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Messages - Ser Kitteh

#316
Ideas / Re: Bulk crafting mod/base game option
March 13, 2018, 11:38:52 PM
YES PLEASE

Having to individually create simple meals are a pain. Maybe not to the point of making 40 meals in one sitting, but things like bulk crafting medicine, bricks and meals should very much be a thing.
#317
Aye, look forward for future fixes then!
#318
Tynan, in the past I made a thread detailing how silly it was you can't wear both tribalwear and a vest silmutaneously? Is this changed for 1.0?
#319
So Idk if this was old because I never had this problem before, but regardless I feel I should report it (if this is indeed a problem with Giddy Up). Basically when I buy an animal from a trader, going to the animal tab I found out said animal still belonged to said trader. I bought a muffalo and to my surprise it dissapeared. It was only until my second purchase that I switch owners to (none) and the animals were mine.
#320
Okay I just bought a couple of muffalo and I found out why.

In the animals tab, the muffalos still have owners but those owners belong to the trade caravan.

Yeaaah I think this is probably the giddy up system at work here.
#321
So recently I bought a muffalo and for whatever reason it dissapeared??? I've never had this happen before in my 400 hours of playing and I'm pretty sure it's not because I accidentally killed it.

Is this the call of the wild you speak of?
#322
Ideas / Re: Idea; Joy"sparring" and ring.
March 10, 2018, 01:23:36 AM
A "training" sort of item or activity has been discussed a lot of times before and I truly hope it becomes a thing in 1.0. Melee and Shooting are major pain in the asses to level up and the skill degredation means your level 14 Shooty Space Marine will easily drop to 10 if he ever gets the plague or something.

Which yes, makes a lot of sense. But it is a pain nonetheless and far too punishing on the players.
#323
HOW DID YOU KNOW?!?!?
#324
Right so, trying to condense the last two pages into points:

1. Tribals should get clothes that are "tribal in nature" that can stand heat and cold.
2. The war mask may need a reduction in wood cost and also should be able to use different materials.
3. Campfires and torches shouldn't self destruct when they run out of fuel.
4. The whole bedrolls/complex clothing needs to go back to the drawing board.

Anything else I'm missing?
#325
Okay, so Idk why, but I have a "Doors" tab and for some reason only the vanilla single tile door is there whereas all the other expanded doors are in "Structures"? Halp pls.
#326
Releases / Re: [B18] Meals On Wheels
March 07, 2018, 10:21:08 PM
You are on a roll my dude.
#327
I am actually very anti-nerf in a lot of cases. This is one of them. I'd rather power armor be buffed rather than devilstrand taking a nerf.

Though I too am open to the idea of synthread or hyperweave being more of a thing. Not that we see that stuff, like ever.
#328
Cool beans. Might check it out.

Though as cool as they are, I am interested in generating more discussion for it.

I don't agree that power armor is a "melee thing" only. I think it should be the pinnacle of armour and it should be reliable stuff. It should probably lose less durability than a vest too considering the amount of plasteel and components going into it.

And for the love of Randy, can I PLEASE make sure that my power armor has one color? All these blacks/whites/grays annoy me. Lemme make an all black armored army.*

*And yes, I too realise there is a mod for this but we can't expect mods to fix everything.
#329
Quote from: Canute on March 06, 2018, 03:08:12 AM
Power Armor or Powered Armor,
that is the question :-)
A power armor is just strongest one layer armor you can get in vanilla game.
But since these armor don't carry uranium and don't got a power source, it is just strong and heavy. A powered version would indeed enhance the wielder stats.

But if you want stats, there are enough  mod's out there with great power armors.

Both power armor and powered armor are the same thing as far as Rimworld is concerned. It's a grammatical thing; power armor in Fallout is indeed powered by nuclear reactors but it's not called powered armor.

Sure it's not T51b power armour but devilstrand dusters+ devilstrand shirt +armor vest will be far more protective than power armor, and that's just silly.

I think having a layer under said armour at about 50% of the rating as the mod I linked in the OP suggest would be a much better option.
#330
Releases / Re: [B18] Gear Up And Go
March 06, 2018, 12:34:26 AM
You're quickly becoming one of my favorite up and coming mod authors!

Gonna check this out!