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Messages - erdrik

#511
Quote from: Vas on February 04, 2016, 07:57:13 AM
The issue is mods are all based on steel which means it can't be changed by mods without making a mod incompatible with everything out there.
Your coming at the issue from the wrong direction.
Don't change steel. Because, yea, doing so would make your mod incompatible.
But you can always add iron ore as a separate item from the existing steel that the player smelts into iron and can further process into steel. You can even add the iron item to the Metallic stuff category and give it differing rates of deterioration/ health/ ect than steel. Its not that you can't do it, its that you have to use steel as the baseline.

Then all you have to do is change the world gen options to produce less(or even none) "compacted" steel and more iron ore. Some mods will still be incompatible, but it will mostly narrow it down to only other world gen mods.

Quote from: Vas on February 04, 2016, 07:57:13 AM
SE, they sacrificed massive amounts of the game for gameplay sake.  I offered ways to do it realistically while still being fun.  They chose the lazy shit way.  They don't give a shit about realism and science and any of that, their mission statement is totally shit.
You should probably stop with the disparaging stuff. You aren't going to get any Dev to listen to you if you disparage their work, even indirectly. Anger and frustration is no excuse. You can re-read and change your post before hitting that 'post' button. Devs don't have to listen to you. They are in the position of experience to get things done. They know what they can do. What their teams can do. But they don't know anything about you, and claims of experience from their forums members don't mean much unless it is backed with evidence through reliable channels. Calling them and their work "lazy" and "shit" because they didn't listen to you, only gives more reason to not listen to you.
#512
I wouldn't have a problem with adding Iron ore, but also respect the decision of the developer.
Especially since the decision was probably a core decision made very early in development.
(in light of when wood planks were removed)

It sounds to me like you want the game to be something it was never intended to be.
And while I can appreciate the difficulty in finding games that can balance fun without sacrificing realism,
I don't think you should be getting mad or throwing around your frustrations at a developer that has at the end of the day made a good game.

If you want iron ore that badly, there are mod options.
And as someone how has modded the game myself, I can say those options are extensive and accessible.
#513
Im aware of the fact my own forgetfulness is the fault here, there is no need to get rude.
But that still doesn't change that a unique message would be useful since it technically wasn't forbidden, rather it was restricted.
#514
Display a different message when trying to right-click haul an item outside of restricted areas.

I recently had a Siege.
My typical tactic(being a mountain cave dweller) is to hole up in the mountain, wait for them to sleep, then kill one or two(quietly in melee) before returning for medical aid. Rinse repeat until the raid charges the settlement.

During the second night I killed more sleeping raiders then manually unforbid their packaged survival meals and stole them. I noticed that new packaged survival meals were almost immediately sent via drop pods. On the third outing(several days later) I finished them off and went to grab the remaining packaged survival meals.

Over the course of several days of managing this, I had forgotten that after the second night I had restricted my colonists to Home Area only. So there was a bit of confusion when I tried to haul the meals back afterwards.

I admit the problem was a bit of my own absent mindedness, but I still think it would be helpful if there was a different message for when you can't do things due to restriction rather than forbidden.
#515
Bugs / [0.12.911] Rescued Guest rudely thrown on floor.
September 05, 2015, 12:36:02 AM
I have 4 empty beds set as medical. But apparently Stella didn't like the visitor I decided to rescue, and rudely threw her onto the floor next to the bed. I was a bit miffed but willing to give it a pass if the guest got through her injuries in the end. ... No one is treating the guest. When right-clicking I only have the option to feed. The guest has 14 untreated injuries, 6 of which are bleeding injuries.

Unfortunately as a result the guest did not survive the night.

[attachment deleted due to age]
#516
General Discussion / Re: RimWorld change log
March 20, 2015, 09:21:42 PM
Regarding tolerance to fun.
The changelog mentioned that they build up tolerance to doing repeated fun activities, does that tolerance also decrease when colonists don't do said fun activity?

#517
Ideas / Re: Remove Turret Explosions;Decrease damage
March 09, 2015, 12:58:27 PM
Or remove the explosion entirely and make the turret require colonists to man it.
#518
...
Umm ok.
If nutrient value is meaningless, then it only reinforces the fact I don't need to cook anything beyond simple meals.
You have just provided me with more reason for me to want the suggestion.  ???
#519
Currently I have no reason beyond mood bonus to cook anything other than simple meals.
I also don't think it makes much sense for a lavish meal to have more nutrient value than a fine or simple meal.
Lavish as a term leads me to think of quality not quantity.

So my thought is to have the nutrient values of meals to be modified by the ingredients:
Base value of meal +/- ingredient modifiers

Also I think it would be cool if ingredients have secondary effects, like oranges being helpful to prevent scurvy for example.
Secondary effect ideas:
Helps prevent infection
Helps prevent minor sickness
Helps heal injury, only during a 'rest and heal' state and only on injuries that are already bandaged/not bleeding
Slows hunger
Reduced chance of food poisoning

It could also have negative effects:
Increases chance of infection
Increases chance of sickness
Slows the healing of injury, only during a 'rest and heal' state and only on injuries that are already bandaged/not bleeding
Speeds hunger
Increased chance of food poisoning
#520
mmm... I don't know how complex Tynan is planning to make things, and that may be a bit too complex.

I like to keep my suggestions tiered as small steps up from the current state
#521
Help / Re: Change beauty of smoothed floors?
March 06, 2015, 06:09:39 PM
Ive loaded up the game .dlls in Mono but have not been able to find the def name for the smoothed floors.
Any clues on where I should be looking?
#522
Quote from: CodyRex123 on March 05, 2015, 02:42:44 PM
Wonderful, i like this idea, i will fill a room with turrets, allow the vistors into it, and if they turn, they get shot to bits.
+1
That results in the negative impact on relations with that faction to occur twice, so I don't see a problem with that plan balance wise.

EDIT:
Ooo! Idea! if a visitor is killed with the "Tricked into Imprisonment" thought, it could double the negative impact on relations with that faction.
So you'd get bad rep from trapping them, then another bad rep x2 for killing them.
(for a total of x3 the normal bad rep)
#523
Ideas / Negative relations when trapping visitors
March 05, 2015, 02:32:45 PM
Capturing/arresting visitors have a negative impact on relations between their faction and the colony.
But you can apparently use the keys and locked doors to trap visitors within your colony.
Feed them in the mean time and release them when attacked and you have a ready made force to help defend.
So my suggestion is to make it so that if visitors are within the colony and have no pathing options to leave the map then they will consider themselves "Tricked into Imprisonment".
This should result in an immediate negative impact on relations between their faction and the colony.
Visitors that have been "Tricked into Imprisonment" could also have a local reaction.
Meaning they may temporarily turn hostile and try to break out.
Or maybe they sit put, and wait for a rescue attempt from their faction.
Or maybe the Faction calls the colony and demands they be released, perhaps leading to ransom demands.
#524
Help / Re: Change beauty of smoothed floors?
March 04, 2015, 09:03:24 PM
Cool. Well if you remember what the defname is let me know, 'cause I don't have a clue.  :P

EDIT:
Do I have to know the Parent Name too?
#525
Help / Change beauty of smoothed floors?
March 04, 2015, 01:18:20 PM
Is there a way to change the beauty value of a smoothed stone floor?