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Messages - Sylph

#16
Releases / Re: [A17] Psychology (2017-9-12)
September 29, 2017, 11:57:27 AM
Quote from: Hadley on September 29, 2017, 11:42:21 AM
Yeah I googled that myself, but the question was how is that used. Is the RNG just rolling randomly and the chance to roll 6 is the same as rolling a 0? I just want a realistic Game so no more than 5% Gays.

Jesus christ... Realism is not "no more than 5% 'Gays'". Cringe. The mod by default (thank you Linq for the inverse option, saved me having to add it myself ;D) uses a Gaussian function to model the probability of a colonist having a particular Kinsey rating, in line with numbers that seemed to me when I looked through the code to accurately represent real world statistics. Roughly speaking, within the constraints imposed by a fixed whole number scale, a colonist in the game has the same probability of being created with a particular sexuality as a real living human does.
#17
Releases / Re: [A17] Better Pawn Control (v1.6.5)
September 28, 2017, 05:33:23 AM
Perhaps it's just because I updated it mid-save, but the latest update to Combat Realism breaks integration. Loadouts aren't saved between assign policies. I reverted to the previous version of Combat Realism and they worked again.
#18
Quote from: Smellfungus on September 19, 2017, 03:05:44 PM
A bug I've noticed and assumed was known: industrial rollers aimed at incomplete industrial rollers that have the materials added will destroy items placed on them and give a debug warning.

I've also seen this happen. Tested it and happened every time, stuff gets rolled into oblivion. Oops.
#19
Outdated / Re: [A17] Rainbeau's Fertile Fields
September 26, 2017, 08:01:25 AM
Quote from: Flimflamshabam on September 25, 2017, 02:16:35 PM
I just don't like having to wait for like 3 years or pay ~1000 silver for another caravan to roll around only for them to not have any dirt, or only have like 200 when I need 2000. The cost per tile is small sure but when you're aiming for even minor scale operations in otherwise impossible environments it's a bit too much to deal with, I also dislike the rotted foods stuff I would prefer just to make compost without needing part meat and part vegetable, takes alot of effort to keep meat in stock in rimworld if you aren't cannibaling it up and Hunting always comes with the risk of pissing off an entire herd and without a kill box that's the end of the colony.

I'm not interested in under mountain farming, and if I do I can settle for hydroponics or simple layered soil, but I still want the option to turn at least marsh, sand, and gravel into soil, and vice versa without it being a year long process to just get the materials.

I play exclusively on ice sheets (the coldest mountainous tile on any world, thank you to Prepare Carefully's search function!) so I appreciate where you are coming from, but I enjoy the extra difficulty in finding resources (be it those as simple as dirt) there... it's why I play there. I take for granted the fact I'll need to research cremation and turn dead raiders into compost to get a supply of fertiliser, just as I take for granted there will be no trees, etc. You can also make your own dirt, after researching terraforming and building a rock mill to make it practicable. Also you can travel off the ice sheet and dig up dirt elsewhere (A17 is awesome!), and send it back. Same way I get limestone for concrete if I'm unlucky enough that the coldest mountain tile on a map doesn't have native limestone. (My current colony has slate and marble... yay...)

Quote from: dburgdorf on September 25, 2017, 03:01:18 PM
Quote from: Flimflamshabam on September 25, 2017, 02:16:35 PMI also dislike the rotted foods stuff I would prefer just to make compost without needing part meat and part vegetable....

This, I'm already planning to change. I'm getting really tired of one user after another on the mod's Steam thread posting "the compost recipe doesn't work!" when the problem is nothing more than that they have a stockpile of veggies but no meat. :P

Might I suggest that you retain rotten meat/meat as an ingredient in compost, in a recipe that combines plant and animal matter, and offers a higher yield of compost per unit of nutrients and work than the purely-plant matter compost you'll add? This would be in keeping with the vanilla gameplay rewarding players who can source both plant and animal matter (fine, lavish meals requiring both, offering bigger mood bonuses).

Also I don't anyone should feel obligated to design anything for the few dimwits who cannot read instructions (or in this case, the required resources for a recipe in Rimworld, given quite plainly on the interface for selecting products).
#20
Outdated / Re: [A17] Rainbeau's Fertile Fields
September 25, 2017, 11:39:22 AM
Quote from: Flimflamshabam on September 24, 2017, 05:27:42 PM
I don't suppose a Fertile Fields Lite is likely? One with just the fertilizer, and not all the dirt and sand and crushed rocks etc. I've been playing with it but the grind of getting all the soils and fertilizer is just very annoying.

Annoying? I think it's perfectly executed, and incredibly useful. Also considering it might sound overpowered (fertile mountain farms, for instance), it actually in practice ends up feeling very well balanced (though I stay away from deep water creation). Terraforming under a mountain is a very long term goal.

Also... if something is annoying you (getting soils), which is unnecessary to achieving your end goals (something to do with fertiliser?), then just... don't do it. No-one is forcing you to even research terraforming.

