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Messages - chaotix14

#181
Unfinished / [A12]The small things in life(art request)
September 12, 2015, 10:40:14 AM
I've been working a touch on my first mod. Nothing special, nothing grand. Just a small mod that adds a couple extra options beyond the sometimes hard to acquire chocolate(I've had quite a few unlucky rolls in terms of what traders come around) and the bane of teetotalers and production managers called beer.

Anyways, the mods should be mechanically working and can be used just fine, however it still requires art. Which is something that's kind of beyond me.

Update: Added something I've had to fiddle with for a bit. I've added a drink that boosts the immune system, however working with heavy machinery or driving is not advised while under the effects of this drink. It's my counterpart to the medical drinks mod(which as far as I'm aware hasn't been updated yet), it might give a heavier debuff than that mod used to but I'm not sure and besides if the situation is horrible enough you want to use these drinks you probably should put them in bed anyways. ;)
Also I've added a version indication to the file, which I should have done from the get go.
Now I'm off to wondering if it's at all possible to make disease specific cures.(which was my actual goal and not the generic increase blood filtration)

[attachment deleted due to age]
#182
General Discussion / Re: How do you play?
September 12, 2015, 07:30:54 AM
Personally I'd like to say I play survival, but due to the massive load of mods I have installed I would say it's probably much closer to comforted survival. I mean I don't use any cheats, but they do give a massive edge to the point where keeping people alive is a lot easier.
#183
Outdated / Re: [A12] RimBeast(v0.101): The hunt begins.
September 11, 2015, 04:09:05 PM
Personally I'm more a fan of the cybernetic fortress carrying flame spewing kind.

Might just be me.
#184
It might just be me, but the dermal regenerator could use a buff. While I don't think that scars are something you shouldn't have to worry about anymore, I don't think the process itself should take quite that much time. Perhaps add some more time to the debuff after using the regenerator.
#185
How about we steal some ideas from our close colleagues, the DF modding department. Hmmm, auto-butcher you say? Ensures that the stock(per animal type) never exceeds the max you set for both genders, killing the oldest first? Sounds like an amazing idea, can it be done? I'm no expert coder, far from it, but if those crafty modders can create a mod that can count and categorize colonists, enemies, prisoners and friendlies, it should probably also be possible to count how many males and females there are of a specific species and kill X amount to fit within a set maximum.
#186
General Discussion / Re: Base design
September 06, 2015, 11:12:18 AM
Personally I try to keep my colonists in a decent mood. Good food, variety of joy activities, roomy and clean areas to work/live in, and a bedroom that's not a shoe box(even though I give them a 5x5 bedroom they still aren't quite happy with it). As for my base designs I usually go for a large central area with branches with rooms to the sides, makes it easier to keep everything climate controlled via central heating systems(if possible geyser assisted).
#187
Sounds like a very good plan, it was kinda annoying to use both the wiki and this forum to get all the info. The wiki has exact stats on their expected age, yields, speed, attack, hunger rate, etc. And the forum has the all too important pregnancy/hatching times.
#188
General Discussion / Re: Toxic Fallout - Remove?
September 06, 2015, 06:45:55 AM
Quote from: Mikhail Reign on September 06, 2015, 12:48:47 AM
Radiation fallout doesn't really straight up kill the planet tho - look at Chernobyl, it's a wildlife reserves now. Animals that haven't been seen for years are springing back, and plants have thrived in a void that humans left. Basically man was doing more day to day damage to the environment then the radiation ever did.

Depends on the degree of radiation fallout, if sufficient radioactive material comes to the ground basically anything living in the area will just up and die from cancer or other mutagenic disseases, not a single animal or plant is immune to this(even the famed roach will die if exposed to sufficient radiation). It also depends on the radioactive material itself, plutonium for example is toxic to nearly all known creatures and plants. Also if the entire world was exposed to the same degree as Chernobyl at it's core was, doubt there'd be much life on earth left, the fallout universe would be an extremely optimistic scenario.

But we're talking about toxic fallout and not radioactive fallout. Here we have actual lethal toxins fall from the sky. Which in a sense is a lot more dangerous than the already dangerous radiation fallout, because everything will be coated in a nice thin layer of death(instead of a thin layer of it might be cancer). You'd have to manually clean it up, hope the wind carries it to someplace where it does less harm or hope it'll degrade over time, only then will the plant and animal life that died from the event be able to return. Of course if the stuff sticks around for long enough some plants will adapt to the toxic environment and thrive there(probably), but those plants and potential animals might be as toxic as the ground itself. And if nothing survives the initial toxic wave, there'll be nothing to mutate/evolve into something that can thrive there.
#189
General Discussion / Re: Pawn training program!
September 06, 2015, 06:25:39 AM
Quote from: Vault101 on September 06, 2015, 04:54:19 AM
You don't get chunks from collapsed mountain roof

Dammit, now I have to find a mod can give me an infinite supply of stone, it'll probably make my endeavors easier though. -_- can't win 'em all I guess.
#190
Seeing what Tynan can do, I'd be very likely to chip in a couple more euro's. If the modding scene is still as alive and well as it currently is when the time comes around(since I usually mod the hell out of Rimworld) I'll be very likely to support Tynan with another 30 euro(or perhaps more) for another year, and probably would do so again if after that year a similar situation comes into existence. Like the guys from Terraria proved, there's always room for expansion.

