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Messages - Planetfall

#16
Off-Topic / Re: whats the story behind your username
October 29, 2018, 05:53:47 PM
Title of a book about photos of our solar system. It was my favorite non-fiction book at the time and i needed a name for the Kerbal Space Program forums :)
#17
Off-Topic / Re: YASD (Yet Another Stupid Death)
October 29, 2018, 05:51:01 PM
Hmm... I don't have any stupid deaths because I'm a save skumming coward, so if i see any thing like a doctor not tending to her sick husband because she's hungry... and he dies because of it, I save skum because it's not a believable story. It doesn't fit the character I imagine the doctor to be. If she was gourmand maybe.

So I've had a few close calls with illnesses that I just devmode off. Like when my founding colonist saved his buddies mother and in the fight gets downed, wounded, and infected. His friend is incapable of caring (i always play with pawns are capable but it hadn't been updated) and the mother goes catatonic because the makeshift camp I set up in the destroyed raider base isn't to her liking. So the founder would have died. Nope, devmode. Or How pawns can somehow treat illnesses and gunshots with their bare hands yet my doctor holding a short sword cant amputate an arm? Devmode click 'cutting damage' 6 or so times until the damn limb falls off. It's not like lack Anastasia or antibiotics is going to make the patent more dead.


Oh, I have had quite a few animals die for stupid reasons. I was playing Call of Cthulhu and kept having all my animals go berserk due to sanity loss. The smaller the animal the worse it was so i had two litters of puppies kill themselves on my swords before i realised the dire warnings on strange meat wasn't just flavor text.
On another playthrough, I had my entire barn full of 20 chickens, some muffalo and... well... boomalopes get wiped out by a resource pod crash. It was some cloth... It burned up along with livestock... only a single chicken out of all my animals survived.
#18
Well, seeing this is Rimworld I'd say one of the biggest reasons to use cryptosleep is to prevent the pyromaniac going nuts mid-route. :P
You don't need to worry about nearly as many things if all your passengers are unconscious. No need to waste energy hauling billiards tables, horseshoe pins, and royal beds to a new star. Each milligram counts when your changing speeds that much.
#19
Mods / Re: [MOD REQUEST] FAVORITE FOOD
October 28, 2018, 02:29:31 PM
Hmmm maybe also a system to track what the last 20 meals a pawn ate so they start to get sick of eating polenta breakfast lunch and dinner for months :P

Though I bet that would drain memory real fast in big colonies :/ 
#20
Im glad i could help
Well if you want suicide id don't know any mod for that but, psychology adds the mental break " self-harm" in which colonists hid in their rooms and slit their wrists. It breaks if you give them bionics though as those don't have hands and don't bleed. They just sit in their room staring at their arms doing nothing. It doesn't crash the game or cause problems, it's just a bit emersion breaking.

Also, i didn't lose the whole post just the first list talking about Death rattle and Custome death randomness. I would have lost my mind if I lost the main post :P
#21
Unfinished / Re: [1.0] Gen-spliced Xenohumans
October 28, 2018, 02:06:08 PM
Ok, I'm looking forward to the release.
thanks for the feedback btw.
#22
Unfinished / Re: [1.0] Gen-spliced Xenohumans
October 26, 2018, 09:47:05 PM
Backstory: After the various mechanoid wars, many systems had much of their void infrastructure turned into drifting clouds of dust and gas. This conundrum weakened economies ravaged by years, decades, of war. Fearing complete collapse, one glitertechsystem turned to the ancient art of Bio forming as baseline humans require a lot of expensive and bulky equipment to work in space, and new mechanoids could be suborned by Malevolent AIs again. The result was an entirely self-sufficient void ecology that was both cheap to set up on a comet or asteroid, and more difficult to hack than even humans (low psionic sensitivity). The first seed ships were launched into the system's comet halo, and while many failed, dozens more took root. Simple plants grew, first fed by the seed ship's supply of radioactive material and volatiles the plants grew large enough to start breaking up the ice in search of radiation and food. Soon, cold gardens drifted through the void... and then the first gardeners awoke. Most baselines call them "lobsters" as their scientific is name ten syllables long and of course the name the lobsters call themselves is unpronounceable by humans (though some tap dancers can almost 'say' it). As soon as the first Lobsters grew of age, raised by carefully monitored machine personas and taught remotely by the brightest human minds, they were found to be extremely skilled miners, void gardeners, and pilots. Soon the first lobsters were seeding other nearby comets with void life and sending volatiles down well to the inner system. Buoyed by their success, the baseline Biotechs and Hab leaders launched thousands more seedships, these new ones now equipped with Johnson-Tanaka Drives.
And so the lobsters spread throughout the stars staying mostly content in their place in society. Why would they want to live anywhere else? Anyway else? This life of mining and living and dreaming under the ice and stars was truly the life they were made for.
Alas, some unfortunate individuals no longer live on some nice comet. They live in a hot crushing hell, where every step is agony, where every breeze of thick wet air stings their unblinking eyes, where the temperature threatens to boil them alive in their own carapaces. A place known as a "habitable terrestrial planet".
#23
Unfinished / Re: [1.0] Gen-spliced Xenohumans
October 26, 2018, 09:29:16 PM
"I'm mostly in the planning/designing phase right now. I'm looking for input and suggestions. Please keep in mind that I'll try to create a balanced experience. Every subrace will have buffs and drawbacks. I want to create interesting races resulting in new playstyles, not the perfect race everyone will try to get.
What I also need is a talented artist that wants to create some sprites for some of the new subraces that look similar to the vanilla Rimworld artstyle. I'll definitly need sprites for the bear-, wolf- and scaleman but also maybe the shortman.

