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Messages - Arnold Rimmer

#16
Ideally, you would have the ability to re-start with the experience you have accumulated,
the equipment your colonists wear, the science you re-searched, your trained animals and
maybe even a small wagon with selected ( limited to one 10x10 stockpile or so ) goods and wares.

What interests me personally is re-settling in a totally different biome,
either upping the difficulty ( temperate -> arctic ) or the other way round ( desert -> temperate ).
You partially could do something like that with the prepare carefully mod,
but it would require quite some work and all science still would be lost.
#17
Idea: To make it more managable/possible, giving up your current colony
should be a requirement i think.
#18
Using [SHIFT] as a switch would work fine i think.
Guessing that it would be a rather rare situation that you
would -want to- collect all rotten and skeletal corpses
from the whole map, it would not be too tedious/annoying to
press an additional key. (compared to the other way round)
Also: [SHIFT] would work on win/mac AND *nix

By the way: -IS- it possible to have configurationfiles for mods -WITHOUT- CCL?
#19
UnlimitedHugs, yes, literally :)

I wonder, what do you think about a minor adjustment so the
"unforbid all" would -exclude- dead animalcorpses?

Later in the game when the foxes and the bears had their way
with the rats and does, i often see many skeletons lying around.

And  i -really- do not have the manpower to open up an archaeological
exhibit for those at my base when my people are busy collecting weapons
from the last 20 raids. :)
( they were too busy planting hay for the gazillion chickens that suddenly hatched )
#20
Outdated / Re: [A13] BackstoriesCore
September 21, 2016, 08:14:55 AM
I tried to copy a backstories-folder from the hardcore sk mod
into my own little mod, but it did not work.

Without the backstories-mod and without CCL, IS such even possible?
I mean, without writing a DLL?
(i currently do not know how the hardcore sk mod does it)
#21
Mods / Re: Art Modifications - Resources
September 21, 2016, 08:10:37 AM
I see, i wonder if that would annoy me.
You know, the benefit of having round and diagonal walls versus the
ugliness of the shadows.

Although, thinking about shadows as they are now, that can get pretty ugly already,
especially regarding shadows from pawns which seem to get inverted when the pawn
crosses shadows from walls.

Personally, i would not mind having no shadows at all, if i had more variety in walltypes.
#22
Help / Re: RimWorld core art source
September 21, 2016, 08:05:31 AM
#23
Help / Re: RimWorld core art source
September 21, 2016, 01:28:10 AM
Quote from: Shinzy on September 20, 2016, 07:45:58 AM
Quote from: skullywag on September 20, 2016, 07:42:09 AM
I assumed that meant you did. :P

Youuu know what they say about when you assume!

We all turn into Donkeys?
#24
Outdated / Re: [A13] BackstoriesCore
September 21, 2016, 12:03:46 AM
Quote from: 1000101 on July 18, 2016, 11:40:22 PM
mipen, the original author and CCL dev, has integrated this into CCL!

The next release of CCL (v0.14.1) will have this functionality.

Does this mean there will not be an a15 release that does NOT depend on CCL?
#25
Mods / Re: Art Modifications - Resources
September 20, 2016, 10:49:59 PM
I have not yet found a mod which provides diagonal or rounded walls.
This would really help in making bases look more natural/pretty/less boring.
Is the lack of such walls a technical problem or
very very much work or simply not thought about yet?
#26
Could this be as simple as using the map re-roll mod and change that in a way
that, when you press re-roll, you end up on the worldmap and there can select a different tile?
That mod DOES save somehow the resources that you have when you arrive and
places them around you on the re-rolled map.

More precise: use the core of the re-roll mod and at the moment you click Re-roll
the function leads to a re-settling instead of re-newing the same map, based on where you
click on the pupped-up worldmap.
#27
Hello there, UnlimitedHugs,
Whoa, slow down there, before we lose a great modder to a burnout ;)
The changes you made are wonderful!

*smiles* Thank you very much.

The "unforbid all on the whole map" had a funny result the last time i played,
on day one, out of nowh...somewhere, two of my colonists brought wagonloads full of silver in.
#28
Seriously?  ::)
Why do you bother the busy developers with stuff you do in developermode and
then even report that as an exploit?
That's like switching godmode on and then complain about the enemies dying too fast, i'll say.
#29
This is so weird...
Like... I build a 50 block thick hardened steel wall and call that "an exploit to be safe from every enemy ever" ;)

In my view, a valid exploit is easy to create and has no real impact on the game, quality of life-wise.
But building doors all over the place, even though it -may- work, just seems completely silly.
Not to mention that wandering colonists WILL make you crazy with all the door open/close sounds ;)
#30
Releases / Re: [A15] AllowTool (1.5) Easily unforbid items
September 12, 2016, 11:59:54 PM
Hello there, UnlimitedHugs,
I feel exceptionally silly for bringing this up; after reading all the posts in this thread,
none of them mentions/suggests a "Disallow"-extension to your tool.
The second i saw this mod in action i thought
"Uhm... Why can i ONLY allow stuff with this and not do the other thing too?"
Is there some technical reason for that disability maybe?