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Messages - Goldenpotatoes

#136
Wowzers, another update!

A 'serious' version has been added for those who don't like the idea of raiders coming in clown gear and throwing banana cream pies at power-armor deathsquads.

A Combat Realism patch is now available, which changes the main weapons to require ammo and some stat changes. Further tweaking will be done after I get more feedback on their current stats. Load this after the main "Nanotrasen's Armory' and "Combat Realism".
#137
Unfinished / Re: [A16][WIP] ocean biome stuff
January 22, 2017, 01:16:23 PM
Any updates on this?
#138
Unfinished / Re: Children and Pregnancy
January 21, 2017, 12:51:25 PM
My first experience and only experience so far has been buying a 13-year old slave off some pirates, who then proceeded to get their head crushed by falling space debris.

I laughed, then I realized I spent 1k silver on him early-game. I'm pretty certain the pirates did it.
#139
Updated.

Weapons can now be smelted down for steel, as well as having their own dedicated tab in the weapons listing to lessen clutter. Added a flamethrower that can be crafted at the machining table with steel, components, and some chemfuel.
#140
General Discussion / Re: Vehicles?
January 18, 2017, 04:33:05 PM
Oh god, personal shield brawlers are bad enough when they have good quality shields. Having them ride in on ATVs to close the melee gap that much faster would be terrifying.
#141
Ideas / 0.5x/0.25x speed
January 18, 2017, 11:43:14 AM
Rimworld combat relies pretty decently on prioritizing targets for pawns to shoot at or moving them in/out of positions, but the only way to effectively do this is pausing the game and giving the orders, which to me feels like it breaks up the flow of combat too much.

A 0.5x/0.25x speed option, even if just hotkeys without on-screen buttons, would help by giving a larger reaction time window without having to pause/unpause for giving multiple orders. If not for the tactical value, at least you can appreciate the ability to slow down time to watch something like a clutch mortar shot or just watching your colonists throw lead downrange at a cinematic speed, right?
#142
Unfinished / Re: [A16][WIP] ocean biome stuff
January 17, 2017, 06:15:37 PM
Raids coming from 1 location might not be as bad of an issue once you start branching out via bridges, as that just opens up another path for raiders to take against you. Was pretty funny that the moment I finished my first bridge, a raid event hit with them spawning on the island I just bridged to.

EDIT:

I remembered a mod that strive to accomplish a similar goal with an ocean biome here. It had a tidal event with it changing terrain, so it's definitely feasible to implement.
#143
Unfinished / Re: Children and Pregnancy
January 17, 2017, 05:32:12 PM
I'm not an expert on child care but I don't think ice-sheets are the best place to raise a kid.
#144
Unfinished / Re: [A16][WIP] ocean biome stuff
January 17, 2017, 05:07:37 PM
Another thing I've noticed is that when raiders flee, they just wander around. It seems like they cant successfully path their way to the edge of the map. Maybe you should increase the minimum width to 2 tiles for the shallow water bridges, pretty sure the smaller parts are confusing the pathfinding.

EDIT: They're odd, but I can seem to get them to budge and run for the map edge if I further encourage them with more bullets, otherwise they seem fairly content to stand idly about.
#145
Unfinished / Re: [A16][WIP] ocean biome stuff
January 17, 2017, 03:39:35 PM


14 days in on temperate ocean, I've had 2 raids that were pretty easy to deal with as there's only one place they can actually spawn and reach my huts. Feels like playing a flat map with a a lot less wood and chunks to work with, which is making early-game an interesting resource challenge.

I couldn't find any stuff rocks nor find them in the dev-spawn menu, plenty of drift wood, though.

The crustcrawlers seem to sometimes spawn with old wounds on only their eyes, sometimes outright spawning straight in with no both eyes freshly shot/cut out.

*reproductive organ is from fluffy's Birds and Bees mod*

As some suggestions, it'd be interesting if you could add some sort of high/low-tide event where the coastal line receeds/extends out for a short period of time. Even something like "tides have washed x ashore nearby", like an instant cargo pod event would be good for resources.
#146
Burn barrels should probably have a negative beauty factor, considering its a barrel of human waste. As of right now there really isn't a purpose to burning them past freeing up a stockpile spot.

Any plans on adding events that could trigger with having a sewage line? i.e treatment breaks and backs up the pipes, causing massive messes around any toilets/showers attached to the affected pipeline. Colonists waking up in the morning to their communal showers/bathroom looking like something out of a janitor's worst nightmare sounds pretty damn funny.
#147
Unfinished / Re: [A16][WIP] ocean biome stuff
January 17, 2017, 01:08:12 PM
This looks amazing, island survival seems really comfy, will try a playthrough.

How do raids/traders work, though? I'm assuming raiders drop-pod in with traders not coming at all past the usual orbital traders.
#148
Updated.

Further price rebalancing, lowed commonality for appearing on pawns like raiders. Included a syndicate blackmarket orbital ship to act as the primary method of getting ahold of decent quality Nanotrasen equipment.

Added a fire extinguisher and toolbox. Toolbox gives slight construction bonuses while the fire extinguisher can douse smaller fires or be used as a melee weapon if an aggressive pawn gets close enough.

Also added a clown wig, costume, and even a throwable pie. Pie leaves banana cream on whoever is hit and temporally debuffs their sight, making it harder for them to retaliate after the fact you just threw a pie in their face. Hilarious.
#149
Outdated / Re: [A16] Psychology (2017-1-14)
January 15, 2017, 11:59:00 PM
I feel like the situation is a bit different when you're living on a backwater planet where majority of its population wants you dead for no real reason.

Individuality option is more of an issue with people who don't have a multitude of apparel options, i.e early-game. Maybe tie it in with the colony expectations so people are initially happy with just having a decent set of clothes on their back and want to start expressing their individuality once the colony is actually capable of meeting such a request?
#150
Outdated / Re: [A16] Humanoid Alien Framework
January 15, 2017, 11:45:51 PM
Is the option for custom draw sizes a placeholder or am I just not using it properly? I was hoping it'd just be able to up/downsize the pawn.

Also can't seem to figure out how to make apparel race-restricted, been reading through the source.