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"Realism" in mods is a buzzword. Just like lore-friendly. Some top results for "immersive lore-friendly" on Google Images. If you ever played Skyrim you'll know how those are definitely not either.
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# ? Apr 30, 2015 00:02 |
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# ? Jun 1, 2024 23:54 |
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Tsyni posted:Great job at buying into gender stereotypes. I was going for that old western feel of "somebody poisoned the cattle Maw!" but now I realise I am part of the problem. Also I just noticed that my "farmhands" (enemies I imprisoned and eventually convinced to join me) are literally picking cotton.
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# ? Apr 30, 2015 00:33 |
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Flesh Forge posted:People like it because they feel like totally safely sniping stuff from across the map is the only alternative to building flawless killboxes. While this is sort of true there is plenty of room for improvisation. Doing this with a survival rifle is fun, especially if you are facing snipers, gotta use cover to get close then micromanage your dude so he can shoot them before they get their shot lined up, then get back out of sight, then booking it when half the camp comes after you with stone shivs.
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# ? Apr 30, 2015 00:42 |
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No there's nothing particularly broken in vanilla combat, just with that Combat Realism mod the assault rifle has a range of 73 tiles, and the sniper rifle has a range of 107 - that is literally enough to hit raiders and siegers from the center of the map almost as soon as they spawn. e: ahahaha I see he also made the heavy SMG super accurate out to all but long range, doubled its chance to hit at medium range buffed the charge rifle tremendously too dang Flesh Forge fucked around with this message at 01:01 on Apr 30, 2015 |
# ? Apr 30, 2015 00:55 |
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The only thing I like from it is that the author made internal organs much more likely to get damaged or destroyed instead of torsos just getting shredded with the gooey inside bits somehow miraculously remaining intact. I very rarely find the need to replace organs in vanilla, and end up with a whole pile of kidneys, lungs etc from prisoners I've carved up that are just easy silver instead of being vital for medical emergencies.
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# ? Apr 30, 2015 01:24 |
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Inacio posted:I made a modpack. Thanks a lot for this. I haven't played in quite a while and this may convince me to start up a new game.
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# ? Apr 30, 2015 01:33 |
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Internet Explorer posted:Thanks a lot for this. I haven't played in quite a while and this may convince me to start up a new game. Seconded, this modpack owns.
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# ? Apr 30, 2015 01:46 |
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Aw, thanks guys. I've been meaning to do that for a while. If there's anything you guys think should change (add or remove) just let me know!
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# ? Apr 30, 2015 01:50 |
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Oh god, Prepare Carefully is overwhelming. I just spent the past hour making my party.
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# ? Apr 30, 2015 04:17 |
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Hope you saved it
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# ? Apr 30, 2015 04:19 |
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Prepare Carefully is great but I feel it's a bit too cheat-y when you completely fine-tune your colonists. I mostly only use it to adjust the loadout and OCCASIONALLY shuffle one or two points around in a colonist. Most of the time it's just hitting the random button a few times to mix it up, adjusting starting supplies and away we go!
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# ? Apr 30, 2015 04:29 |
Inacio posted:I made a modpack. Your modpack died Any way we could get an alternative download?
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# ? Apr 30, 2015 04:30 |
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JosefStalinator posted:Your modpack died Any way we could get an alternative download? Odd, the link works for me! Here's a MEGA link, should work: https://mega.co.nz/#!Gst2ACLR!wDoDqIatIVRmyy5es2QzbDpaC-XTMBSsBk43dQBRGGE And here's Dropbox for good measure: https://dl.dropboxusercontent.com/u/4861882/RimworldInacioPackv1.rar marumaru fucked around with this message at 04:49 on Apr 30, 2015 |
# ? Apr 30, 2015 04:45 |
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Try Dropbox, Mediafire is garbage.
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# ? Apr 30, 2015 04:47 |
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Inacio posted:I made a modpack. What's the edit here? Is it the removal of the aforementioned OP mortar? Because if so, sign me the gently caress up, this looks like an A+ modpack
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# ? Apr 30, 2015 08:43 |
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Did Cramped Environment change? I have people in 3x11 bedrooms and they are still complaining. Edit: I'm dumb, it's because I hadn't haulked the chunks out yet, so the walkable tiles were too low. Edit: Actually, no, I seem to still be getting it. Edit: Some have it, some don't, I'm so confused. Sub Rosa fucked around with this message at 11:29 on Apr 30, 2015 |
# ? Apr 30, 2015 10:34 |
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Spending time in a corner seems to provoke that, no matter how large the room. Don't put beds in corners. I think this has a radius of 2 tiles. e: 3x11 rooms, welp Iunno maybe it'd be ok in the middle of the room?