Quote from: dburgdorf on September 24, 2017, 03:19:38 PM
Concrete has been updated:

- Reinforced concrete has been renamed "steel-reinforced concrete," and plasticrete is now "plasteel-reinforced concrete."

- Steel-reinforced walls now require "Machining" to have been researched. (I realize there's no direct correlation between machining and bunker wall construction, but I didn't want to add a brand-new tech just for this, and machining seems to represent about the right technological competence and conceptual research focus, and it's something that nobody starts the game with.) Plasteel-reinforced walls additionally require "Microelectronics Basics" research.

My, what perfectly named building materials! ;) Thanks for the update!
#21
Releases / Re: [A17] [Modlist] XeoNovaDan's RimWorld Mods
September 20, 2017, 11:17:37 AM
Just wanted to say I love your mods. I dug up my forum account details almost specifically to say so. You get balance. I haven't played Rimworld for several versions and when I came back to setup a modlist I reflexively went for EPOE and A Dog Said, until I saw your alternatives to what those mods have... grown into, and thought them more in keeping with the spirit of the original game.

If I could make a small suggestion? For you to make your animal implants craftable? Your EPOE patch still has the implants as craftable, so you don't disagree with that option in practice, I was wondering why you omitted to make animal implants craftable... and whether you could be persuaded to change your mind?

Also I know you said you wouldn't make animal compatibility patches except for CE (which I am immensely grateful for, I stopped playing Rimworld when CE's precursor became defunct, I see it as an essential addition to the game), but would you happen to have a guide that covers what needs to be done for your animal mod to support new animals? I'd love to see it compatible with Megafauna.
#22
Sweet collection of mods. I'm particularly appreciative of Pawns are Capable. And Archipelagos might just get me to come down from the mountains. Maybe.

If I could make a minor, literary suggestion though... concerning your concrete mod. Specifically the "plasticrete" wall. Made from "...and, according to some, the blood of sacrificial virgins." It's just a bit... strange, and thematically jarring. The humour doesn't really match with Rimworld's own.

Also, naming the substances "Steel-reinforced Concrete" (Wall/Embrasure/etc) and "Plasteel-reinforced Concrete" would make them sound just that little bit more awesome, imho, particular in the case of the latter. "Plasticrete" strongly evokes "plastic" to me, and plastic doesn't exactly convey the idea of a formidable building material.
#23
Releases / Re: [A14] Orassans
August 19, 2016, 04:43:17 AM
Do the Orassans follow the "everyone fights" mentality from the Starship Troopers novel? A group of them laid siege to my colony and amongst them was an eight-two year old local government official. I only noticed because when a mortar shell went off in the middle of them, he was the only one to be downed... to a heart attack. (I managed to fight off the siege in time to save him!)
#24
Quote from: Gfurst on August 17, 2016, 03:33:18 PM
Quote from: Sylph on August 17, 2016, 03:00:23 PM
It might be my mod configuration, but active vents seem to be magic. They seem to function normally in relation to the room they are monitoring, but they cause the room they are not monitoring to be heated/cooled to the temperature they are trying to maintain in the room they are monitoring... if that makes any sense.
Well the vent supposed to work this way: if the target temperature for the room is offset and the other room has excess temperature, then it opens and works as a regular vent, equalizing temperature.
For example, you can only cool a target room if the other side of the vent has lower temperature than target room, even then the vents open equalizing temperature, so it could just be a case of them getting pretty close equalizing.

Let me put this another way:

Ice sheet ambient outside temperature: -50 degrees.
My main greenhouse, workshop and connected passages: 350+ open tiles.
Heating apparatus: none functioning.
Interior temperature (not of the room the active vents were trying to keep at 21 degrees): 21 degrees.
Interior temperature (of the few small bedrooms the active vents were trying to keep at 21 degrees): 19 degrees.
Interior temperature after removing all active vents: -40 degrees.

;D

#25
It might be my mod configuration, but active vents seem to be magic. They seem to function normally in relation to the room they are monitoring, but they cause the room they are not monitoring to be heated/cooled to the temperature they are trying to maintain in the room they are monitoring... if that makes any sense. I realised something wasn't quite right when I had a solar flare during winter on a ice sheet and the majority of my base remained at a comfortable twenty one degrees celcius. I used god mode to delete all the active vents and replaced them with normal ones, the temperature bug was resolved, to the chagrin of my colonists.
#26
Great idea for a mod. A necessity when playing with realistic darkness I think.

Following on from the mention of flares, how about parachute mortar flares? And a flare gun?
#27
There doesn't seem to be any visual effect for thermobaric weapons, though they still do damage. Also, my colonists no longer seem to carry a meal with them so if they get hungry while outside the base they have to walk all the way back.
#28
Releases / Re: [A14] Orassans
August 14, 2016, 03:18:28 AM
Loving the mod so far. And thanks for the compatibility fixes for EPOE and CR, they're working great. Though as the enclaves always spawn friendly I'll never have a legitimate reason to capture one of them...