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Messages - Sebastian Cigar

#31
We needed this so much
#32
Hey, I noticed something long ago but didn't bother reporting it for some reason; constructing a basic prosthetics workbench takes 0 work, once all the resources are gathered at the blueprint, it is built instantly.
#33
Outdated / Re: [A16] Appetite Suppressant [Updated]
March 17, 2017, 11:52:15 AM
Hi!
Which of the two versions of this mod gives your pawns stomach cancer? The 35-kb one or the 16-ish one? Does that version remove the possibility of your colonists becoming frail? Also, what part of body is this status applied to? Torso or spine?
#34

I do realise that it's a terrible pet to keep, worse than the alphabeaver, but I haven't heard stories of people keeping Colorado beetles at home. So, you might want to add a wildness start for these little guys. Or don't. It's a great mod anyway, the Blight was probably one of the least irritating events to me, but now even that's fixed, thanks!
#35
Hey again,
I've had a pod drop of a small batch of antivenom and while my colony's surgeon was playing around with imprisoned raiders' intestines, I noticed a strange thing; you can use antivenom as a medicine for surgeries if you click "Doctor care, but no medicine" in the health tab of a prisoner or a colonist. It cannot be used to treat injuries, however.
https://puu.sh/uHbZq/c53cd3d977.jpg - here's a screenshot of my second doctor installing a power arm on that surgeon using a vial of antivenom. She performed successfully, by the way.
That whole thing was not supposed to happen, right? Could this be an issue of mods conflicting with each other? Because I have a lot of them. Among them, there are only a few that affect surgeries: the latest version of EPOE, Glittertech, Less Arbitrary Surgery and A Dog Said.
#36
Outdated / Re: [A16] Blowguns - Lethal & Nonlethal
March 08, 2017, 09:40:37 AM
Quote from: O Negative on February 22, 2017, 03:05:14 PM
Body size of your target
YES. Thank you so much for that little tweak!
We can now safely farm bug jelly.
I've just tested it, and megascarabs aka the hive maintenance drones go down in seconds after being shot, which means you can just leave them be (or enforce some population growth control easily) and deal with the larger buggers; spelopedes and megaspiders go down in 30 and  40 seconds real-time on 3x game-speed, respectively. I'm probably wrong on my calculations.
By the way, blowgun's shots don't seem to aggro the animals, is that intended? It leaves cut scars on their eyes, you know, that's kind of a thing that wouldn't go unnoticed.
#37
Outdated / Re: [A16] Camping Stuff v0.2.3
March 06, 2017, 11:39:50 AM
Hello!
Would it be possible to implement automatically placed flooring for the smaller tents? The medium and the large ones look more like festive tents in my opinion and those usually don't come in with a groundsheet attached. The same mechanics of missing walls (or floor tiles only, or both, if that's even possible) should be applied in case a piece of flooring was deconstructed.  I'm quite surprised noone has suggested that before.
Other than that, it's a great mod you've created, I absolutely love it  ;D
#38
Hey, thanks for the quick response. I'm glad I could... help? I didn't want to put any pressure on you, it's not a crucial thing at all, I can't imagine what it feels like to maintain a mod that really seems like a must-have for this game. I'll be sure to follow your advice, thank you again and best of luck with the development
#39
Hello
Recently I've come up with the idea of creating an art gallery for my colonists, it would contain works representing key events that made up the history of my miserable hamlet. And of course the little museum absolutely must begin with the statues of my first colonists landing in their drop pods. The problem is, whenever you re-roll the map, there is no landing event, they just stand there as if you were starting as a lost tribe. Is there a particular reason for that?
Is it possible to make them crash land in case you're playing as a spacer-type faction?
#40
Quote from: Regar on March 04, 2017, 05:21:45 AM
What can i do with synthetic skin ?

i have build 2 but i dont have new operation options available.

Synthetic skin used to be a sort of a graft tissue that you could apply to old scars. That operation is no longer available in game because the author deemed it unrealistic to use necrosis-ridden crap mixed with advanced textiles for scar treatment, which makes sense in my opinion. The item was kept for bug avoidance purposes and- uhhh, just sell it.

Quote from: jackkacperek on March 04, 2017, 07:55:46 AM
Hello! I have question: Is this possible to harvest healthy eyes from prisoners? I think it was possible on earlier version,but i can't find it now. (and by earlier version i mean A12,13,14...)

