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Messages - Jake

#16
Releases / Re: [1.0] Religions of Rimwold
May 08, 2019, 05:28:52 PM
Further to KozmoD's point, would it be possible to have a generic "chapel", balanced by a reduced mood bonus from attending services there compared to having their own dedicated church?
#17
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
October 12, 2018, 08:53:01 PM
Have you considered the possibility of turning MarsX into its own separate game? Not only would you not be compelled to work within the limits of the existing source code (albeit at the cost of having to do a bunch of stuff yourself from scratch), but I think the fact people are more interested in the standalone modules is part of a wider issue: The gameplay changes are so radical and comprehensive that with this mod active, people aren't really playing Rimworld anymore. And switching between MarsX and the regular Rimworld experience is rather fiddly even if you've got something like MOD-E installed to automate the job of activating all your mods in the proper order.
#18
Stories / Re: Craziest Interpersonal Drama
October 03, 2018, 10:57:54 AM
A colonist proposed to his girlfriend, she said no, and the ensuing argument led to them breaking up. Within about two in-game hours he was sleeping with someone else.

I think she dodged a bullet there.
#19
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 02, 2018, 05:10:01 AM
Quote from: dismar on October 01, 2018, 10:03:34 PMnah canned fruit was just added. so it just needs fixed :)
Thank you. Oh, and it applies to the canning factory recipe for canned vegetables as well if you didn't already catch that. Just noticed that yesterday.

Quote from: Canute on October 02, 2018, 02:40:23 AMHi,
Compost barrel, since now most of vanilla workbenches are moveable, shouldn't the barrel moveable too ?
If i remember right the B18 version was moveable, but the B19 one not.
As a workaround, try one of the "reinstallable everything" mods.
#20
I don't refuse any refugees, even if they're not very useful. I also don't harvest organs, butcher or otherwise mistreat prisoners: If they're not worth recruiting they get released unharmed.

I don't do killboxes, although natural chokepoints created by terrain features are fair game.

I don't allow my pawns to use any drugs harder than smokeleaf and psychoid tea unless they're already addicts, or become such by binging on the stuff they found in a dead raider's pockets if I can't put a stop to that in time.

I make a ridiculous amount of effort to make the colony pleasant to live in, with plenty of recreation options and the spaces between buildings filled with flowerbeds and lawns with the occasional sculpture.
#21
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
September 30, 2018, 10:54:02 AM
Quote from: dismar on September 21, 2018, 11:04:56 PM
-recipes salted meat,dry fruit,pickled veg now cannot be made from themselves.
-sugar,sugarcane,flour, and cornmeal removed from basic and bulk meals recipes.
-preserved foods are no longer selected by default on basic/bulk meals.
(Pickled Veg, Salted Meat, Canned Veg, CannedMeat, CannedFruit, and dried fruit)
Yippee! The lack of that has been bugging me for a while.

QuoteCanning
-Recipes updated and cleaned up
-Skill level 4 req for canning now.

Speaking of canning, I noticed a minor oversight: The canning factory will accept canned fruit (and possibly canned meat and veg) as an ingredient when making canned meals. So would the canning table last time I looked, but I could at least disable that.
#22
Quote from: bigheadzach on September 25, 2018, 03:59:19 PMSkillbooks means more options for training/upkeep than the chess table / poker table, or the targets/martial arts dummies from Misc Training.

Probably would need tweaking per skill, and I imagine could be more creative than just calling it, for example, "Plants Book". I'm reminded of the clever way Fallout incorporates skill manuals into its lore. Find a way to dynamically create book titles that apply to each skill.
The Dwarf Fortress method involves procedurally generating titles from two lists: Words relevant to the skill a dawrf can increase by reading the book, and phrases taken from the titles of self-help manuals. (But not "For Dummies", because those guys lawyer up at the slightest provocation.) When the aforementioned secrets of life and death are added to the mix the results tend to be entertainingly surreal.
#23
Mods / [Mod Idea] Music and Event Triggers
September 24, 2018, 02:06:19 PM
Is it possible to have the game play a specific music track in response to a particular event? I'm thinking specifically of the "Man in Black" showing up accompanied by this, but I'm sure there are other good candidates.
#24
Releases / Re: [A19] SimpleSidearms (1.3.0)
September 24, 2018, 01:41:19 PM
The only bug I've noticed so far is that pawns have a tendency to spazz out and repeatedly switch back and forth between weapons if they both have roughly equal optimum range (specifically the Tesla Gun from Rimlaser and a pistol), and the workaround is simply "don't give them a handgun for a sidearm if that happens".
#25
Releases / Re: [A18] SimpleSidearms (1.2.5)
September 19, 2018, 01:27:09 PM
I don't think so, no. Be really useful though.
#26
Mods / Re: [Mod Request] Specific Ceiling Lights
September 19, 2018, 08:18:41 AM
For what it's worth, the version uploaded by dninemfive definitely has them. I'm not sure about the more modular alternate version by dracoix.
#27
Mods / Re: [Mod Request] Specific Ceiling Lights
September 11, 2018, 01:52:47 PM
Disregard my previous message. They're from Additional Joy Objects of all things.
#28
This occurred to me after I sent someone to try to arrest a tantruming pawn who was about to smash up the nicest statue in the colony, only for them to spit the dummy and behead their would-be captor. The unfortunate decapitatee got a decent hit in first, luckily, so I waited for Fighty McNutjob to pass out before detailing someone else to drag him off to the lock-up.

But by the time he was capable of walking again, the "considered guilty" timer had run out and everyone got the "colonist was banished" negative moodlet. In fact it seems to expire in about 24 in-game hours: I like to consider myself a fairly compassionate and understanding sort of chap, but that seems a bit fast...

Would it be possible to link that timer to the number of pawns who got a negative moddlet from what the prisoner did, and how severe said moodlet was?
#29
Mods / Re: [Mod Request] Specific Ceiling Lights
September 07, 2018, 10:10:00 AM
I'm not sure, but I think they were from More Furniture. It's not been updated on the Workshop yet, but someone going by Syrchalis (presumably the same one on this forum) has knocked together an unofficial B19 version.
#30
Releases / Re: [A18] SimpleSidearms (1.2.5)
September 05, 2018, 11:26:05 AM
Quote from: PeteTimesSix on September 02, 2018, 10:26:29 AMI'm currently subjecting hapless Steam users that dont know any better to testing a hotfix. Assuming nothing particularily important breaks I'll have an update up here in a few days.
So far so good.