Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Syrchalis

#286
Haha! I found a bug. When using Orassans mod the race has a smaller body size so their bodies are also displayed smaller. The "additional" hair this mod here adds overlaps with their real hair and they have two hairs on top of each other.


I'm rather sure this is related to Alien Races Framework and not Orassans directly, but the value 0.7 for their size is what causes the issue. There is a variable

<alienRace>
  <generalSettings>
    <alienPartGenerator>
      ...
      <customDrawSize>(0.7, 0.7)</customDrawSize>
      <customPortraitDrawSize>( .7,  .7)</customPortraitDrawSize>
    </alienPartGenerator>

which you can probably use if you want to add this compatibility to your mod.

However for me you don't have to add it, I modified the hell out of Orassans anyway, including this custom size BS-ery (I dislike it, not just because of this bug).
#287
Releases / Re: [B18] Fuglypump's Mod Creations
July 07, 2018, 12:54:44 PM
I think I accidentally updated your fallout trait mod. I just activated it for my game and fixed the errors. If you're lazy efficient and want me to send you my files to take some effort of your shoulders just say so.

What I did was rename the pronouns and the def-names so there aren't any errors anymore. I didn't fix any logical issues (e.g. traits not giving logical bonuses) - for example scrounger should PROBABLY give unskilled labor bonus.
#288
Oh how I imagine it is no issue. I play with dev mode on, so my immersion must be pretty strong anyway haha. (Doesn't mean I use it to cheat... more like to fix bugs which happen a lot due to mods just being updated and Rimworld itself being rather unstable).

It's more about efficiency and not having to wait like an hour or two for the 99% weapon/gear to get 1% and then wait another hour until the next starts mending.
#289
Okay, this is going to be nitpicky as hell but... the mending "ticks" very very rarely (once an hour?) and the variable you gave us (me =P) multiplies the mending % each tick. So if I say 5x mending speed it still ticks every hour, but for 5% instead of 1%.

Not sure if possible, but could you rather divide the interval by the mending speed from the config than multiply the %? Would make it go smoother and e.g. a 99% clothing would be done a lot faster. In other words, it mends 1% regardless of config, but if it's x5 then it just mends 5x as often.

If there is any reasons to not do this (CPU, bad interactions etc.) it's fine, I'm just being nitpicky. Either way your thread is on the frontpage again, so at least you get something out of my nitpickyness
#290
Tynan - please bring back closing bill detail windows by clicking outside the window.

When I try to assign several bills (say duster, shirt and pants) so they are made of certain materials it's incredibly useful to be able to just double-click the "details..." button instead of having to click "close" and then "details...".

Note: Doubleclick because first click doesn't have to be on the button, but just outside the window to close it, second click is to open the next bill's details, so for efficiency you might as well move the mouse on the details button already.

I know this is tiny, but it is very annoying when I want a full set of clothing of a certain type of leather.
#291
When you generate a world and the ocean is named in huge letters:


I'm dying.
#292
I really liked higher density of plants. Trees were a bit too dense in A17/B18, but especially grass seems really scarce now. I would prefer some vegetation level between the buggy A17/B18 and the fixed 1.0.
#293
I feel like there are too little healer mech serums around. A single one should be thrown in regularly with a request/stash/camp, simply because there is so many permanent injuries and ailments in the game you have to make choices anyway - but I usually don't even get one of these during a normal playthrough (by normal I mean I take my sweet time to take off).

Also in general I feel like there is too little quests in general. I would prefer there being more than you can realistically do, so you can choose which ones you want to do first. It also makes balancing the rewards much easier, because data is a lot more relevant.

What I'm trying to say is - if there was like 10-20 quests in your proximity at all times, covering most rewards, it would quickly become apparent what people go for the most and which ones are just too bad to risk anything for.
#294
Having played on boreal forest with a few muffalos I noticed how much they eat. I had maybe 1000 rice and it was gone pretty fast. Thankfully I had like 5000 meat and I kept making simple meals and feeding those to the muffalos. This easily lasted through the winter.

Thing really is that you can't have many animals if you don't have good growing periods, especially larger animals. Wool has gotten incredibly bad IMO, so it's not worth it anyway. Really just combat animals, boomalopes and cows are good in my opinion. Muffalos make an acceptable alternative to cows, but they aren't as good anymore. Main reason to have them is for caravans since cows don't carry stuff.

Also since I'm already at it:
Please Tynan, I played three games now and what happened to wool? Leather has become incredibly strong (especially heavy fur) while wool is almost as bad as cloth. I feel like taming animals and then waiting for 15-30 days (60 for megasloths who are super hard to tame) is way way harder than hunting a few deers - or megasloths.

Hunting megasloths has become the absolute dominant tactic for me. It's super easy, low risk, incredible reward. You get tons of meat, enough to even feed your muffalos through the winter (see story above) and you get the 2nd best leather in the game too, just after thrumbofur. I'm not saying nerf this tactic, but instead maybe make wool better again. I think the approach of leather giving better protection and wool better isolation was great. Maybe give wool a fat offset/bonus? Storytime again:

One mod I use a lot (in B18) is housekeeper cat (easy to tame animal that cleans/hauls nearly all the time, much better than dogs/wolves) - they also give 25 wool after some time. Their wool has not the greatest stats but a massive +15.0°C offset to heat and cold. Making tuques out of this wool basically handles all non-extreme climates and you can worry about other things. But it's not trivial because it takes a while to get the wool since they give only 25. Buying it is also hard since it's very expensive.
#295
I just want to say the game feels a lot more refined than in B18 and it's also more enjoyable to play. I have much less mods, yet it feels there is more to do, simply because there is more missions and the missions are more worthwhile plus caravans aren't as annoying to use anymore.

There is still quite a few QoL things that could be improved, not involving any new content or large chunks of work, like colonists reclaiming their beds when returning from a caravan. (HINT HINT)
#296
I'm looking forward to Quality Cooldown being updated. Always loved that mod, even though the impact wasn't huge, maybe especially because of that.
#297
Short story:
Boreal forest, winter, 275², large hills, intense, Randy Random, Naked Brutality

So I had just gotten my second colonist when Randy decided to throw like 5 raids at me. This was incredibly annoying, but manageable since marsh slowed them down, they had no or little armor and the first raid gave me a pump shotgun. This with a greatbow allowed me to repell them with just Sandbags (no cheese) but I had to reload once, because they behaved very weirdly.

Instead of getting into cover they just bumrushed my colonists behind their sandbags, no idea why.
#298
Quote from: Ser Kitteh on July 04, 2018, 12:08:41 PM
"Removed bridges research."
Well for me that came in just handy. I am living next to a river and bridges were very low priority for me because I had only two colonists and other stuff is badly needed in research. So now I can build a bridge and research other stuff.
#299
Is healroot supposed to be immune to the cold? Currently a coldsnap in my game and all plants died (Boreal Forest) but healroot is unaffected. If it's a bug, good that I caught it. If not... uhm, yay I won't die to infections?
#300
Quote from: Tynan on July 04, 2018, 07:42:02 AM
I agree; I've been specifically working to try to reduce the centralness of the raids, by adding some challenges and opportunities in other areas and dialing down the raids to compensate. Just so everyone knows, raids have a lot less pawns than they used to, and the game may move further in this direction. We just end up talking about raids a lot because they are somewhat of a focal point.
Noticed and appreciated. In A17 I had a rather wealthy colony and I kept getting attacked by massive raids. Like 50+ tribals. That was really tedious to play against. Not necessarily difficult, just tedious, so much dead bodies, items on the ground and just the shear mass of pawns on the map.