I'll keep you informed and am looking forward to your opinions."


I've been writing down plans for xenohumans engineered to live on comets. I have some notes (with some typos i bet) and sprite art in the attachments. Neither are finished. I want to redo the head sprite and I haven't made any other skin patterns besides the current one. I plan to have 3 or four options for head shape and 15 or so body patterns (the tattoo like pattern, not the body shape), as well as 10 or so different colors for both the base carapace and pattern, to tell individuals apart.

I'd also be happy to help with sprite work if that is still an issue for you.

Imagur Link Here
https://imgur.com/a/MOJ1i7p

Project details and semi outline of goal attached below

[attachment deleted due to age]
#24
All of these are available on steam i stopped posting links halfway through writing this because just copying and pasting the name in the steam search bar is just as fast for you but I was reading these off my in-game mod list so I couldn't just copy paste the URL. Sorry if that is an inconvenience
Here are mods that add to the social/learning systems
Psychology is great as it adds more depth to the social system.
Grim Reality does some balancing to mood buffs and debuffs.
Craftmanship Lets high skill pawns teach low skill while hanging out
Rimwriter and Razzle Dazzle add amazing emersion with new social interactions and artwork https://steamcommunity.com/sharedfiles/filedetails/?id=1521844535&searchtext=books https://steamcommunity.com/sharedfiles/filedetails/?id=935948631&searchtext=Razzle+Dazzle
You use Children and Pregnancy? Well, children school and learning adds teaching mechanics to the game. I'm pretty sure people have gotten them to work together if not there is the mod Age Matters that makes CSL more realistic but still not as realistic as CP. https://steamcommunity.com/sharedfiles/filedetails/id=1541438230&searchtext=learning
Therapy is self-explaining https://steamcommunity.com/sharedfiles/filedetails/?id=1076950211&searchtext=memory
Snap out lets you deal with mental breaks in a sane way https://steamcommunity.com/sharedfiles/filedetails/?id=1545322710&searchtext=talking
Skill overhead rebalances how skill effects quality and success chance https://steamcommunity.com/sharedfiles/filedetails/?id=1204378444&searchtext=skills
Hospitality is an amazing must have
More Faction Interaction is amazing. It adds alot of good content to flesh out the overworld
 
More general fixes
Better Pawn Control Its a life saver. So good! https://steamcommunity.com/sharedfiles/filedetails/?id=1541460369&searchtext=pawn+control
Pawns are Capable changes "incapable of doing X job" into "dislikes doing Xjob" so your nobleman will be able to do manual labor now, but he'll just be miserable for a while because of it  https://steamcommunity.com/sharedfiles/filedetails/?id=1539312975&searchtext=capable
Avoid Friendly Fire pawns hold their fire if a friendly is in their line of fire
Run and Gun what it says on the tin. it's SOOOOO good!
Simple Sidearms  this is stock in my mind. If you use Combat extended this is unnecessary as it has its own loadout system but if not then you have to uses this. Its so well done!
Pharmacist separates injuries into four levels of severity so you can tell your doctors to use glitter world medicine for gunshots but not bruises.
Relearn Keeps track of a pawns current skill level and the max level the skill has ever been so when they lose a level due to lack of use he 'remembers' the skill faster up until he reaches his or her old skill level.
Metal Doesn't Burn
Almost every mod by Uuugggg. just type his name into the search bar and you'll find a treasure trove of little annoyance savers and common sense tweaks 
Fixable Mood Debuff Alert
Reclaim Reuse Recycle lets u harvest bionics from the dead.
Supply and Demand the richer you are the richer the richer the traders. Well balanced last I checked
Please Haul Perishables you ever get sick of your colononists hauling slate blocks while your fall harvest rots in the rain?
Nature is Beautiful Rebalances the beauty of dirt and plants
Turn it on and off  workstations use tiny amounts of power when not in use but drain even more power than stock when in use for balance.
Vein miner lets you designate an entire vein of ore to be mined even the ore that is hidden. it's a bit cheaty in that you instantly know how large a vain is. I doubt you want it because of that but it is such a time saver I just have to recommend it


