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Messages - Crow_T

#136
Releases / Re: [B18] Technology Blueprints
February 08, 2018, 08:28:21 PM
Quote from: frenchiveruti on December 15, 2017, 07:56:23 AM
Hey, for balance sake I suggest making the "blueprints" increase a % of a research instead of giving it out full, because in big raids you'll have better chance to get blueprints that automatically complete researches
Nice mod.

I haven't tried this mod yet but I was thinking the same thing- just grabbed it though so looking forward to testing :) I wonder if the % unlocked could be scaled down the higher the difficulty level.
#137
Releases / Re: [A17] Smokeleaf Rolling Table
February 08, 2018, 04:52:43 PM
Quote from: Dr_Zhivago on February 08, 2018, 01:33:43 PM
Github is now updated to B18, steam is not

Nice, Thanks!
#138
Outdated / Re: [B18] Recoilless rifle mod
February 07, 2018, 05:09:53 PM
I like this, it feels like a less OP version of the more turrets mod.

Can you make it so instead of downloading the Github Master zip there is a release to grab from instead?
#139
General Discussion / Re: A fix for grass growth?
February 04, 2018, 11:24:37 AM
Hey OP the other mod popped up in the forums today
https://ludeon.com/forums/index.php?topic=38182.0
#140
General Discussion / Re: How do you start?
February 03, 2018, 02:44:40 PM
I like Rainbeau's Scenarios, in particular the low tech crashlanded starts. IMO it's reasonable that 3 random people wouldn't be able to build a solar panel right away, but it's still easier than Tribal.
#141
General Discussion / Re: A fix for grass growth?
January 30, 2018, 05:12:00 PM
There are a couple of grass mods, if you search around a bit, this one is still in my browser, maybe it will help:
https://steamcommunity.com/sharedfiles/filedetails/?id=1228372243
#142
Ideas / Re: Solar flare affects bionics wearers
January 29, 2018, 04:55:24 PM
Is this something that can be done in a purely XML mod I wonder?

I suppose you could even go crazy and actually fry all the electronics as well, including solar panels, even catching some on fire :P Extreme mode...
#143
Ideas / Re: Add a Homesick mood penalty
January 28, 2018, 04:55:45 PM
Quote from: Harry_Dicks on January 28, 2018, 11:06:35 AM
There is already a mood modify in the game similar to what you want but a different name. When your pawns first crash land they get a mood buff from a new colony, that starts waning over time. I think it could be related to your colonies' wealth.

You are asking for an increased difficulty on mood over time that will have zero remedies or interaction with the player. Essentially a ticking malice? Unless that was toggle-able or had a way to interact with it, I don't think this would add any value to the game.

* I also said it can come and go randomly, similar to the pyro spree. I think as a broad idea it works in the context of the story, obviously balancing it to make it interesting is difficult- but game balancing rarely is easy ;)
#144
Ideas / Re: Solar flare affects bionics wearers
January 28, 2018, 04:52:35 PM
bionics+shield belts+mechanoids+charge rifles sounds good to me.
#145
Ideas / Add a Homesick mood penalty
January 28, 2018, 08:23:14 AM
The basic narrative of Rimworld is that people crash land on a planet and want to get back to where they were going- I think adding a Homesick mood penalty makes sense. It can start out small after a year and remain pervasive and/or grow as time goes on, or it can come and go randomly. I'd also like to see a "Losing Hope" penalty after certain events, like after X number of raids or other big negative events. Obviously the severity of the debuff would be based on several factors like personality and relationships with other colonist/animals. The big picture is that these kinds of feelings will give more of a push to progress forward in the game.
#146
Ideas / Re: English weight option
January 27, 2018, 07:48:37 PM
Quote from: gipothegip on January 17, 2018, 01:16:17 AM
I don't think it matters, personally.

I don't think the weights are even accurate / realistic. I think it basically is generic decimalized units, with kg slapped on there; honestly they wouldn't even have to label what we're using, it makes sense to me as is.

Yep, this hits the nail on the head- the unit name per se doesn't matter, what matters is that there is a logical balance of item weights (or masses ;) ). Hmmm, if we are talking weights everything should be in Newtons, or Sylvesters if Rimworld's gravity is different than Earths...
#147
Support / Re: Does not work on linux
January 27, 2018, 07:08:37 PM
Not sure what is going on, but is this a Steam install or are you running from the folder? You can take a look at the log files for any glaring issues. Also, have you tried an unmodded startup? I would just do a straight up vanilla start first.
#148
Sell 'em, you'll get more eventually or die tryin'.
#149
Outdated / Re: [B18] Dozapods
January 21, 2018, 09:20:54 PM
Quote from: Harry_Dicks on January 21, 2018, 08:29:05 PM
How do you look at the art assets? It's over big .ai file that I don't know what to do with ::)

It is huge for an SVG, inkscape had some weird options when opening it so I wonder what is adding the bloat- something like this could be less than a hundred kB as a vector file. (FYI as cool as it looks from my end the working file was a bit uh, disorganized let's say :P no offense EmanOn, just some weird groupings happening, I do the same quite often when using a lot of layers). Inkscape or Illustrator will open it HD.
#150
I stopped using combat animals because it seemed a good chunk of the damage they took was friendly fire. I like the idea of them but training them only to shoot them doesn't seem very productive. (this is a tough problem obviously)