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Messages - Call me Arty

#17
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
October 15, 2018, 10:43:28 AM
Quote from: Ruisuki on October 15, 2018, 03:00:58 AM
are there any recipes made specifically for the more veggies submod? with all the new foods and types of recipes that this mod adds I figure new traits and dietary preferences (vegan, vegetarian) would fit nicely.

To my knowledge, no new recipes or traits. Might be neat, though I believe that the other VG mods add enough recipes, the extra produce is just for ahem flavor. "Vegetarian" would fit nicely with the mod as a trait, however, I'd recommend finding a standalone trait mod. Vegetarian is pretty common amongst those.
#18
I thought that a prisoner-resistance style "conversion" might be neat. A pawn with a varied resistance to developing the trait, and having a negative mood buff the whole time you're trying to convert them. I would probably end-up working logically, too.
"Become a cyborg transhumanist with us."
"No thanks, sounds creepy."
"Have a nice room with a fine bed, fancy furniture and statues, and fine meals."
"I'll think about it."
#19
Unfinished / Re: [1.0] Gen-spliced Xenohumans
October 15, 2018, 10:37:34 AM
Quote from: Albion on October 15, 2018, 06:04:54 AM
Well the project is actually still very much alive. However it's not a priority at the moment and the major issue is my struggle for sprites. I asked some artists I know but they didn't have time yet either. Therefore the project is currently on hold until I get textures for the wolfman and the scaleman.
Once I get them I'll crunch through the rest of the code and release the mod.

Huh. Color me suprised, and glad to hear it. I'm glad a petty argument about a fictional super-soldiers employment opportunities didn't kill the mod.
#20
Quote from: vzoxz0 on October 13, 2018, 09:25:33 AM
I think there should be an option for "everyone who joins colony has x trait" in the scenario editor, it makes sense and I don't think it'd be too much work to add.

Not going to lie, that is a far cheaper, simpler, and more logical solution to my original idea. I just like the flavor of having a Cannibal/Night Owl/Quick Learning being reflected to some extent in the game.
#21
Unfinished / Re: [1.0] Gen-spliced Xenohumans
October 14, 2018, 08:58:11 PM
Quote from: Kirby23590 on October 14, 2018, 05:24:57 PM
Interesting stuff...

I was thinking of soldiermorphs all mostly using the hulk bodytype, and to distinguish the soldiermorphs from regular humans and other xenohumans, i think they are a bit larger in size visually, but they have one single big angry eyebrow when looked at the front or sides...

Tallmen are mostly have an modified thin body type that makes them taller, while the shortmen or gravity-dwarves, are well dwarves that mostly don't care about cramped environments, though there are dwarves that make an exception, and some prefer to be hermits or even fishermen rather than miners & smiths.

I would like to know more! ;D

Gotta be honest with you, there hasn't been anything on the Discord for close to three months. I wouldn't get too excited if I were you.
#22
I am aware of the Force Trait modifier, I'm just not a big fan, as it affects the entire universe when you use it (tribals that have been there, and anybody from any corner of the galaxy that ended up on a ship that made it to the Rimworld, pawns who have been frozen for potentially hundreds of years). A trait like Cannibal wouldn't have too much of an effect on gameplay, though it definitely would thematically. I'm against it for the same reason I wouldn't play with the Squishables mod.
#23
 Real talk, I love mountains. With the new tunneler perk, I'm a bit upset that I can't exactly get it onto every colonist. Additionally, it is not uncommon that I see fellow players who want colonists that are fall psychopathic, or wish their colonists weren't such assholes to each other. So, I think a solution is in order.

Colony Mottos!

Firstly, I do not see all traits as being equal in this instance. Beyond the fact that it'd probably be a tad over-powered, I'm not sure if you could get "thick skin, dense flesh, and durable bones" (Tough trait, which I still dislike) by social osmosis, Super Immune, Quick Sleeper, and Too Smart are under this "born with it" banner too. I also don't think that the spectrum traits (Hard Worker/Lazy, Careful Shooter/Trigger Happy, Pretty/Ugly) would be appropriate either, partly for the same reason as the previous group of traits, partly because they're meant to be in a ying-yang with their negative counterparts that no one would want.

Now, how/when we get them can be debated. Personally, I think there are two (two and a half?) good ways to possibly spread an ideal among your whole colony.

Establish it early: After a certain population, you are asked to come-up with a name for your faction, and for your home base. The thing is, you could've gotten lucky; you could've had a perfect hand of luck and rolled three cannibals. So, you name your colony "The Bloody Murderdaggers", or something similar. If you proceed to get nothing but kind, violent-incapable pawns after that, it's a bit of a misnomer. Having the ability to choose a motto alongside your names could mean great things thematically, too. Even if you land in the same biome in the same scenario over two runs, starting with a dedicated colony-wide trait could change the structure and goals of a colony a lot (starting Nudist could free up a lot of crop space that would've been occupied by cotton).

Totems or Monuments: More RNG based, but you could say that you're getting a strong reward for it. Purchased from exotic traders or found in ancient dangers, you could get totems dedicated to a trait (potentially even as a result of legendary/masterwork sculptures?). The Totem of Knowledge could be tied to Quick Learner, or the Totem of The Mother could spread the Kind trait.