Like the OP though if multiplayer is one of the main additions to the game, I'd find it a lot harder to convince myself to fund further development.
#191
Quote from: zandadoum on September 06, 2015, 05:26:39 AM
well, i must say... i could actually do that. since i got more and more males and females, i have egg explosions all the time now!!! which is exactly what i wanted :D i just need to unallow the eggs quickly before someone hauls them to the freezer xD (even then i have a trick: just force someone to eat them and when he's at the table, draft, unallow eggs, undraft)

my plan is not using them for food, but for meat shields. in fact i have made several animal zones called "cannon fodder north" for example, which is all around my turrets and when i get a raid i can just send the cobras there as distraction. with the volume i am getting now, i don't mind losing some cobras and they pack quite a punch too if i cared to train them into combat (i don't waste time training cobras right now, just send them to specific zones)

If you don't want them in the freezer, just set the freezer to not take fertilized eggs, then make a small stockpile somewhere where you want your cobras(for simplicity sake) and only allow fertilized eggs there. Also if you stack eggs they will all hatch at the same time when the first one hits the hatching time.(caused a chickensplosion in my save, suddenly I had 15 more chickens in the middle of winter)
#192
Quote from: zandadoum on September 06, 2015, 03:58:58 AM
small update: 10 females and 2 males (mix of bought and tamed) and finally TWO females got fertilized. one just now layed a pack of 4 eggs

took them "only" 2 years -_-

Hope you didn't expect to have them for production purposes, the reptiles in this game aren't exactly useful for it. Maybe once we get alligators or crocodiles. And even then probably better as weapons than as reliable food source.
#193
General Discussion / Re: Pawn training program!
September 06, 2015, 04:49:16 AM
Quote from: b0rsuk on September 06, 2015, 03:50:25 AM
And if you're REALLY into grinding, you can deconstruct those tables for something like 2/3 of original resources.

Chess table has base work of 167, stone is harder to work with. 761 work for stone chess table, to be exact.

Well if you really are into grinding you could also go the extra length. Find a place with overhead mountain, cut away a room that will collapse if a pillar in the middle is removed. Get one or more colonists arm them with some decent weapons(for range and speed sake), shoot the single supporting pillar down. Once the room has collapsed, mine out the collapsed area leaving that single pillar once more. Take the stone chunks and make blocks out of them and then finally turn them into chess tables(or perhaps other furniture that can be uninstalled, you know to sell to traders). Rinse and repeat.
#194
General Discussion / Re: Tool Cabinets?
September 06, 2015, 04:40:29 AM
1. If you already have a tool cabinet somewhere it's very easy to check if a workbench can use tool cabinets, simply grab the blueprint from the architect tab and bring it within 2-3 tiles from the already existing tool cabinet, if it can benefit from a tool cabinet a line will appear between the cabinet and the workbench' blueprint, even if you can't actually place the blueprint there.

2. Any number of workbenches within the range of the tool cabinet gain it's benefit, so if you get a bit crafty you can fit quite a few workbenches with only a few tool cabinets. Currently I have about 13 workbenches supported by 3 tool cabinets all benches getting their max bonus, probably not the most efficient design, but hey with MD2 installed it's not like I have a shortage of steel.
#195
General Discussion / Re: Combat slow down (again!)
September 06, 2015, 04:32:43 AM
I use the faster speeds a lot, at the very least 8 hours out of each and every single rimworld day, the hours that everyone is sleeping and basically nothing happens in the colony. Actually I tend to play more on high speeds than low speeds, if there doesn't seem like there'll be something I need to handle soon or soon-ish, of course this has in some cases led to me noticing some problems a bit later(like not noticing that the indoors growing facility is not actually enough to last me through the winter, until the moment that my colonists start eating simple meals made from just meat), but to me that's part of the game too. After all losing is fun.

In the end what I'd say is, extra options are never a bad thing, even if you don't directly see the need of them they might prove useful. I mean how many of those who said we didn't need more power options because we have solar and geothermal are still not using wind turbines?