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Messages - Crow_T

#151
Outdated / Re: [B18] Dozapods
January 21, 2018, 09:14:36 AM
cool mod, I like the plant graphic :) I imagine this to be more of a post surgery kind of drug than recreational?

I also like the fact that this in only XML, it's a great teaching tool mod. I keep thinking someday I'll do a coffee type drug but haven't had the coding bug bite me in a while.
#152
Releases / Re: [B18] Smokeleaf Industry v1.8b
January 20, 2018, 10:49:47 PM
cartel or hippie? It's a fictionalized world and your mod, go crazy with it. I think I would go for a Guy Ritchie inspired combination of both, a cartel type with some hippie-ish members perhaps. This is also pretty high-tech, what about hippie scientist/engineer pirates :P
#153
Ideas / Re: Ability to have babies
January 19, 2018, 05:42:59 PM
You know what the most annoying part of Lost, Breaking Bad, and The Walking Dead are? The frickin' babies. No babies plz. Drop pods make pawns sterile, dontcha know? There's some sort of a pollen floating around on the planet that makes conception impossible as well. True facts.  Babies are lame. Down with babies in video games. Don't need 'em, don't want 'em neither. If you want a negative byproduct of lovin' how about STDs instead? Seems much more thematic to Rimworld. Burning pee > babies. Did I mention no babies? No babies.
#154
Oh no a Raid! This is what this mod can do in one button push:
Restrict specific pawns to specified safe zones
Restrict livestock to specified safe zones
Make combat pawns switch out gear to a specific preset
Make specific pawns man mortars
Make combat pawns go to an area after gearing up

A release button would put pawns back to civilian mode, equipping regular gear and unrestricting zones.
Cool to have:
Multiple presets for different raid types, eg a raider one vs a mech one

Given how much micromanagement needs to be done when raided this would be a pretty nice button to have.

#155
"Some of these controls create zones, which can be selected, created infinitely, must be contiguous, etc. E.g. Growing zones, stockpiles zones."

I ask that the devs take a serious look at JTZoneButtons, it's simple and logical, and saves a lot of mouse travel. Won't you think of the old ladies playing this game! ;)

Other than that, hooray on the solid 1.0 milestone, IMO it's a good thing mentally to get past that point finally.
#156
Releases / Re: [A17] Smokeleaf Rolling Table
January 13, 2018, 02:55:18 PM
If I had to describe Rimworld using only pictures the one in the OP would be first on the list :D

+1 that this seems like a pretty handy mod to have in B18
#157
Suggestion: user editable config for the various psychopath variables in We're all Mad Here (is various variables redundant?). From what I remember in the A17 version the psychopath trait was too common from my point of view- obviously this kind of balance is up to the player's particular moral leanings... 

*Just tried in B18, getting something like 50% psychopaths on rolls and one colonist cracked in the first week. Is this as designed for playing raider-type colonies? If so that makes sense...
#158
Ideas / Re: Nutrient Paste Dispenser needs rework
January 10, 2018, 05:14:16 PM
I've played a bit and haven't used NPDs at all because if I capture a prisoner it's to either practice meds and release for goodwill (rare) or recruit (usually), so giving them lousy food from a special unit isn't worth it. Unless you are doing a slaver base I see no reason to keep prisoners around for a long time. I like the idea of it but just haven't had the need to use one yet.
#159
Quote from: falconne on January 09, 2018, 02:02:51 PM
New update published:

  • When a single bill is copied, a "Paste Into" button now appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself.
Awesome, this is pretty awesome indeed. So much set up grind averted[/list]
#160
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
January 06, 2018, 04:17:37 PM
Hey Fluffy, using the worktabs mod on Linux and am having a minor issue, ctrl-click doesn't expand a work type. B18 had some Linux + Unity issues in some UI areas so this may be a temporary issue... For now I expand the whole thing which is better than nothing, just wondering if any other 'nix people are experiencing the same or if it's an easy fix.
#161
Quote from: NoImageAvailable on December 31, 2017, 02:05:52 PM
A new unstable release was put on GitHub just now that fixes this particular issue, among others.

Sweet, I look forward to giving CE a proper go :D
#162
I am trying this out for the first time and am having an issue- I unchecked the use ammo option in settings and started a new game, when mo landed pawns equip a gun they get stuck in a "reloading X weapon" loop, a clump of messages pop up on them cyclically and they just stand there. Using the latest release from github on Linux.
#163
Some feedback on the scenarios- the pod crashes generate a ton of wood, it seems like I am getting 400+ from pod crashes in a temperate forest biome. I think getting some wood like 50-100 is fair seeing that most of the trees would be splinters from the impact.

Also the crashing bits make things interesting, especially having the convenience of ship chunks delivered right inside your base saving my pawns some walking :)
#164
Ah yes, these new scenarios sound awesome! Definitely trying Colonization Crash Course - Low Tech in my next play, this seems like the most reasonable case for a group of random survivors. Big Thanks for cooking these up :)
#165
Outdated / Re: [B18] While You're Up
December 24, 2017, 12:57:03 PM
This brings a tear of joy to my eye as I watch a colonist who was mining carry steel back with them *sniff* it's so beautiful