For the sake of logic and balance, I think that gaining traits should not be immediate. It'd probably take a while to convince someone that eating human flesh really isn't that morally dubious. The 'expensive' solution would be a resistance to the trait in the same way that prisoners are resistant to being recruited. After enough time socializing and making friends with the other colonists, they'd pick it up to fit in. Otherwise, maybe just developing after the week would be fine, so there's still a bit of a struggle to not have a normal pawn go crazy from "Butchered Humanlike" thoughts (or dealing with ascetic bedrooms, and some other repercussions of traits I'm not realizing right now).

To reiterate on what I mentioned earlier, this could do a lot with a little. There's so much room for these neat, themed colonies that just isn't being used. Masochistic cults, Cyborg villages, A group of monks (ascetics) who would prefer to put resources into research and technology over comfort,  and a lot more. It's a feature that's been requested for a while, and could really bring light to different playstyles than the same make-a-bunker-with-smokeleaf-and-killboxes-purge-the-pyros that we essentially have to play with, because nothing else is optimum.

As a final note: This isn't too hard to imagine. If we humans have such a varied history of peer pressure and cults that have succeeded despite sounding completely batshit or inadvisable, it's not impossible for a whole colony to have a motto like this.
#24
 Sorry, don't know this time around. Taking a break from the game for a bit, so let me know if you find one.
#25
 Eh, I'd be on board with weapon/clothing racks. The issue with the game is that the weapons aren't so simple. You don't just have a toque, you have a Dead Man's Normal Cloth Toque [49%]. Sure would be a bummer to get chased to the sword pile while being chased by a Megaspider and to pull out the sandstone one you got off of a tribal and never sold.

I'd much rather just have a rack, chest, umbrella-stand type thing, or something else similar that's more compact than a shelf. It could work simply, too. Select a pawn, right-click a chest, and get a menu of 5-10 items to equip.
#26
Releases / Re: [B19] Lighter than fast 0.26
September 22, 2018, 02:48:40 AM
Interesting design choice. Because you couldn't program them removing oxygen, you instead made them synthesize forbidden pemmican. I like it! /s

In seriousness, great to see this mod still getting attention.
#27
 I'm trying not to burn-out on Rimworld, so I'd love to download it some time again to see how well Outer Galaxies works by itself (and the definite QOL mods).
#28
Can't wait until Rimworld 2 is finished!
#29
Quote from: magicbush on September 10, 2018, 12:42:41 AM
I still think your best bet is to increase it to $35, and release an actual expansion down the line for around $15-20. Or just move on to your next project, but who are we to decide that lol? We are after all random people on the internet.

I think MysticalShrubbery summed it up pretty well here, and the bullet points of this thread seem to be:

  • Rimworld is niche, and fits very comfortably into that niche.
  • Veterans can agree that $40-$60 is a fair price for the content you get.
  • Increasing the price beyond $30 could potentially alienate new buyers (most of the people who will buy the game likely already have).
  • Those who already own the game would be willing to buy DLC for as much as it's worth (skins/pay2win bad, expansions good).

Back to my personal beliefs: $30 is a good deal, $40 is too much, and $35 might as well be base price (of $30) + "The change-some-aspect-of-the-game-in-a-meaningful-way expansion". This could be anything from boats, to a couple more non-baseline human pawns to control, to some way to sway a colony towards an acceptance of human flesh: a lot of things that have been long-requested, shown in-demand by the presence of mods to supply it, or a combination of the two. Hey, so many things have been added to Rimworld over the years for free, I'm sure the fanbase would've started paying for it a few updates ago.
#30
Quote from: RawCode on September 08, 2018, 04:37:19 AM
Ah New Vegas, lets discuss about "courier stash" DLC that just put number of items into player inventory for no ingame reason.

iam trying to say, that if devs make DLC for Rimword and put into it muffalo armor for 5 bucks, i won't be happy, no matter how i enjoyed game before this moment.

Move over everyone, this is a Fallout New Vegas thread now!

In all relevant seriousness though, I don't think the Rimworld Devs would do anything scummy, personally. The name, backstory, and pirate lord packs were blatantly overpriced, though they were admitted to be as such, and were just there to fund the game or to show your support for it. On the other hand (sorry to toot my own horn) the first post on page four of this thread are some examples of DLC I'd like to see for the game. I'd say that the people who are actually making the game would have a lot more room to build in than some of the modders who have already done impressive things. Sure, the general consensus is paid mods bad, but I could honestly see people paying money for something like Dubs Bad Hygiene. Why?

  • It adds more management responsibilities to the game.
  • The colonies on the Rimworld will be more reflective of potential real-world counterparts.
  • It expands upon systems already in the game (comfort, cleanliness, water, heating, room customization).
  • It adds more complexity and difficulty (I mean, Naked Brutality was widely demanded).

There are plenty of mods that do things fine and would make fine expansions given official polish and writing. Vegetable Garden with produce that was designed to feed a colony on unfriendly terrain, and made into the traditional cuisine of the Rim? Megafauna expanded on science-gone-wrong like a Boomephant and space mysticism with other things in a Thrumbo's family tree? Any number of xenohumans that - rather than being outright aliens - are made with the intention of/as a consequence of surviving on a hostile planet? These sorts of things could radically change the game for (ignorant non-coder here) what doesn't appear to be a back-breaking amount of work (at least, in comparison to new melee and caravan systems).