Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Bones

#31
I'm total newbie and I don't know how to make killboxes, but what I did on my newest colony is working great so far, I made the base close to a mountain and one big corridor and I just let the door open. Instead of making walls far from the base which the raiders like to tear down.

As they enter the base I'm there waiting to shoot them and I leave some melee guys behind a door, as soon as they pass I attack them from behind. I also like to leave some crops just outside the main door and they like to put it on fire losing time and closing their only escape path.

It's great in winter too since I leave some kibble in there and starving animals rush to eat it and I just hunt them inside the base.

[attachment deleted due to age]
#32
I released a prisoner and he fell on three wooden traps. Maybe they should act as traders (friendly) as to not active the traps?
#33
Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>
#34
Quote from: Kiame on June 29, 2018, 01:26:31 PM
Hmm i could see if i can add it so helmets are only visible when drafted

Quote from: Kiame on June 29, 2018, 02:59:07 PM
[1.0] Update:
Added a mod setting to "Show Hats Only When Drafted"

The setting will only be available if "Hide all Hats" is disabled.

Thanks Kiame!!
#35
Quote from: Lucky_D20 on June 29, 2018, 01:36:10 PMit's called gear up and go. You also have shange dresser doing the same thing.

Gear up and go makes you actually equip the helmet, I don't use change dresser but I will assume it's the same.
I'm talking about a cosmetic change, non-drafted pawns will remove the helmet graphic.
#36
Quote from: Syrchalis on June 29, 2018, 12:03:16 PM
Thanks, playing 1.0 with every colonist having helmets on is killing me. I actually can tolerate the helmets if you can see the hair, wondering if I'll disable all hats once again or stick with the hat+hair style.

Hmm.. a mod that makes helmet (excluding hats) appear only when drafted maybe could help..
#37
Quote from: Tynan on June 29, 2018, 10:24:31 AM
If you can just kite away from melee guys, turning and shooting them as you run, the game is broken.

SHOOT THE LEG!

Joke aside one tactic I've shamefully done is to put several guys on one side and another that goes near the melee guy, as the melee guy chooses him as the target I can kite away while the others shoot.

I don't see how this could be fixed or if needs to be fixed. When it's one guy it should really be difficult to get to one of them as they keep running and shooting. Maybe try to turn off the information that says who the enemy is targeting could help a little.

But if it is a group of melee guys they probably shouldn't all target the same guy, the best tactic (to disrupt the player) would be to each one target a different pawn so one wouldn't be able to cover for the others since they are all in danger.

But if you got a pawn with jogger then kiting becomes so easy..
#38
Probably the easiest way is to make a new game with a river, save and open it on a text editor like notepad++

Then open your current save and check the difference, then change and check if it worked.
#39
Just tested the tornado generator on a faction city and the tornado kills pretty fast unarmored pawns, but armored ones takes very little damage from it. Maybe tornado damage should ignore armor?

EDIT: Also, when everyone started to flee, the guy managing the mortar didn't, his named stayed red and even after everyone leaves the map, he is still aggro.

EDIT2: They didn't have batteries so everything was offline since it was night and they only had one solar generator.

EDIT3: I know this is a suggestion but would love to see a difference between cities of factions, having small, medium and large. Right now they all look the same with basically the same difficulty no matter the faction or which city.
#40
Some ppl here mentioned XXL and I got tired of waiting so I tried fixing it.

Here is an unofficial unstable 1.0 fix:

https://github.com/purpleorangegames/RimworldStackXXL/releases

Tested and seems to be working.
Basically just changed isBodyPartOrImplant to isTechHediff and updated $HugsLibChecker.

I made a pull request in the author github as well.

EDIT: indeed merged the fix so the official version should be out soon.
#41
It is your faction name, I only play with a single pawn at start and when I get a second pawn it shows a window asking to name the colony and the faction and it's usually names like this for faction.

I guess if you start with several pawns it may ask right at the beginning or not ask at all. idk.
#42
Releases / Re: [B18/A17/A16] Stack XXL
June 28, 2018, 10:21:43 AM
Here is an unofficial unstable 1.0 fix:

https://github.com/purpleorangegames/RimworldStackXXL/releases

Tested and seems to be working.
Basically just changed isBodyPartOrImplant to isTechHediff and updated $HugsLibChecker.

[attachment deleted due to age]
#43
Got some interesting things on my game.

Got food poisoning, it started at initial then went to the next step, then I think I got another and it went back to initial.
So suddenly my pawn was felling a little better because she had gotten a second food poisoning while the other was at its worst.

Started a caravan and soon after my pawn got fibrous mechanites, travel time went from 3.5 to 1.7, pretty fun. But I guess that is expected.

My other caravan got attacked by a naked pawn with a club and she was full of bruises and cuts, all bandaged. Maybe it's expected but I never saw something like this before.

The last thing just happened, one of my pawn got a heart attack, I moved him to a bed and my doc was going there to try to save him but suddenly he got up and started walking, I checked and he didn't have a heart condition anymore, healed by itself? Maybe it's normal but also never have seen this before.
#44
Quote from: Tynan on June 28, 2018, 02:53:37 AMMy main concern about what awful-normal said what the sense of deep drilling being grindey. How can we alleviate it? I'm open to ideas here. My first thought is to make more infestations and balance that with faster drilling, but that seems kind of punishing. Or make the drills tankier so the bugs can't destroy them easily. Hmm.

I would love if the infestation wouldn't damage the drills, they came from there, it's their way to escape from the caves below so they shouldn't see it as something to be destroyed but an open path to call more infestations.

So the player has to kill the infestation and do some action to stop the drill from bringing more of them. If left unattended the infestation would get bigger over time.

The initial infestation should be small and easy to take care of. Then you put a counter on that drill and subsequent infestations from there will get bigger and bigger.

There should be an action called 'Drop bomb on the hole' or 'Set poisonous gas on the hole' so the drill will stop bringing infestation and you can resume drilling.

With this drilling becomes more of a story to be told than a nuisance to be dealt fast and forgotten. It will also make players abandon drills that got too many infestations if they were unlucky to get them on that drill.

And then you can increase the rate of the initial infestation but decrease the rate of subsequent infestations that are harder.

EDIT: Also probably increase the reach a drill has, so the player has to deal with less drills on the map, less micro management.
#45
Releases / Re: [1.0] Colorblind Minerals
June 27, 2018, 04:26:53 PM
Thanks Adamiks. I'm enjoying it myself, I found it easier to assess the map when starting. Haven't tested it yet but should be safe to add or remove it on a ongoing game.