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Messages - 82ab53e4

#31
Releases / Re: [1.0] Miscellaneous w MAI+Robots
February 04, 2019, 02:56:23 PM
Hi, awesome mod creator. I want to report about issue with Misc. robots and Rimatomics (i'm also using misc. robots++ but not sure if that important). Hauler bots get radiation sickness from hauling radioactive items than never go off, permanently weakening them (and potentially killing).
#32
Releases / Re: [1.0] Rimatomics | Rimefeller
January 23, 2019, 03:09:05 AM
A feature request about Rimatomics. Bzzzt event with Rimatomics amounts of stored electricity is really crazy. No nukes needed after explosions like that. Can you add some kind of project about electricity grid safety?
I know about RT Fuse mod, but this mod is not designated for Rimatomics amounts.
#33
Hey Ykara. Your mod is awesome but the way it works is weird :D.

New parts instead of affecting part efficiency affect pawn characteristics directly (unlike vanilla parts). It screws calculations in some cases, like, for example, eye patches. Eye patch has a -50% sight debuff. So pawn with one normal eye and one eye patch will have 50% of sight. But pawn with just one normal eye and one missing eye have 75% of sight (this is how vanilla game works - loosing of just one eye is not that bad). That lead to interesting situation that eyepatch on missing eye somehow makes pawn sight worse!
#34
Ideas / Nomad Playstyle (Without colonies)
November 18, 2018, 05:02:24 AM
I tried that and this is already possible and pretty fun! Pick people with high Growing skill for collecting berries, choose proper landscape (with berries and safe temperature) and you can just abandon your starting colony and live without settlements. Do quests, trade with factions, equip your pawns, use temporary maps from quests for temporary camps (hunting animals for meat and leather/trophies, making clothes, cooking pemmican/packaged survival meals). You can even complete a game by traveling to spaceship!

But game is not really designed to be played like that, it's more like a fun challenge for one time rather actual gamestyle. But i see that with small changes it can be made much more playable. Or, with less small changes, it can be developed more to make game more rich with fully alternative gameplay.

My suggestions:
1. Game should recognize nomad status of player in order to always provide quests so player always can have something to do. And provide more stash/camp quests and less prisoner/refuge quests because player do not need so many pawns. Not having proper quests is main problem of nomad gamestyle.
2. More quests and events specifically for nomad playstyle. Like ambushes on travelers/their camps, faction requests for material gathering/hunting down dangerous animals, hints for ancient dangers or maybe even actual dungeons in mountains.
3. Special scenario for this playstyle. Starting with group of nomads that prepared for nomad live (roll beds, clothes for hot/cold temperatures, pack animals). Instead of colony this scenario will place pawns on world map. And maybe it will prohibit colonies and instead there will be a button for temporary camp. Special scenario will not only support this playstyle but also will inform players about this gamestyle.
4. Faction settlement changes. They are not designed to be raided. Absurd amount of people who have nothing worth to raid.
5. Folding furniture! Of course you can carry an usual table with you or craft furniture on place, but it would be nice to have more proper option.
6. Mobile power source. You can carry miniturrets with you, but in order to power them you need to build a reactor. The only mobile power source in current game is rare Vanometric power cell.