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Messages - Bolty

#16
Quote from: 5thHorseman on August 10, 2018, 10:12:46 PM
Quote from: AtonicX on August 07, 2018, 03:46:25 PM
A: Your colonist(s) can be rescued by surviving colonists, instead of just paying a ransom.
This is in the game. They get ahold of a radio and notify you of where they are and roughly how many enemies and turrets there are. Then you get x days to save them.

Quote
B: Your colonist(s) can be rescued by friendly factions, as a random chance, or maybe they get sold to another faction, and released.
This would be cool. Also cool, your old colonist just shows up one day in a trade caravan 'Oh hey these guys saved me and I joined them. Later!'
Or if you had several chances to save them and dind't bother, they're in the next raid as an enemy.

I actually didn't know that. I've never encountered it whilst I've been playing.
#17
Yes this is something I've always wanted to do. You can already go and attack other colonies at it is, so it's quite surprising that you can't mount a daring effort to rescue kidnapped colonists.
#18
Quote from: Mightycucumber on July 12, 2018, 06:28:27 AM
Hey guys, I'm pretty new to this community, just started playing Rimworld a few weeks ago and I soon got addicted to it.

Currently trying to figure out what the best mods to add to the vanilla game are and this mod is currently a high priority for me. Really loving the concept of  the mod, really a huge and outstanding effort pulled by the creator. I have a couple of questions though:

1) I've seen some people mentioning a GitHub fork of this mod that adds baby clothing, where can I find that?

2) Is this mod compatible with this other mod? https://rim-world.com/children-school-and-learning-mod/

Thanks in advance! ;)
I haven't tested both of those mods together, but I'd assume they would conflict. Maybe someone else has tested as knows.

Speaking of which, I think teaching and educating child colonists as featured in the other mod would be a great thing for Thirite to include in his mod. The chance to build a school room in your colony and assign someone to teaching would be good. ;D
#19
Mods / Re: [Mod Request] Exercise/Rehabilitation
July 10, 2018, 03:02:37 PM
Good ideas all. A couple of suggestions I have are:

When the exercise meter is full or nearly full, colonists recover from injury and disease more quickly and more efficiently than when the meter is low.

A few new traits: Sporty - colonists with this trait actually gain joy and a positive mood buff when exercising. Hates exercise - these colonists lose joy and gain a mood debuff whilst exercising. Naturally fit - these colonists have naturally fit bodies and therefore need a lot less exercise than other people.

As well as exercise objects, working can also improve exercise. For example jobs such as hauling and construction seem rather strenuous and so these could keep colonists fit.
#20
Quote from: Kiame on July 02, 2018, 12:41:09 AM
Haha i couldn't stay away...

I've uploaded a new unofficial prep carefully version that appears to work. I've modified parts of this mod that I have no confidence in so to a point use this at your own risk.

https://github.com/KiameV/EdBPrepareCarefully/releases/download/1.0/EdBPrepareCarefully-unofficial.zip

Haha, cheers Kiame. Can't wait for the stable 1.0 release. Then I can have my mods back!  :)
#21
Ideas / Re: Suicide mental state
June 30, 2018, 07:27:25 AM
Quote from: Zombull on June 28, 2018, 05:32:53 PM
I think suicide is in the area of social taboos the game avoids along with things like slavery, torture, and rape.

Whether it should avoid such topics is a huge debate we really shouldn't get into.

Agree. In my opinion, I think something like this should be best left to modders only as there's too much controversy around it. It's a bit like Thirite's Slavery mod, it adds some great gameplay but it would be best if a mod like that wasn't included in the vanilla game.
#22
Definitely. I'd love to see this in the vanilla game since I've become so dependent on it, haha. Of course it could still be a completely optional feature for those who like to play RimWorld the traditional way.
#23
Quote from: Kiame on June 23, 2018, 02:32:54 AM
For anyone who can't play without this great mod here's a totally unofficial version of PrepareCarefully for 1.0.

https://github.com/KiameV/EdBPrepareCarefully/releases/download/unofficial/EdBPrepareCarefully-unofficial.zip

I am not going to be supporting this fully and I'm sure there are bugs scattered throughout.
There is a bug that if a pawn is added to the default starting roster it will prevent the game from starting due to errors - to avoid, don't add any pawns with this unofficial 1.0 version of prepare carefully (3 pawns for crash land, 5 for tribal, 1 for rich dude, etc)

Edb as soon as you mention you're updating this for 1.0 or you would like me to remove this mod say so and I will remove it.