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# ? Apr 30, 2015 11:46 |
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Konig posted:What's the edit here? Is it the removal of the aforementioned OP mortar? Because if so, sign me the gently caress up, this looks like an A+ modpack I rebalanced all the dumb as gently caress stuff, but I still don't think it's enough
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# ? Apr 30, 2015 12:33 |
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But Not Tonight posted:Prepare Carefully is great but I feel it's a bit too cheat-y when you completely fine-tune your colonists. I mostly only use it to adjust the loadout and OCCASIONALLY shuffle one or two points around in a colonist. Most of the time it's just hitting the random button a few times to mix it up, adjusting starting supplies and away we go! It would be a lot better if it had point costs for traits, because traits are some of the most powerful aspects of any colonist. Sub Rosa posted:Did Cramped Environment change? I have people in 3x11 bedrooms and they are still complaining. You'd be annoyed if I put your bedroom in a corridor, make rooms square-ish. OwlFancier fucked around with this message at 12:43 on Apr 30, 2015 |
# ? Apr 30, 2015 12:39 |
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OwlFancier posted:You'd be annoyed if I put your bedroom in a corridor, make rooms square-ish. E: Flesh Forge posted:e: 3x11 rooms, welp That did the trick, thanks. Sub Rosa fucked around with this message at 12:57 on Apr 30, 2015 |
# ? Apr 30, 2015 12:50 |
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Sub Rosa posted:This doesn't actually provide any clarity in what the game is doing, but thanks anyway smartass. The game is recording your colonists as being cramped because they're in a cramped space. Cramped, like real life, isn't a measure of the volume of a room, it's a measure of how much space they have. A drainage tunnel may have a large volume, but it is still cramped. Like I said, make your rooms square, a 3x11 room is a corridor, it would be like living in a hallway.
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# ? Apr 30, 2015 13:02 |
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Sub Rosa posted:This doesn't actually provide any clarity in what the game is doing, but thanks anyway smartass. It does though? I use 5x5 rooms and never have any issues even though that's less space overall than a 3x11. I don't know exactly how the game is crunching the numbers but give the guys normal shaped rooms and they'll be fine.
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# ? Apr 30, 2015 13:11 |
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Bold Robot posted:It does though? I use 5x5 rooms and never have any issues It doesn't, because everything I've ever read bases it clearance level. Spacious, the goal, is 26, which means you aren't hitting it with a 5x5. Most use a 4x7 or 5x6, but nothing I've read previously has made me rule out a 3x11. http://rimworldwiki.com/wiki/Thoughts_list#Spacious_interior The wiki mentions nothing about a minimum width, just a maximum length of 11.
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# ? Apr 30, 2015 13:21 |
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There is a bar on the needs page which shows how much space a colonist has at any given time, it decreases as your proximity to impassable objects increases.
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# ? Apr 30, 2015 13:24 |
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The actual answer is that the clearance perspective zone doesn't have a large enough diameter to see the entire room when the bed is in the corner, which is why moving the bed to the middle of the room worked.
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# ? Apr 30, 2015 13:28 |
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Yeah I think they look at their space in a smallish radius around them, they see a 3x11 as a 3x7 or whatever, it's not enough and they freak out. Shortsighted idiots, the perception of them not having a big enough bedroom can push them over the edge into full-on rampage.
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# ? Apr 30, 2015 14:45 |
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Really the worst thing about the new difficulty system is the global -10 mood threshold for absolutely everyone, all the other aspects are not that big a deal. Basically any prisoners that have permanent mood negs/break threshold penalties need to be released/"have a tragic accident".
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# ? Apr 30, 2015 15:13 |
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If you're using my modpack, I've been testing the new mortar and jesus, it's still op. I changed it some more, let me know what you think: http://puu.sh/hwwwQ/a7a5ea4e26.rar Put the ThingDefs folder inside \RimWorld725Win\Mods\More Vanilla Turrets\Defs
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# ? Apr 30, 2015 19:36 |
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Is Superior Crafting any good?
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# ? Apr 30, 2015 22:31 |
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It's kind of its own thing, it makes some really dramatic changes to a lot of stuff (some good, some bad imo) and unfortunately is all packaged as a giant bundle rather than a la carte. A really good thing it does is slow down research dramatically. A not so great thing is good luck getting other mods that touch any of the 5,000 thigs SC changes to work with it.
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# ? Apr 30, 2015 22:36 |
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So I am running alpha 10 with Inacio's mod pack and my roofs don't seem to auto generate over anything but the walls them self. Is a mod thing, a known bug, or am I just missing something?
