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Messages - Morrigi

Why is there no documentation whatsoever?
Definitely looking forward to the laser weapons!
Mods / Re: [Mod Request] Industrial Component machine
December 11, 2017, 01:01:07 AM
Thirded, I'd definitely use this.
It is kind of silly that all forests go up like matchsticks all the time. Without the firewatcher, it's basically Space California with less taxes! Even something dead simple like changing the severity of fires based on season and biome would be an improvement.
General Discussion / Re: tornado sucks
December 10, 2017, 10:27:48 PM
I agree. As someone who lives in tornado country, the typical natural warning for tornadoes in real life is a very severe thunderstorm and often the sky turning an eerie greenish color. In terms of game mechanics, there should be some kind of event warning before it happens (maybe make it give occasional false positives during thunderstorms) and there should be an on-map shadow of a funnel cloud before it touches down, since we can't exactly see the sky very well.
Releases / Re: [A18] SimpleSidearms (1.2.2)
November 30, 2017, 03:58:29 AM
Quote from: SpaceDorf on November 30, 2017, 02:52:21 AM
Quote from: Morrigi on November 30, 2017, 02:42:13 AM
No A17 version available anywhere? Really?

It's on GitHub, just scroll down ..  :o
Ah, my browser wasn't loading the page properly. Thanks.
The Version below the A18 release is the last A17 Version.
Mods / [Mod Request] Carbon Mod for B18
November 30, 2017, 03:01:08 AM
A mod adding carbon fiber clothing material, carbon composite building material, and diamond building and tool-making material for B18 would be great. There was one for A17 but I can't find it anywhere anymore.
Releases / Re: [A18] SimpleSidearms (1.2.2)
November 30, 2017, 02:42:13 AM
No A17 version available anywhere? Really?
Outdated / Re: B18 faceplate mod V1.2
November 25, 2017, 03:15:40 AM
One solution would be to make it a full ballistic helm instead of just a faceplate. For inspiration:
I prefer no update, with a new version being released separately. Otherwise things turn into a mess where half your mods are updated, half aren't, and you have to go hunting for legacy versions because the important ones aren't updated yet.
Mods / Re: Mod Suggestion: Clone Army
November 20, 2017, 03:05:15 PM
There could be another approach, where the stability and functionality of the clone is based on time and resources. The most rudimentary cloning setup could pump out quite a few relatively unskilled "flash clones" in a short period of time, with a high rate of deformities, emotional instability, and other mutations. Those would be useful for unskilled labor or as a last-ditch attempt to hold the line in the face of impending raids. Increasingly complex medication and longer cloning times would result in higher-tier clones, culminating in nanomachines and gene therapy to create superhumans for the end-game, but creating such a clone would involve a cocktail of high-tech drugs and nanobots, and the better part of an in-game year, while flash clones would only take a week or two.
Releases / Re: [B18] Smokeleaf Industry v1.5
November 20, 2017, 02:55:50 PM
Is an A17 version still available somewhere?
It's simply a bad idea to create a mod with so many incompatibilities. People tend to play RimWorld with many mods installed, and a lot of them will pass this up if it doesn't play nicely with them.
I think the Rambo Weapons Pack has the PTRD, but I may be mistaken.
Mods / Re: Mod Suggestion: Clone Army
November 14, 2017, 09:18:38 PM
A biological option would be pretty cool. The bottleneck would be time instead of resources.