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 - 82ab53e4

#16
Ideas / Breaking wooden weapons for wood.
March 27, 2020, 04:53:45 AM
I'm talking about all these pila and bows that remain after tribal raids, they could be recycled on smithy like firearms get recycled on smelter.
It would help players in inhospitable biomes to sustain braziers, or get single required piece of wood for peg leg in early game.
Overall, with increased need in wood and less frequent traders it seems like a nice simple addition that all extreme biome players will appreciate.
#17
Bugs / [1.1.2567] Smoke is not visible on snow
March 12, 2020, 01:56:36 PM
Not really a bug, a visual issue, but i thought it worth reporting, considering how important smoke for dealing with clusters, and maybe smoke could be changed to be black or something.
In attached file example of smoke on snow.
#18
Bugs / [1.1.2567] Janissaries leave too soon.
March 10, 2020, 10:03:06 AM
I got quest that asked me to fight two raids (second in short time after first) and provides two janissaries. First raid arrived and decided to wait, and in a short time second raid arrived and it was a sapper raid with no waiting, so second raid actually attacked first. I dealt with second raid and janissaries decided that their job is done and decided to left me before first raid finally attacked me.
It looks like an oversight, that game decides that quest is finished when second raid is defeated (not both raids defeated).
#19
Greatbow technology was changed in 1.1 to no longer require smithing technology, but it still can be crafted on smithy only. Player can research greatbow technology before smithing and get zero advantage. This looks like obvious oversight.

And please add greatbows to crafting spot instead of returning smithing technology requirement, it will turn researching greatbows to actually attractive option :D. And you don't really smith bows anyway.
#20
My main problem with mech clusters is that they are overrepresented. I learned to deal with them, but i hate that i they are regular threat. I just miss having raids at this point.
#21
I think that they simply must be scaled down. The fact that they can easily deal with other threats actually encourages to turtle even more and relay on your new guards!
Expirirenced players can simply destroy nasty buildings and leave turrets to guard map.
#22
Boboid, maybe dromedaries can just produce more camelhair now considering that they no longer produce two resources.
Devilstrand is great to have when you have soil and temperatures below 60C, and there can be issues with that.
Anyway, i just want my option back :D.
#23
General Discussion / Please bring back camelhair!
March 05, 2020, 03:04:18 AM
It was the only kind of wool that was strong at heat insulating, which was great for extremely hot (+80C) desert colonies. And just good for extreme desert colonies. And now breeding dromedaries for camelhair is no longer a valid option, while update added two new kind of cold insulating wool.
I know that you wanted to make animals produce only one resource, so can you switch dromedaries to produce camelhair again instead of milk? Another suggestion is to switch alpaca wool to be heat insulating, because it always was weird to have hot region animal that produces cold insulating wool.
#24
Releases / [1.1/1.0] 82ab53e4 mods
October 09, 2019, 04:11:28 PM
Few little mods that i made for personal use, but maybe someone else will find them interesting too.



Full armor coverage

For some reason armor in Rimworld (plate armor, marine armor, recon armor, cataphract armor) doesn't protect hands and feet. This mod changes that. Fear no more for your toes and fingers!
Only affects vanilla armor. Don't use it with mods that add footwear/gloves and such.
Page on GitHub
Direct download link



Tribal heritage (Deprecated, 1.0 only)

The purpose of this mod is adding tribe-related items that will be useful in later stages of game so tribes can look like tribes even if they are about to build a spaceship. This includes:

       
  • Three new war masks. They are helmets analogues that provide slightly less protection but have +10% pain shock threshold buff like basic war mask. They can be crafted by tribes only.
  • Two new joy activity items that replace poker table and billiard for tribes.
  • Two new bow weapons. They can be crafted by any player faction.
Page on GitHub
Direct download link



Simple surgery expansion (Deprecated, 1.0 only)

Minimalistic surgery expansion that aims to fill gaps in vanilla options with minimum things added. This includes:

  • Wooden eyes and ears. For dealing with social debuff in early game. Requires wood.
  • Nose reconstruction. For dealing with social debuff.
  • Bone reconstruction. Requires universal bone reconstruction kit that can be crafted with simple prosthetics technology. Works for all bones that can be destroyed and pawn will live after (excluding spine.).
  • Replacing brain with AI persona core. No efficiency bonus, only for curing brain conditions.
Page on GitHub
Direct download link


Rights stuff
Do whatever you want as long as you mention me. If you want to upload any of these mods somewhere else, don't forget to leave link to this ludeon forum topic in description.
#25
Can cribs be changed to not turn bedrooms into barraks?
#26
Releases / Re: [1.0] Rimhammer - The End Times
June 25, 2019, 02:11:16 PM
Hi!  I have a request about Medieval Vanilla and Combat extended. I tried combat extended for medieval run and met "tribal thunderers" and Archer Chiefs with guns. Can you make them removed too? Also, thanks for awesome mod!
#27
A request: nuzzling module for centipedes.
#28
Releases / Re: [1.0] Death Rattle (2018-10-30)
April 30, 2019, 03:34:32 AM
Any plans on changing how heart attacks works?
With this mod they are more dangerous than missing heart :D.
#29
Hi awesome mod creator. I tried this mod for medieval playthrough and i found that this mod lacking support for low-tech light solutions :D. Probably this is not the aim of mod but i will leave my suggestions anyway:

  • Removing component requirement for fueled glass smelter.
  • Adding windows in walls from any material, not just steel.
  • Adding windows that will look more like windows in walls.
  • Adding low-tech "windows", like just hole in the wall that will pass light and temperature, and holes covered with leather just for aesthetics/beauty stat.
#30
Hi awesome mod creator. I found out that ALL armor and clothes from mod are lacking neck protection! (unlike vanilla armor and clothes). Is this intended or oversight?