Animals
Pack Mules Extended All animals can be trained to carry packs for caravans.
Giddy Up is a four-part pack that adds the ability to ride animals. it's well balanced and really well done
Animal Logic Lots of common sense rebalances and features
[RF]Fishing lots of mods out there for fishing but Flambe's mod is the best one I've played

There are more mods that I use all the time, but the list is already too long. Most of these mods I consider essential to the game. But unfortunately, many of these mods haven't been updated to 1.0 I haven't played rim world for months because the games been updating so much recently. Hopefully, now 1.0 is out the modding community can focus on making their mods more stable. I have had a few problems with crashes do to mods. None of the culprits are on this list im almost certain of that, but seeing how many updates the game has gone through I have no guarantees about this lists stability once everything is updated to 1.0. I'm going to mark which mods are updated in a little bit but i need to take a break right now. Ive been at this for a good 2 hours now and i need to start on Homework.

I hope this list helps! Happy landings










#26
Drat I had a long post explaining why i liked these mods im recamending but then i hit backspace wile clicked out of the text box so there goes 15 minutes... sigh... the descriptions for these mods explain everything I was going to say anyway.
I love Death Rattle and Custom Death Randomness These two are must have mods for me as they add much-needed realism to the death mechanics. Im pretty sure they are compatible with Combat Extended but i haven't tested it.
#27
Mods / [Mod Request] Running. Stamina, Muscle, Fat.
October 26, 2018, 02:39:09 PM
Hello,
I had this idea bouncing in my head for a while and I'm wondering if it's at all feasible.
The concept is to give three new stats to all humanlikes. Muscle Stamina and Fat. And a system for different movement speeds (running sprinting etc.) I don't know what the best way to go about this would be as I'm not a modder. I have made a very rough plan for using the Needs system (attachment below) but I've been running into issues as I don't know the limits of what the Needs system can or can't do. The stats aren't finished and are probably way off balance (for example I'm pretty sure fat accelerates muscles gain atm which just makes no sense) but I don't think I have the ability to balance it myself. Also the stat sheet only covers the core systems. I would also love to also add new Drugs and food to better manage fat and muscle levels like vitamins, steroids, and weight loss pills. And traits that personalize the mood buffs and debuffs associated with each new stat. Say new traits that modify how pawns think about stamina/muscles; Bodybuilder (mood boost at low stamina slight mood debuff at full stamina as he/she always wants to be exercising) an Lazybones (more extreme version of the normal stamina mood modifiers so these pawns hate strenuous activity) and then traits modifying mood related to fat; Anemic (only happy when fat bar is low/empty perhaps a custom mental break to make them vomit if fat gets higher than they like) or a trait for someone who doesn't care at all about his or her self-image/heath. But I think it would be best of me to seek outside opinion before I go much further.


[attachment deleted due to age]
#28
Off-Topic / Re: Count to 9000 before Tynan posts!
August 17, 2018, 04:08:04 PM
#29
Thx Shinzy ill do that next time
#30
Help / Re: Inducing a Mental Break (via a drug)
August 17, 2018, 03:51:15 PM
Quote from: PleccyMM on July 23, 2018, 12:31:25 PM
It is very possible, in fact the game itself has a mental break where colonists become animals which you could use. The only problem comes with making every animal from that race be addicted to the drug, though this could probably be solved using the Humanoid Alien Race 2 mod I think. What would work is if these artificial animals are addicted to a drug they will come and try to consume it, if you leave it out, once they start to suffer from withdrawl. I really suggest working on this idea as it is very good. - PleccyMM

Hmm I was thinking of using the run wild break but than realized that wouldn't as I'd like for the animals to remain tame after losing higher function. Also taming them turns them back into colonists than they would have the withdrawal and instantly turn back into a wild animal again. I think I'd have to build the system from the ground up and I don't think that's something I should try on my first mod. :P I'm just focusing on the art and lore for now.