant. Might as well suggest being able to go into first-person and shoot at raiders.Quote from: Pax_Empyrean on August 14, 2016, 07:06:54 AMQuote from: Lightzy on August 12, 2016, 03:19:37 AMThis shit again? Your idea for improving a base-building game is to introduce a mechanic that prevents players from doing the game's core activity: building up and managing a base long term. Not only do you want the developer to waste time putting in something that's not only not worth the time on its own, but would also render a vast swath of what they've already put in irrelevant.
That's freaking amazing!!!
A game mode where there's like dissassembler nanomachines advancing over the planet
I don't think you're quite at home in the suggestions forum. Maybe the general forum is more your style.
#103
Ideas / Re: The mechanics of research expeditions
August 14, 2016, 10:08:19 AM
An unbased assumption? Are you retarded? This is a colony simulator. When you launch the game, right under the title it says "A colony simulator by Tynan Sylvester."
We can say with considerable confidence that the future of the game is going to be full of colony simulator things. Things that have nothing to do with simulating a colony are likely not going to be part of it, on account of this being a colony simulator, in which you spend time simulating a colony. Hopefully you can see the point I'm trying to get across here, in this forum for a colony simulator.
We can say with considerable confidence that the future of the game is going to be full of colony simulator things. Things that have nothing to do with simulating a colony are likely not going to be part of it, on account of this being a colony simulator, in which you spend time simulating a colony. Hopefully you can see the point I'm trying to get across here, in this forum for a colony simulator.
#104
Ideas / Re: The mechanics of research expeditions
August 14, 2016, 07:13:44 AMQuote from: BloodTremor on August 13, 2016, 12:31:35 PMI don't think it's planned, either.
>The game doesn't keep track of any square you're not in.
Yeah, but its just an alpha version.
The core gameplay is static: building and managing your base. Stuff that moves you away from that is likely to never appear, since it would detract from the core gameplay.
#105
Ideas / Re: Being able to roam the world
August 14, 2016, 07:06:54 AMQuote from: Lightzy on August 12, 2016, 03:19:37 AMThis shit again? Your idea for improving a base-building game is to introduce a mechanic that prevents players from doing the game's core activity: building up and managing a base long term. Not only do you want the developer to waste time putting in something that's not only not worth the time on its own, but would also render a vast swath of what they've already put in irrelevant.
That's freaking amazing!!!
A game mode where there's like dissassembler nanomachines advancing over the planet