Can you make it so this is only about "unlocking" a seed type, instead of having to count how many seeds you need to sow x plants? For example if you acquire one potato seed, you can plant any potatoes you want from here on. I'm only asking to make it an alternate option in the mod, not replace the existing system.
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#47
Releases / Re: [1.0] Psychology (2018-11-18)
November 29, 2018, 11:36:41 AMQuote from: Asero on November 28, 2018, 10:38:06 PMQuote from: nickdos on November 28, 2018, 03:23:39 PM
I mean those that play at a low difficulty level where raids are a non-issue. And let's not forget the colonists breaking up and fucking someone else every month, causing constant mental breaks and there is NOTHING you can do about it.
#48
Releases / Re: [1.0] Psychology (2018-11-18)
November 28, 2018, 03:23:39 PM
Between the stupid election mechanic, the dates and anxiety and quite likely causing the "10 jobs in 10 ticks" bug with dates, I think this mod is way overrated for a strategic rimworld playthrough and probably only suitable for simcity kind of play
#49
Outdated / Re: [B18] While You're Up
November 24, 2018, 01:06:50 PM
10 jobs in 10 ticks bug constantly because of this mod
#50
Releases / Re: [1.0] TD Enhancement Pack
November 19, 2018, 06:39:07 PM
Option to highlight the power network (like when you click on a power node to build) and color code it depending on if it is powered and how much it has stored or power deficit and etc?
#51
Releases / Re: [1.0] Chemicals extraction & Neutroamine crafting (R2)
November 19, 2018, 06:25:44 PM
Can you fix the jagged sprite for nitroglycerin? It looks out of place compared to vanilla ones
#52
Releases / Re: [1.0] RPG Style Inventory [V2.2] | UI mod
November 18, 2018, 09:56:05 AM
Very good mod, but can you also right in your thread title the last date you updated it?
#53
Releases / Re: [1.0] Strategy Mode: Rimworld as a strategy game
November 13, 2018, 08:03:44 AM
Finally someone did something to address the horrendous metagaming that Tynan's "storytelling game design" entails, thank you for this excellent mod, hope you continue to think of ways to improve it.
#54
Releases / Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
November 13, 2018, 07:59:10 AMQuote from: Holothurin on November 13, 2018, 07:48:08 AMQuote from: nickdos on November 13, 2018, 07:39:20 AM
The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.
I disagree. Both workbenches fit perfectly well into a med-lab and the Machining table is already cluttered with ammunition recipes if you have a few Turret and Weapon Mods.
That's unrelated. If you have a clutter problem in your workbenches then get a mod that fixes just that. We are talking about RBSE here.
#55
Releases / Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
November 13, 2018, 07:39:20 AM
Lots of redundancy on this mod now especially with vanilla adding similar items. I used to play with this permanently on since B18 but I'm starting to have second thoughts.
"Advanced" bionic parts should be removed, they already exist in vanilla and are called "Archotech": a tier better than bionics but not craftable
Normal bionic parts are already an upgrade over natural parts, you don't need yet another in-between upgrade.
The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.
"Advanced" bionic parts should be removed, they already exist in vanilla and are called "Archotech": a tier better than bionics but not craftable
Normal bionic parts are already an upgrade over natural parts, you don't need yet another in-between upgrade.
The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.
#56
Releases / Re: [1.0] Search and Destroy
October 18, 2018, 11:58:13 AM
Your github link shows a "source code" download and not a release, it might confuse some people.
#57
Releases / Re: [B18] EdB Prepare Carefully - v0.18.2 (20 Nov 2017)
December 08, 2017, 07:01:39 PM
Does not work with the Psychology mod, crashes if you open the custom Psyche window from it.