Yes, it is. Could you attach a screenshot of your prisoner's health tab? You should be able to find "Harvest left/right eye" in the 'Operations' sub-menu.
#41
General Discussion / Storytelling?
March 04, 2017, 05:16:10 AM
Hey folks
Just a quick question. Does AI follow a certain pattern while generating events?
I'm asking because I've had several games where the events didn't seem so random. For instance, I had a crash-landing colony that accepted pretty much every refugee, wanderer and escape pod spacer, they also captured a raider or two. The three original colonists had Chinese names, and guess what, all the willing newcomers were of Asianic origin aswell. After the total population count reached about 12 and a couple of marriages took place, they all turned out to be related in one way or another. I also had a rich explorer's colony, his chronological age was quite high, around 3000 years, and pretty much everyone who joined the settlement had no experience of being put to cryptosleep, or atleast a very short one.
So, are the events truly random?
#42
Outdated / Re: [A16] Mind Altering Device (v1.16)
March 04, 2017, 03:53:06 AM
Could this possibly be made compatible with Several Puffins' 'Romance Diversified'?
Also, could you add a flick switch for your machine please?..
#43
Quote from: katherineironfist on March 04, 2017, 01:06:06 AM
Hello! I love love love this mod!
But can someone PLEASE help me?  :'(

I CAN'T figure out for the life of me how to craft Cybernetic Kidneys/Hearts/Lungs, etc. at the tissue printer.

ALSO, what's the difference between a "Green" advanced bionic implant vs a "Blue" advanced bionic implant? It seems the blue one is much more powerful version but I have NO clue how to get craft the blue version!! Whenever I craft them they only come out as green. do I need a new workbench or something? I researched all that I can in the tech tree. PLEASE HELP

thanks in advance!!
Hi there
You cannot craft Cybernetic organs as they are a part of the Glittertech mod which you seem to have installed. There is no recipe for that, you can call in Exotic traders (they usually do have a couple of those in my games) or dissect a raiding Commando. EPOE only includes Surrogate and Synthetic organs which are craftable.
As for the green/blue prosthetics, I think these two mods are kind of conflicting, no matter the load order -- I'm using Glittertech aswell.
puu.sh/utwlt/920679c8c8.jpg - as you can see here, there are two variants of an Advanced bionic arm.
You can spawn both with 'try place thing' in the debug actions menu (Esc -> options -> enable Development mode -> the leftmost gear w/ triangle icon on your new sidebar at the top of your screen), and you can also slap them directly on your pawns with Add Hediff -> Verse.Hediff_AddedPart. Don't forget that they're attached to the shoulder, not just the arm.
If you do open the dev menu, you'll be able to see that the augmentations from the two mods are listed in two separate columns, even though they have the same names.
You can only craft the EPOE version of the augs, the GT counterparts (the stronger ones) are obtainable from traders (click on the info button in the barter menu to make sure that you're buying the right one. EPOE: +30%, GT: +100%) or harvestable from downed hostiles... or visitors from Orion Corp. Not sure about that one, I've only ever seen them with their Exoskeletons™.
#44
Quote from: Madman666 on February 25, 2017, 07:39:32 AM
@Sebastian Cigar

I am pretty sure that exoskeleton doesn't "replace" torso perse, but just adds bonuses to it and bonuses aren't exactly what I am after. Shots will still hit torso and make it bleed. And torso has the most chance to be hit obviously, so replacing it with something that does not bleed could be a great bonus even if you can't buff health or armor of the part. Same with head really - if a bullet doesn hit ears, eyes, nose or brain - it goes just to "head" and as such makes it bleed. Bionics themselves are already futuristic enough to justify existence of full android pawns.
I've tested it and, actually, it appears that you're absolutely right. The torso still bleeds, and it does not get 'replaced' with the Exoskeleton suit, hah. I never paid much attention to that somehow.
Well, anyways, I don't believe that this mod will ever feature anything beyond what Adam Jensen's body looks like, that'd be just too much in my opinion.
Let's see what Ykara thinks of this, though, it's their mod after all. Frankly, I wouldn't mind creating a Frankenstein's (bionic) Monster either.
#45
Quote from: Madman666 on February 25, 2017, 05:43:21 AM
Can you make parts that literally replace neck and torso, to make unbleeding easy to fix up android?) If you could replace absolutely anything including neck, torso, head etc. you could have your very own Arni Schwarz version in Rimworld))
You can replace a pawn's natural torso with the Exoskeleton suit "implant".
And perhaps it would make more sense to turn the Silent Jaw  into Silent Neck or something-- sounds stupid, I know. It's just that I don't see how our jaws control what sounds our larynx makes... without blocking the pharynx completely, that is. But the eating and breathing processes of a silenced pawn are nominal unless hindered by an injury/ailment of some sort, so...
Other than that, I don't think your idea is viable, atleast for now. Replacing the inner ear, the optic nerve, and brain implanting — I can see how that's done.  You could replace the calvaria (skull cap) or the more vulnerable part of our skull - the occipital bone, the one at the back of your skull, but that'd be just pointless in Rimworld; as it was just stated by the mod author, currently there is no way to define a body part's chance to repel damage. Secondly, Rimworld medics can "set" skull cracks easily, there's no skill requirement for that and there are no consequences of having it set poorly. And lastly, the skull doesn't bleed, so, again, could be a senseless addition at this point. If you want to have your pawns' head tissue made of living metal (WH40k-like, or a-la the Colossus from X-Men) or mechanical stuff similar to what's featured in the newest Ghost in the Shell trailers, then I guess you have to make a mod request, or perhaps visit the Glittertech thread, because that kind of things would seem too futuristic for EPOE. The Glittertech mod already has "Cybernetic" organs that are 2x as efficient.