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Messages - TK3600

#1
Unfinished / Re: [WIP] Common Sense in Rimworld
June 10, 2019, 03:14:50 PM
That is not included yet.
#2
Quote from: TheMeInTeam on June 10, 2019, 01:26:47 PM
Has the game changed that much?  Any time I've tried building the ship, even as tribal, access to uranium was one of the most common bottlenecks.
Not advanced components?
#3
What is the top 5 you will fix/add if you are in charge? For me, I am more inclined to more polishing before contents.

1. Mod load time (in progress)

Most flaw and lack of content can be matigated by big mod support. However the loading time is choking the modding potential. This is very important.

2. Rework caravan system.

It is a pain to select colonist, bed roll, pack animal in a long list every time. Best to have a template system.

Caravan load too slowly due to poor AI. Instead of fixing it which is hard, maybe consider let them load instantly just like reform caravan in outposts.

Prisoner cannot be loaded on drop pod.

You cannot deliver caravan request without a person in drop pod.

3. More faction options.

Right now they are just placeholders. They are static and passive. They do not grow with you. They do not fight each other. No sense of progress.

One sided interation. You can them for help, but they do not call you. Not that pirate raid them in first place.

4. Rebalance the mood system.

Despite seemingly complex system the numbers are very random. Dirty room is worse than losing father. People break easily to weird stuff, and get over major loss like losing daughter with a little beer and decent meal. They treat bunch of sandbag as if staring at piles of corpse.

5. More enemies.

Man huntering pack is rare late game. It is always mechanoids. At least raider have interesting strats. Mechanoid dont even seek cover, they are just 3 bots moving in straight lines. Maybe add self exploding spider bot as a mechanoid "siege"?
#4
Unfinished / Re: [WIP] Common Sense in Rimworld
May 18, 2019, 03:20:25 AM
What do you think it should be named instead? The content is not redundant, only the name.
#5
Mods / Re: The ages old food problem
May 16, 2019, 02:46:15 PM
Pretty sure this do not happen to me in vanilla.
#6
Unfinished / [WIP] Common Sense in Rimworld
May 16, 2019, 12:29:39 PM
Ever wondered why some things in Rimworld just make no sense? You see, metals will burn when rocks do not, bears eat less than a tiny dog, colonist use beer as food which give chicken brain damage. You name it. This mod will fix those, while protect the game balance.

What this mod will not do: Sacrifice balance for the sake of realism. If I make every gun fire full auto it will break the game. If I make animals having realistic weight then caravan cant carry anything.


Notable features:

1. Rain will wash away most filth including dirty and animal waste.

I know there is a mod does it already, but my version do no wash away heavy stuff like building rubbles.

2. Metals do not burn.

Why: It makes no sense IRL, and in game steel cost more than stone so no sense in balance either.

3. Alpaca, hare, and rat have reduced wildness. Alpaca will not reduce its tameness.

Why: Alpaca is a very domesticated animal, with very few wild variants, so the one you see should be abandoned domesticated variant. Rat and hare have long been domesticated too, makes no sense they are almost as hard to tame as bear.

4. The wet soil like mud, marsh, swamp, and shallow water now dry to rich soil, making the long pump time worth the wait.

Why: IRL these places have very deep collection of dead animal, plant, making it very fertile. As for shallow water, only moving water is gravel underneath, as water wash away the sediments. Pump only drain still water (pond) which have rich sediment.

5. Polar bear is bigger than regular bear, and no longer survive in warm places (max comfort temp 40 > 20)

6. Minerals are multi selectable via double click now. (QoL change)

7. Beer and Ambrosia are no longer treated as food. Save the poor chickens from brain damage because colonist keeps feeding them beer.

8. Dirt rework. Dirt floor is now dirtier (-1 > -2), and dirty filth on paved floor is less dirty (-5 > -2)

Why: It always bugs me that floor entirely of dirt is cleaner than paved floor with dirt on them. Now they are equal. Time to pave the floor like a sane person!

9. Road speed differences on world map. Currently all road have same speed. Now Stone road is same as before, dirt road are slightly slower, and asphalt are slightly faster.

There are more changes. They are all included in the mod as a txt file inside.

Let me know what you think about it! I will take suggestions!

Help needed: Would anyone be so kind to make a mod icon for me? I am not much of an artist.  ;D

[attachment deleted due to age]
#7
You can quickly farm the paste by drafting pawn grabbing the paste. If that is too much micro just  mod it to produce paste auto.
#8
General Discussion / Re: Next Update
May 16, 2019, 04:51:42 AM
I think you are being too pessimistic. For one drop pod can resolve the not arrive in time to arrive problem. I think mini multi stage quest is next step. Say, a chief is insane. You send high social pawn to help. But you realized there is a psychic ship few tile away. They worship it as god. Then you convince the tribe to wipe it out together. Then They reward you a woman For political marriage. But relation was bad because she cannot withstand the modern life style. Then you solve it, or risk a major relation hit after divorce.
#9
Help / How to mod combat mechanics?
May 15, 2019, 02:44:52 PM
For example, I want to reduce the RNG involved in armor penetration. I want to halve the rng. Where do I find the file to mod?
#11
I wish they just drop the haul to bed option altogether. Bed is for recovery, not even useful for stop bleeding and etc.
#12
The njtrition is not worth the man power. Even if you do you are better with nutrient paste.
#13
Ideas / Re: refugee being chased options
May 15, 2019, 07:37:53 AM
Or option to tell them gtfo after saving them. I agreed to save you not have you join.