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Messages - Harry_Dicks

#31
Ideas / Re: Ammunition
March 15, 2018, 06:31:04 PM
Too micro intensive for myself, personally. Of course everyone will recommend CE, I just think it's unfortunate that a lot of stuff isn't compatible with it. Would be cool if there was some kind of "CE Lite" that maybe didn't change so much stuff that the majority of other mods out of the box could work with it. Maybe just an ammo mod. However, I would not like this in the base game, but I would like it as a standalone mod.
#32
WOW!!! ;D ;D ;D

I saw your notes on performance, but I can't help but wonder at how many new possibilities this could add in a late game with a very large colony (or colonies!) with tons of pawns and animals going every which way. Because now every time a pawn goes to start a job, they will need to perform multiple new pathfinding calculations, and then compare them all. Instead of just figuring out a pawn's own best path, what if this pawn is surrounded by a ton of different possible mounts and they are all at variable speeds? This really has no impact on performance? Because right now I'm on an older computer (though hopefully for not too much longer) so I have to try to save every little bit of CPU juice where I can ::)

And also... thank you :)
#33
Quote from: The13thRonin on March 13, 2018, 02:14:27 PM
•   Many traits that are either entirely negative or unbalanced (too positive) have been removed, including:

Abrasive, Annoying Voice, Beautiful, Chemical Fascination, Chemical Interest, Creepy Breathing, Depressive, Greedy, Industrious, Iron-willed, Jealous, Jogger, Lazy, Misandrist, Misogynist, Nervous, Neurotic, Pessimist, Prosthophobe, Psychically dull, Psychically hypersensitive, Psychically sensitive, Sanguine, Slothful, Slowpoke, Staggeringly ugly, Teetotaler, Too Smart, Ugly, Very neurotic, Volatile, Wimp.
DISCUSTING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >:( >:( >:( >:( >:( >:( >:(
#34
Ideas / Re: Naming Dilemmas
March 14, 2018, 07:20:27 PM
Quote from: Ser Kitteh on March 14, 2018, 03:13:21 AM
While we're at it, PLEASE LET US REARRANGE THE COLONIST PORTRAITS AT THE TOP.
Actually this is kinda big for me. I wish there was way more consistency across all of the UI, and I think we can expect some great changes come 1.0

Of course, this is all just speculation. If only...
#35
Releases / Re: [B18] Lighter than fast 0.26
March 14, 2018, 06:06:39 PM
Crystals? Details? ;D
#36
Quote from: Sparkie on March 14, 2018, 12:28:20 PM
Will this be updated to B18 anytime soon?
Extended Storage is the big one and is updated. You can get roof bombs from I believe Remote Explosives, fabric reclamation from I'm sure a small handful of mods, the B18 version of Dermal Regenerator has been updated by someone else.
#37
2 cell wide hallways are for plebs. Real mean have 3 cell wide hallways, so that you can put sculptures, decorations, furniture, lighting, a chess table with 2 chairs, or couches on opposite sides of the hallway, and all kinds of other fun stuff in there and it will look awesome. Plus, you get to have a "carpet" that you can line down the middle cell for that extravagant look ;D
#38
Quote from: Canute on March 14, 2018, 05:43:46 AM
Like a Storyteller with extra setting ?
Yeah that would be a neat idea.
But that still don't solve the problem that no event's happen on temp. maps, and a mining map is just a temp. map.
I mean just like the "Scenario Editor" when you go to start a new game. In it, you can enable/disable any events/incidents, or make them happen on regular intervals, whatever. But, you have to set all of this up before you start your game, and can't change it after you've started. My idea is, if the player had access to all of this stuff after the game had started, and/or they can change all of these settings on the fly, it would be awesome. This would allow the player to totally customize their experience to their tastes, without having to start a new colony every time they want to change the scenario options.
#39
This furthers my desire for Ludeon to allow players access to change the scenario editor on the fly after the game has started. Would be so amazing all of the options like events/incidents that we could turn on/off on one map but not another, or setup schedules for events/incidents to repeat, whatever. Maybe a player only wants infestations to occur once every 2 quadrums on their mining map, but doesn't want this to start until the third year? Possibilities are endless.
#41
FYI you can get your modlist from ModsConfig.xml located inside this folder:

C:\Users\Harrison\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
#42
Ideas / Naming Dilemmas
March 13, 2018, 02:42:18 PM
I, like a ton of others I'm sure, suffer from some retarded naming dilemma in games. For whatever silly reason, if I get to a naming area and the randomized name I get isn't something I like, and there is no "randomize" button, then I stand a fair chance of getting stuck for quite awhile. I will shamefully admit that I have even gone to naming generators, as if this is some life altering decision.

Anyway, my suggestion is, could we please get a "random" button next to any naming input field? Like when you've had your colony running for a few days and you get the prompt to give your colony a name, you will get a random name given to you, which you are of course free to replace. However, it would help me a lot if I could cycle through the list of random names. Same thing goes for any other place where there is already a list or algorithm in place to give a random name for whatever. Could players please have the ability to cycle through these randomly generated names, instead of only getting access to this already built in function only once? Because sometimes I think the random names I'm given are really great, and would like access to more of them, please. Thanks!
#43
Releases / Re: [B18] Cassandra Hardcore - TnT Raids
March 13, 2018, 01:27:52 PM
First thing I think when seeing "TnT Raids" is some form of saboteur with actual TNT, as in they would be blowing up a lot of stuff. Of course it's your mod and you can name it whatever acronym you want. I just wanted to point out that, from an outsider's perspective, that was definitely the first thing that comes to mind when I read that, no questions asked. Maybe not all of the kids will know what TNT is today, but if they ever watched Looney Tunes then I would bet they think the same thing :P

EDIT: Also recommend a base folder for your mod. Makes things a lot easier for us end users ;)
#44
I've got my 5 multipurpose coolers set to a target temperature of -2F, and the room that the (2)intakes are in is at 87F (by being separately cooled by 2 small coolers in the wall), however they are only able to get my walk in freezer down to 47F. I have only 2 intakes in the dining room, and the 3 exhausts into the cooler. Am I not doing something correctly? I have power going to everything, and it's been enough time for everything to be stabilized, but what's going on? Are these multipurpose coolers really that weak that 5 of them can't get a freezer this size down below the high 40sF?

EDIT: Adding a 3rd intake in the dining room has now increased the temperature in the freezer to the mid 50sF...

Also, my dining room is the same exact temperature as outside, despite having 2 small coolers set to 50F. 93F inside the dining room and outside as well..

EDIT2: Further testing, and reading about intakes vs outlets: if I swapped it around to only 1 intake and 4 outlets, my walk in freezer is working perfect now. Guess I just had too many intakes that it was over saturating the network with too much air that it couldn't cool down properly. Anyway, glad to have the mod working like I wanted it to now. I liked the other central climate control mod, but RedistHeat looks to be just a little bit more expansive, and is more of my particular flavor.

Thanks again for all of your hard work, OP! :)

#45
Outdated / Re: [B18] NRG v1 (New Energy Weapons!)
March 12, 2018, 08:05:35 PM
I like Mr. Snail. Thanks for this!

Just curious, but any chance that you plan to use higher res textures in the future? A lot of players use Camera+, so we can really appreciate the higher res textures that we can get. ;D