Thanks Kiame. Certainly helps a lot for those of us who have become far too reliant on this mod lol. Of course when EdB updates his mod to 1.0, I'll remove the unofficial version.  :)
#24
I like both of those ideas. It adds a good event but still with a risk.

One thing I would say is that the likelihood of both of options happening could depend on the relationship between the colonist in question and their fellow colonists. If relationships are generally poor, then it could make the defector option much more likely than if they were all on good terms?
#25
I captured a raider who had killed my main colonist's daughter. As revenge, I had the colony remove both of his eyes, both of his hands, one of his kidneys and one of his lungs, before turning him into a luciferium addict and beating him a little, finally releasing him to live a life of misery.  ;D
#26
This is also true for planets in red dwarf systems. Red dwarfs are so small and so much less luminous than medium-sized stars that a habitable planet would have to orbit so close that it would almost always be tidally locked. As already mentioned by the OP, this could make for quite a challenging game mechanic, as the side of the planet in permanent daytime would be extremely hot and experience quite extreme weather. The opposite of course is then true for the night time side, as well as a lack of plants since they can't photosynthesise.

Furthermore, another interesting aspect is the brightness. Since both white dwarfs and red dwarfs are much less luminous, even the daytime side of the planet would be very dim by Earth standards. Even at midday, the brightness on a planet like this would only be about that of civil twilight on Earth. This could also be considered if something did come of this suggestion.

Solar flares can also be a problem in red dwarf systems too, so editing the frequency of solar flares in-game would also be realistic?
#27
Ideas / Re: Earthquakes
June 12, 2018, 06:14:10 AM
Quote from: Yoshida Keiji on June 10, 2018, 09:13:39 AM
I would always welcome natural disasters, but last time Tynan designed a Tornado, the majority of the community didn't like it. I loved it though.

I don't know where you live but I would invite you to Japan, I literally live with earthquakes, so you can get a feel and experience some. In reality...walls don't really crack. You just feel a shake and maybe some objects over furnitures may fall to the floor. There's two types of earthquakes horizontal and vertical. But home walls may not be the same as "bunker" or military base structures. But on a civilian home, walls don't need to be stronger as you think, but instead more flexible so that they absolve the shake instead of trying to resist it.

I don't remember which country now but I recall a TV documentary where living on the top floors of a building would be cheaper rents as they wouldn't have time to flee tall structures...but then here in this game we don't have z-level so...

I think sandwurms hole sprouts like Dunes would be more viable. We certainly need more challenges.

Haha, unfortunately I'm from the UK, so I haven't had much experience with earthquakes. Here a 4.0 tremour would sweep the national news and cause a Twitter storm.

Besides that, interesting facts you brought up there and good to know at least someone agrees with me.  :D
#28
Ideas / Earthquakes
June 10, 2018, 06:15:49 AM
I've always thought that adding some kind of other natural disaster could make the game more fun and challenging and in this case, it could be earthquakes. This is what I have in mind:

World generation

When generating the map, each tile has a threat level of experiencing earthquakes: low, moderate or severe. The storyteller and difficulty chosen at the start could also enhance this, with higher difficulties resulting in more frequent and damaging earthquakes, and lower difficulties resulting in fewer and lighter etc.

In-game effects


  • Earthquake would be an event triggered in-game by the storyteller, with three different flavours - minor, major or devastating. They would first be marked by a shaking of the screen.
  • In-game effects would be as one would normally expect. Gradual damage to walls and structures, with more powerful earthquakes completely destroying wall tiles. If enough are destroyed, this could trigger roof collapses, injuring colonists.
  • Also, tall free-standing objects (like wind turbines etc) can be knocked over/destroyed which could also injure colonists who are nearby.
  • I'd also suggest a temporary mood penalty to colonists (especially colonists with more cowardly traits), as earthquakes tend to (expectedly) frighten a lot of people.

Research

Finally, one way to combat earthquakes would be to add a new research branch called "earthquake engineering". Researching this could result in earthquake-reinforced walls being unlocked, which are much stronger and more resistant etc. Of course for maps in low-risk zones, this would hardly be necessary.

Just some basic thoughts from me.  :)

#29
Unfinished / Re: [B18] (WIP) Diplomacy!
June 05, 2018, 07:36:08 AM
Definitely a mod to follow this one. Would be great to simulate diplomacy and the rest of the like in RimWorld. Good luck with the mod!
#30
Another excellent mod from you Thirite. Love this!