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# ? Apr 30, 2015 22:57 |
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Hagop posted:So I am running alpha 10 with Inacio's mod pack and my roofs don't seem to auto generate over anything but the walls them self. Is a mod thing, a known bug, or am I just missing something? That's really weird, can you show a picture (and make sure its not a no-roof zone)? They work fine for me
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# ? Apr 30, 2015 23:41 |
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Mister Bates posted:Is Superior Crafting any good? I thought it was very well made and expands on areas of the game that could seriously use some expanding upon, but it also makes the game trivially easy after you get past some initial hurdles. Being able to churn out your own guns, power armor, organs and bionic implants removes a lot of risk from combat. You basically bypass that phase where you're getting along by the skin of your teeth waiting for the next exotic goods or combat trader to fly by and hopefully have the things you need. Instead, you go straight to the end of the game where nothing poses much threat and you can either build the spaceship or it back and watch enemies dash themselves against your defenses. E: it also messes with the wares lists for traders to the point where you can't rely on them for anything, save for bulk goods. You really have to go all-in with producing everything yourself FeculentWizardTits fucked around with this message at 00:08 on May 1, 2015 |
# ? May 1, 2015 00:02 |
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Yeah that's a problem with mods that allow weapon/armor crafting in general. I feel like this mod collection does a better job in that department: https://ludeon.com/forums/index.php?topic=7179.0 Each of these items is packaged separately, so (e.g.) if you just want weapon crafting and don't want MIRV artillery (lol) then you just don't install that mod. It also leaves all the stats for vanilla items alone, and the costs of producing all these things is fairly well thought out in terms of balance. You can't just land, research 1 thing and instantly have all the legendary miniguns you want.
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# ? May 1, 2015 00:16 |
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Inacio posted:That's really weird, can you show a picture (and make sure its not a no-roof zone)? I was using your mod pack last night and didn't have an issue with roofs. Thanks for updating the turrets. Haven't gotten that far yet but I appreciate things not being too overpowered.
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# ? May 1, 2015 00:35 |
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Spakstik posted:I thought it was very well made and expands on areas of the game that could seriously use some expanding upon, but it also makes the game trivially easy after you get past some initial hurdles. Being able to churn out your own guns, power armor, organs and bionic implants removes a lot of risk from combat. You basically bypass that phase where you're getting along by the skin of your teeth waiting for the next exotic goods or combat trader to fly by and hopefully have the things you need. Instead, you go straight to the end of the game where nothing poses much threat and you can either build the spaceship or it back and watch enemies dash themselves against your defenses. I like this, though, since it gives a good sense of progression from just starting out to actually having something resembling a fully-functional settlement; I like the old Minami mod for much the same reason. Also, unlike some mods, the costs for making weapons, armour, and bionics are fairly high (they should probably be a bit higher), and there's also the matter of ore needing to be smelted into steel and plasteel first, which helps to keep you in check a bit. Of course, once you've got a large enough production base it's not so much of an issue, but I think that's a reasonable reward if you make it that far. I do think, however, that if you play with mods that add craftable bionics, superior weapons etc, then really you should play on the highest difficulty setting.
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# ? May 1, 2015 00:43 |
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Inacio posted:That's really weird, can you show a picture (and make sure its not a no-roof zone)? If I add a no roof zone and then remove it this is the roof that pops back up. Under the roofed sections are wood walls. Before and after the no roof zoning/unzoning, the area counts as outside(rain, mood, can't be set as prison). This happens for any building I make, and starting a new colony doesn't help.
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# ? May 1, 2015 00:51 |
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Hagop posted:If I add a no roof zone and then remove it this is the roof that pops back up. Did you generate a new world after installing the modpack? I vaguely remember something about the fast floors mod doing that.
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# ? May 1, 2015 02:18 |
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Tommofork posted:Did you generate a new world after installing the modpack? I vaguely remember something about the fast floors mod doing that.
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# ? May 1, 2015 02:50 |
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# ? Jun 1, 2024 23:54 |
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Wow, you weren't kidding about the ending being pretty poo poo. It's obviously a placeholder though, so I'm fine with it for now. Only had enough room for 10 colonists, so the three most recent additions get to stay on this rock. This is Sorton when I left it; Thirteen colonists, Eli, Laura and Jennifer were my original trio. The colourful building in the north is the main homestead for those three, and everyone else got stuck in the barracks near the firing range in the southeast. The two outer green zones are a dumping zone and a goblinite zone, and the large square buildings are my food and materials stockpiles. I have two fields each of cotton, corn and potatoes. My power grid and batteries are split in two, with one dedicated solely to the killbox in the south, though can easily be hooked back up into one big one should the need arise. The homestead was nice, with a proper kitchen, dining room, living room (I need to install the Clutter mod for this to really work), fridge and medicine cabinet off the hospital area. There's also an entirely steel prison in the northwest, just because I liked the aesthetic. The whole place is surrounded by granite block walls for fireproofing, and the surrounding hills have been mined out leaving supports, and any that didn't intersect with the bridge had a ramshackle corridor built to it to prevent surprise attacks (see southeast wall). Also there's my ramshackle ship in the southwest, Tynan's really gotta reimagine the whole "ship" thing. Maybe a special spaceworthy wall/floor type and airlock doors that require a lot of plasteel and steel, and anything properly enclosed would be included in the ship, as long as all of the "rooms" were continuous? It would allow building a more space-ship-looking ship. Right now it looks like a cannon or something.
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# ? May 1, 2015 03:13 |