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Messages - Call me Arty

#1
Quote from: bobisz on March 06, 2019, 04:26:35 AM
Hey All!

Anyone experienced the issue where  the "allow/not allowed" command has no effect on these doors at all?
Vanilla doors work fine, but my pawns just waltz through disallowed expanded doors.
I'm not getting any errors regarding his mod on bootup and the required lib/tools are installed.

Same problem here. Forbidden 1x3 door, angry horde on the other side, "whoops, better clean that blood puddle on the front porch!"
#2
Huh, alright. Well, can't help but feel immensely disappointed with your choice to prioritize your family over some alien-shaped code for a bunch of morally deficient dictator wannabes, but I hope you and yours are doing well. I'll see if I can't look through some backstories.
#3
 I only recently started using the series after not using it for some reason for a while. I'm rather enjoying it! It's good to have a method of transportation for injured pawns, and some more way to manage weight in my caravans. It also helps buff raids a bit without a need for bullet-spongey overpowered units.

I'm bringing it up with the other mod author too, I just wanted you to know that there's a weird interaction between Giddy-up! and Wild Animal Sex where some critters may try to . . . eh . . . "run train" on the raider's mount.
#4
 Been playing around with the new xenos a bit, and I think they're pretty solid. There are two main categories of concern for this mod, however. Be aware that I am treating this as criticisms of the portrayal as xenohumans, which the mod page and mod itself back-up. If the mod were to instead add a bunch of pawns with anything between a xeno parent or great^4 grandparent, then almost all of it could be disregarded as genetic and cultural drift.

Appearances:
Simultaneously, it's the biggest and pettiest problem at the moment, at least for me. The Wolfmen and Scalemen are fairly distinct, though the Designer Mates and Soldiermorphs blend in far more with the standard humans.

I think Rebel did a great job at making the Wolfmen look like humans with wolfish attributes. If anything, it makes the DMs and SMs a bit lacking in comparison. Here is a human, who's had the same opportunities and sort of upbringing that you and I have had. Here is a designer mate (or one of their descendants) made to look like someone with deep pocket's perfect beauty, something unattainable with whatever the future uses like Tinder. Finally, here is someone designed by all the genetics we had access to for the purpose of killing its fellow humans. When you've got between six to twenty of these guys running around a colony or wearing tuques and parkas at the top of your screen, it's almost impossible to tell the difference between them.

I think there are simple solutions you wouldn't even need an artist for that could fix that. Going off of the lore we have, even the distant descendants of the designer mates "occasionally express . . . traits like . . . streaks of multicolored hair, or artistic patterns on the skin." I've not gotten into the guts of race-making for Rimworld, but you could give the Designer Mates a lot more pop in the colony by restricting them to brighter unnatural hair colors, and Ben Day dots could be a simple way to make them look a tad different. Soldiermorphs meanwhile? It's safe to say that they were inspired by Warhammer 40k's Space Marines, just read the Marine Armor's description, "imperial" and "space marine" aren't in the same sentence by coincidence. I personally believe the design should reflect this heritage a bit more to differentiate them from other pawns. "Typically, they have large muscles. . ." meaning that it would be a safe bet you keep them as "hulk" body types. Bred for battle? Long hair would get in the way of gas masks and helmets, and would probably be a pain to keep clean if you crawled through muddy trenches for a living. Have they lived their whole lives pumped full of drugs or in the shadows of a training facility, cryptosleep casket, or power armor? Keep their skin to either an enraged pinkish-red, or palish gray. Altogether, you'd have either this fine fellow or this gentleman, both looking far different from your average joe. I think I noticed a bit of this on the Designer Mates, though it's minor enough that it could just be my monitor and I am mistaken.

Also, Scalemen with hair is a bit weird. Rather than just being bald, lizards have a nice variety of crests and such that look pretty cool, if I do say so myself. [1] [2] [3]

Flavor:
I personally think this lady is a a tad problematic.

  • "Needs a really impressive bedroom" (Greedy perk. Bleeding heart is from Psychology and I wouldn't expect your initial release to be made with other mods in minds).
  • Incapable of violent acts.
  • Stated as living upto thirty years in lore, has only five left when we get her (lifespan set to 26).
  • Began by writing stories, grew up to be a charismatic con artist. Shapely and pretty. Soldiermorph.

