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Messages - ultra4

#76
Outdated / Re: [A18] Better Drugs [V.1]
July 19, 2018, 07:23:50 PM
looks like a good addition, but vegetable garden already has ibuprofen, and it's more than enough as a painkiller.
The game already has some recreational drugs. In the drug department the game and popular mods already give a balanced experience.
#78
just a user imput,
Quote from: Syrchalis on July 14, 2018, 04:55:24 AM
(...) textures for immature plants:

:D :D ;D ;D 8) Syrchalis, I absolutely love these, a visual cue!!! Usually vegetables keep growing and growing, but then are they ripe? Now you can look at them are in a glance.... why wasn't this in the game  ::)

Dismar please take your time to make it good, it's my favorite mod, rimworld needs vegetable garden to be complete
#79
Hey Happlo, working on the 1.0?

I thought, i'd start a 1.0 colony, and bots would eventually come along. Then I remembered... those sooting ranges and melee dummies are pretty much "the rec room". 1.0 is playable, just not fun without tiny details that have become core to rimworld for me
#80
Outdated / Re: [B18] BetterMiniMap Extended
July 11, 2018, 05:06:58 PM
 ;D 1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0  1.0 ;D
#81
Hey Rah, have any plans for the 1.0 of this mod? Have ideas on adjustments, working on anything?
#82
Dismar please, jump on the veggy 1.0 i can't do rimworld without them veggies
#83
Can you assign a specific meal for each colonist based on "vegetable garden" meal buffs? haulers to eat food that boosts speed, and crafters to eat food that boosts manipulation?
#84
vegetable garden baked recipies are made in the universal machine and not the cook machine :(
#85
i mean no offense to the modder, and i love this mod, but for scars (i don't even do the research), i use another mod, just because it's so cool, it's the dermal regenerator, cures all scars in a process that takes almost 1 full day (spends no meds and no doctor needed), but it just looks cool, and does the job in a fun way.

may not be the answer you wanted, but i just think the game should have both mods
#86
Outdated / Re: [B18] Android Tiers and More
June 18, 2018, 10:38:23 PM
on something different, just noticed... the disassemble mechanoid recipe has the androids in its list, but no pawns will use them. BUT.. "harvest organs post mortem"... got 2 component and 10 plasteel, lol? or working as intended?
#87
Outdated / Re: [B18] Android Tiers and More
June 18, 2018, 08:41:55 PM
There was a tiny mod in A17 with a small RTG. Mechanoids dropped 1 item on disassemble. The mechanoid drop mechanic was cool but the graphics were poor. Can't find the mod link

basically added the rare ingredient (power core) and the recipe for that portable generator. Could not craft those RTG without killing mechanoids (3 mech for each generator, and gave out just enough power for a drill)

Since that mod seems to be dead, it would be a good addition for the Androids
#88
tiny detail: the builder is the one who fertilizes the field with biosolids, should be the grower, like in Fertile Field Mod
Thing that gets edited in less than a minute, but wanted to point out. Love that you even made a custom blueprint for fertilizing

and i might have found a bug, in this patch the latrine gets cleaned without producing fecal sludge as a result. bug or intended?
#89
This version is absolute awesomeness

edit:
Did some god mode testing, found a personal issue: biosolids better the terrain the worse it is right? Like a logaritmic boost? rockydirt goes from 0 to 30% fert, sand goes from 6% to 50%, soil goes from 100 to 120% (diminishing returns make sense on OP soils), then rich soil gets 0% from fertiliser (ramains at 140%)?

Found it sad, was hoping for +10% buff or something. The FF mod soil "plowed soil" also gets nothing from the reusable enrichment, thats kinda too bad, that yearly maintenance could be a end game micromanagement, say like for that extra maybe 5% boost (from 180% to 185%)

Then i came to irrigation, unlike the biosolids these boost exponentially (?), boosting soil to 150% seem a bit to strong, boosting rich soil to 214% also extremely OP, and my jaw dropped, when i saw the plowed soil at 275% that is way to much over the top.

I see irrigation can be manually toned down, so that's not a problem. The biosolids however can't the fine tuned though

Easily duplicated your composter, so now i have 1 for the original composter for the annual buff fertilizer, and made the duplicate with similar name to compost sewage into Fertile Fields mod's fertilizer for the long term terraforming. Works great
#90
I don't know if it's just me, i love your soil texture, but can't go without Fertile Fields gameplay. The plopable 115% fert feels like a cheat in eartly game since you can plop it anywhere (rock, sand, etc, better than soil anywhere), so i prefer the FF aproach to step by step changing to soil-rich soil-plowed soil (harder and slower start but able to reach better end game soil). But i do love the compost from sewage concept.
I dont mind having a compost bin for rotten food and another for sewage, seem fine and even logical. How do i change the final product to be the FF fortilizer? I went through all the XMLs without finding it. (that and a balance pass, 50 FecalFertilizer seem like 1 "FF Fertilizer"?)