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Messages - Soupy Delicious

#61
I gaped at how beautiful the artwork is.  Nice, man
#62
Wahaha... it is sensible, really.

Keeping a close eye on this mod
#63
Oh my god.  I can't believe this mod actually exists :0

When I first started playing rimworld a week ago one of my biggest excitements was the scrumptious end goal of keeping a child ALIVE through the years in rimworld, and seeing them grow and become useful.  And you're tellin me it's in the game?! bwaaah?

I might have to ditch Psychology mod for this one, I might I might, but you and Linq need to get together and make a baby of your own, if you know what I mean ;D

Good job.  Seriously!
#64
Definitely, definitely love this idea.  Im wishing for a persistent rimworld.  A desire to move on from my current base without abandoning it or leaving it just sitting there, constantly delivering notifications to my fore.
#65
This mod looks pretty good actually.  There's definitely a place for it among all the rimfires and ce guns expansions.  Some people, like myself, feel that big fat mods like them come wobbling into a salloon, barely fitting through the swinging doors, knocking everything over as they walk.
#66
Releases / Re: [A17] Psychology (2017-7-10)
July 14, 2017, 12:14:47 AM
Empathy sounds like something base, like the material you would craft something out of.  And compassion sounds like what is crafted.   But I dont know nuffin.
#67
Quote from: PixelBitZombie on July 13, 2017, 04:13:55 PM
Quote from: Xnope on June 25, 2017, 11:26:30 PM
chapiteau tent (the bottom-most screenshot) look better without the tielines at each corner?

I do have a question though, how will this work if raiders come in with the Carni going on? Or maybe you made it so that can't happen? Maybe local animals going mad?

Why, they'd drop their weapons and join in, of course!  And the mad animals would be instantly tamed by the professional carnies! >_>

And the tielines are the best part of the tent.  They look great!
#68
Outdated / Re: [A17] Improved Anaesthetic
July 13, 2017, 11:10:36 PM
Quote from: XeoNovaDan on July 13, 2017, 11:19:24 AM


The reason for confused wandering is because, from the sources I've found informing this, general anaesthetic can cause confusion. While it may not be on a dementia or Alzheimer's level, having the risk of confused wandering was the best way that I could present it at the time. From what I've experienced ingame, confused wandering doesn't usually go for as long as sad wandering or a daze, so it's not really all that bad. Same goes with vomiting.

I once woke from anesthetic after a minor surgery incredibly confused, and if I hadnt, say, woken up surrounded by nurses and the like, I woulda probably got up and started wandering in a panicked state.  I was bawling my eyes out too.  On retrospect, I think that I mighta thought I had died and was mighty relieved I wasnt dead. 

Quote from: XeoNovaDan on July 13, 2017, 11:19:24 AMThis is a very niche mod, and aimed more at the hardcore or those seeking extra challenge and risk - such as myself.

I think Darius was wondering whether colonists will make their way into bed by themselves, and then whether or not the bedrest suppresses only certain symptoms that one expect it would, so that the situation remains believable.
#69
As far as I can see it works awright :D  Im going to link you the mod, because this shit is an intense combo.

https://ludeon.com/forums/index.php?topic=28938.0

Thanks, man
#70
I love this idea so much.  I realise now that there is a definite gap in Rimworld in this area.
#71
Quote from: Helpful Bot on June 06, 2017, 06:12:01 PM
Okay guys, before I upload A17 on here be aware. IF YOU WANT ME TO SEE A COMMENT, PUT IT ON STEAM WORKSHOP OR SEND ME A MESSAGE. Its not that I won't check here, its that i'm not likely to. Anyways, without further do, I'll be plaing the updated versions here in a few moments.

I widened my eyes when I saw that this mod existed.  It sounds pretty intense.  Are you familiar with the Real Fog of War mod?  That's the only mod I use that I can imagine might be incompatible with this (it changes how darkness affects pawns, but then your changes are only aesthetic asides from the snow and rain modifiers - thats what Im wondering about)

Edit: if both mods don't affect the same defs, then does that simply mean that they're compatible?  Because if so, my question is answered and I'm about to have some seriously scary times I wasnt expecting in rimworld.
#72
Outdated / Re: [A17] Improved Anaesthetic
July 13, 2017, 03:34:57 AM
I am so fucking excited.
#73
Outdated / Re: [A17] Dangerous Rim V1.3
July 13, 2017, 03:33:55 AM
Yeah, Ill give it a try.  I like what you're trying with diversity.  I live off that shit.
#74
Riki riki riki!  This is fucking awesome! 

This will be so ridiculously immersive with the fog of war mod.  It makes me think... maybe there would be a way to tinker your mod so that the spotlights clear the fog, so to speak... might have a look :D
#75
Outdated / Re: [A17] Economic Stability
July 13, 2017, 03:20:43 AM
Quote from: AngleWyrm on July 13, 2017, 02:38:24 AM
Quote from: lorebot on July 13, 2017, 12:25:05 AM
I appreciate the info, but it doesn't really address my desire for skill to have more of an impact on trading.
That's a good conception for a beginning, a direction to pursue. But it doesn't contain an ending, a desired goal. So how can we work towards developing a satisfying destination for that beginning?

We have a competitive tug-of-war at a bargaining table to alter the trade balance point in favor of one side or another based on a difference in social skill.

The range of social skill is 0 to 20, so the range of a difference between two social skills is -20 to +20. These two end-points then define the span over which an adjustment would take place.

All that remains is to specify the desired proportion of market value at -20 and at +20.

I think ya lost him.