Sorry if it seems like I'm picking on Soldiermorphs, I just didn't want to go and nit-pick every one of the races, and these are the ones who logically have the most restrictions.

Logically, xenohumans wouldn't stay where they were meant to stay, due to the fact that we have asteroid miners and medieval peasants on the same Rimworld. However, one would figure that even by shedding their natural habitat and expectations, there are still some things that the xenos simply wouldn't do. If the mod is intended to add these xenohumans, a great deal of backstories make little to no sense for the species they represent. Con Artist, for example is an obvious contestant for removal from soldiermorphs, as it's all about social skill and removes violent capabilities, meaning you now have a pawn character who excels at combat with detriments to everything else who can't use those skills. (As there are a helluva lot of backstories, I'd be willing to help weed out the ones that don't fit the xenos, same for traits).
#5
Wondered why my pawn with a sword suddenly got turned into twin daggers. Oh well, neat change!
#6
General Discussion / Re: Start Colonists
February 08, 2019, 10:09:59 PM
If you're failing to initialize, it's probably because you made/left family that doesn't exist. That's been my solution to the problem, anyways. Go to the "relationships" tab in Prepare Carefully and remove everybody that isn't one of the pawns you made.
#7
 My dumb ass just realized that Scavenger probably thanked Albion for making the mod, and that I thought I was thanking Albion in that reply. Better late than never.

As a better excuse for necro-ing this post: Albion and his small team made the mod! You can get it here on the forum, and on Steam! Make sure you check it out and support mods made by people who aren't as lazy as I am!
#8
Nice to see this finally come out before I got around to learning how to code sometime in the next three decades or so, and I'm more than a tad excited to check it out. I'd recommend putting a couple pictures of the xenos by themselves though, so people can get a better first impression. I'll dive into it tonight and see if I can't find any bugs or suggestions.
#9
 I really like this idea. It reminds me a bit of the moisture pump. It can give you a lot more room to work with, and I could see having to maintain, heat/cool, and light this patch of clovers being a great balance for better soil.
#10
Ideas / Re: Skyscrapers, Floors in Buildings
November 05, 2018, 10:54:54 PM
 I encourage you, and every new member of the forums to look around before making suggestions. The search feature is great for this.

Multiple floors are often referred to as "z-levels" in this genre of game. In the case of Rimworld, it has been widely requested, though dismissed early by the developer as something that would be too complicated and have too much of an impact on performance to be worthwhile. Other games in the genre (Gnomoria, DwarfCorp, and the OG: Dwarf Fortress) have these multiple levels, however.
#11
Ideas / Re: Trait: Meticulous
November 05, 2018, 10:51:03 PM
 I like these two new little "spectrum traits". They fit well with the rest of the traits we have.
#12
 I'm sure a sixth "hey busy modder, give us attention!" will help.
#13
Quote from: Clipdipzip on October 31, 2018, 11:06:45 PM
Quick question, are the Federation Bions supposed to be souped up mechanoids or are they supposed to be genemodded cyborg monstrosities? I'm not sure because in previous iterations of the mod What the Hack worked on them but with the recent versions they've been changed to a living model, is this intended?

The impression I got from them in previous versions is that they were simple brains covered in a layer of lab meat with some armor and shooty things on top of that. Not mechanical by nature, but they were certainly modified a lot. I'd go with B: genemodded cyborg monstrosities for the correct answer though. The argument of whether they should be hackable could go either way, in my opinion. It's probably along the lines of "if you were going to bring an enemy tank to your side, would you mind control the pilots or hack the machine".
#14
Releases / Re: [B19] Lighter than fast 0.26
October 20, 2018, 02:00:27 PM
 Neat, you actually got it to work. I'm impressed.

How's the mechanic function? Is it within a radius around the Lanius, or is it actually based on enclosed spaces? Either way, I'm impressed.
#15
Unfinished / Re: [1.0] Gen-spliced Xenohumans
October 16, 2018, 03:18:06 AM
Quote from: Albion on October 15, 2018, 10:44:47 AM
Well to be fair it didn't help much and put the mod onto the backburner for a while. However I still plan to release this mod eventually once I get great sprites and enough time to hammer out various backstories and other coding stuff.

Alrighty then, wish you luck. Too bad about the creative differences. I still look forward to release.