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Messages - ItchyFlea

#1591
Outdated / [CustomScenario] Muffalo Defence
November 24, 2013, 05:59:06 PM
This is a custom world set with 13 psychotic muffalos ready to attack your 5 colonists.

Map download: http://www.mediafire.com/download/5h53cma8uk2qh3b/MuffaloDefence.rim
Map download, pistols instead of charge rifles: http://www.mediafire.com/download/77a7ypkjkfkapy9/MuffaloDefence%2520-%2520Pistols.rim
You do not need any mods to play this, just place in your RimWorld save folder and play.

This is more or less a test of the concept of small custom scenario's. What are your thoughts on this particular scenario? I'm currently working on the idea of switching roles with a group of raiders, where you are the raiders attacking a colonist base. Would that be something you'd like to try? Or perhaps your group of colonists are attacking a raider camp?
Please let me know below.
#1592
Outdated / Re: Rhodes Mod List
November 22, 2013, 04:47:31 AM
Quote from: Rhodes on November 21, 2013, 10:14:47 AM
Here you go:  Itchy Fleas Mod
I don't know what you meant by 6 geysers on the map - the standard 250x250 map size already comes with 6 geysers.  So, I just put on the G3 mod, which I felt was appropriate for the cave map.
There is no way for me to remove the roof issue without completely removing roofs altogether - which I'm not going to do.
I play with the 200x200 maps and only 3 geysers are generated in those. I'm assuming the G3 mod adds more than that, but I'll find out soon enough.
Fair enough about the roof system. I understand that you are limited with what you are able to change through the method you are using.

Thank-you very much for making the custom mod for me.
#1593
Outdated / Re: Rhodes Mod List
November 20, 2013, 10:19:57 PM
Could I get the cave mod, no animals, 5x pop mod and the geyser mod (6 geysers total on the map)?
Also, do you have a mod that stops the game from trying to add a metal roof over the starting spot in the cave mod? If you do, can I get that as well please?
#1594
Off-Topic / Re: Where are you from?
November 20, 2013, 04:59:29 AM
New Zealand.
#1595
Outdated / Re: Rhodes Mod List
November 20, 2013, 04:53:06 AM
Quote from: Rhodes on November 20, 2013, 12:15:58 AM
Quote from: ItchyFlea on November 20, 2013, 12:13:33 AM
Is it possible to prevent the animals from phasing through the rock in the cave mod, or at least prevent them from being replaced when killed?

Loving the cave generation. Nice and difficult to start in.  ;D

I could disable animal spawns all-together.  Would that work for you?
Also, I'm done for the night.  Will check back tomorrow and update any mod requests.
Yes that would work. Thank-you.  :D
#1596
Outdated / Re: Rhodes Mod List
November 20, 2013, 12:13:33 AM
Is it possible to prevent the animals from phasing through the rock in the cave mod, or at least prevent them from being replaced when killed?

Loving the cave generation. Nice and difficult to start in.  ;D
#1597
General Discussion / 100% Safe Colony (Edited Map)
November 19, 2013, 07:19:19 AM
I created this for myself because I didn't want to be harassed by raiders while building a large underground base, and realised that others may find this useful. The colonists are enclosed in the mountain and a rock wall was placed at the entrance to prevent raiders entering the place. The 3 geysers were added since solar power isn't available and the metal increased to a ridiculous amount since afaik acquiring more via trading while underground isn't possible.

Save file: http://www.mediafire.com/download/o8a8skz1cozix22/EdittedMap.7z

#1598
General Discussion / Re: Post Your Base
November 17, 2013, 07:06:15 PM
Decided to experiment with the effects of covering the entire map with concrete then walling it off.
Results were.... interesting.

Here's the save: http://www.mediafire.com/download/qa7x4eocacxc6g2/Peaceful.7z

#1599
General Discussion / Re: Post Your Base
November 08, 2013, 08:20:59 AM
I got this place fully stocked with colonists before the new update. The random geyser right in the middle of the base messed with my building plans, but it turned out to be extremely useful.


My favourite part of this base is the dining hall:

My now established 254b colony is starting to build a much larger version of this dining hall. I'm hoping that it turns out just as well as this one did.
#1600
General Discussion / Re: Post Your Base
November 05, 2013, 07:04:49 AM
This is my base just after a raid where they decided to come inside:


I used to have turrets, but don't bother building them any more as the pirates are usually armed with M-24's and destroy the turrets from a safe distance.
#1601
Bugs / Re: With small prison area, pathing produces lag
November 05, 2013, 06:56:15 AM
Not exactly.

The problem is not caused directly by the shape or size of the room (although that dramatically increases the chances of it happening),  but rather the bug occurs if the warden in standing in the doorway when chatting with the prisoner.

To comply with the bug reporting rules that I didn't notice before:

Version: 0.0.250
Steps to reproduce:
1) Get a warden to stand in the doorway to the prisoner room when having a 'friendly chat' with a prisoner.
#1602
Bugs / With small prison area, pathing produces lag
November 04, 2013, 10:56:21 PM
For some reason, when my warden is having a friendly chat with a prisoner, the FPS will drop significantly until the conversation ends. If I'm playing the game at 3x speed, the game will literally become a slideshow.
A workaround solution is to conscript the colonist, make him/her walk somewhere then release him/her.

Here's a save file of the game demonstrating the problem due to Colonist Fleming talking to Prisoner Marsh:
http://www.mediafire.com/view/x6giz7c9d4dpcnb/Fir2.rim