RimWorld

RimWorld

Obsidia Expansion
 This topic has been pinned, so it's probably important
Lored  [developer] 19 Jun, 2021 @ 11:59am
Suggestions / Предложения
If you have any suggestions for:
-balance changing
-description
-patches
-and etc.
All suggestions will be considered. :slimehappy:

Если у вас есть предложения по:
-изменению баланса
-описанию
-патчам
-и др.
Все предложения будут рассмотрены. :ecm:
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Showing 1-15 of 53 comments
В общем , так как броня по описанию лучше чем ванильная , можно адаптировать её под SOS2 , обычно это увеличение сопротивления холоду (в совокупности всего сета (шлем да броня )) до 100 единиц , ну и возможность дышать в вакууме , ну а если тебя затянет можно и им свои корабли сделать но это уже на твоё усмотрение
Lored  [developer] 20 Jun, 2021 @ 4:43pm 
Originally posted by Дикий Авали:
В общем , так как броня по описанию лучше чем ванильная , можно адаптировать её под SOS2 , обычно это увеличение сопротивления холоду (в совокупности всего сета (шлем да броня )) до 100 единиц , ну и возможность дышать в вакууме , ну а если тебя затянет можно и им свои корабли сделать но это уже на твоё усмотрение
Сделал. Можно обновлять мод, должны появится новые варианты брони для открытого космоса, надеюсь все будет работать. Как минимум, во время теста ни одна из пешек не пострадала :BL3Thumbsup:
|dvh| 3 Oct, 2022 @ 7:30am 
The Seeds Please mod provides these instructions for patching support for modded plants:

Writing your own

<SeedsPlease.SeedDef ParentName="SeedBase">
<defName>SeedPotato</defName>
<sources>
<li>PlantPotato</li>
</sources>
</SeedsPlease.SeedDef>

That's all it's needed for potato plants to start requiring and dropping seeds. You can customize it further with the seed properties: harvest factor, seed quantity and seed chances, and harvest product. The defaults make a vanilla experience.

Thank you!
Lored  [developer] 3 Oct, 2022 @ 9:25am 
Originally posted by |dvh|:
The Seeds Please mod provides these instructions for patching support for modded plants:

Writing your own

<SeedsPlease.SeedDef ParentName="SeedBase">
<defName>SeedPotato</defName>
<sources>
<li>PlantPotato</li>
</sources>
</SeedsPlease.SeedDef>

That's all it's needed for potato plants to start requiring and dropping seeds. You can customize it further with the seed properties: harvest factor, seed quantity and seed chances, and harvest product. The defaults make a vanilla experience.

Thank you!
Thanks for the suggestion and description. I'll see what I can do.
UPD: patch done
Last edited by Lored; 3 Oct, 2022 @ 12:33pm
|dvh| 3 Oct, 2022 @ 1:37pm 
Thank you!
Bustly 19 Oct, 2022 @ 7:36pm 
The prices of Obsidia equipment are so high that having any armor/weapons in your possession raises the difficulty directly. This wouldn't be a problem if the same Obsidia equipment wasn't only slightly better if not the same as the equivalents in vanilla Rim, Vanilla Expanded, etc., but if you made it more powerful it'd be game-breaking. With that said, have you ever thought of slicing the market values at all? I absolutely love your mod but without another mod that makes higher research level factions ignore you, the Dominion raids as if I have a $150000 colony when it's like 4 people with Obsidia armor lol
Bustly 19 Oct, 2022 @ 7:38pm 
Originally posted by Bustly:
The prices of Obsidia equipment are so high that having any armor/weapons in your possession raises the difficulty directly. This wouldn't be a problem if the same Obsidia equipment wasn't only slightly better if not the same as the equivalents in vanilla Rim, Vanilla Expanded, etc., but if you made it more powerful it'd be game-breaking. With that said, have you ever thought of slicing the market values at all? I absolutely love your mod but without another mod that makes higher research level factions ignore you, the Dominion raids as if I have a $150000 colony when it's like 4 people with Obsidia armor lol
I should specify I'm speaking specifically about when you attain Obsidia stuff pre-Obsidia gameplay. Obviously if you're in Obsidia you're probably able to fight back decently.
Lored  [developer] 20 Oct, 2022 @ 12:57am 
Originally posted by Bustly:
The prices of Obsidia equipment are so high that having any armor/weapons in your possession raises the difficulty directly. This wouldn't be a problem if the same Obsidia equipment wasn't only slightly better if not the same as the equivalents in vanilla Rim, Vanilla Expanded, etc., but if you made it more powerful it'd be game-breaking. With that said, have you ever thought of slicing the market values at all? I absolutely love your mod but without another mod that makes higher research level factions ignore you, the Dominion raids as if I have a $150000 colony when it's like 4 people with Obsidia armor lol
The price of equipment directly depends on the materials used in crafting. Perhaps with the price, I really went too far. Do you have a suggestion on how much % of the price approximately can be lowered without making them too cheap?
And this problem swings absolutely all equipment? or for example only modified or persona versions?
Lored  [developer] 20 Oct, 2022 @ 7:11am 
@Bustly Okay, I've lowered price of most weapons and armor, especially modified and persona options. Changes are included in the next major update, which will be published some time after Biotech DLC release(tomorrow).
Bustly 22 Oct, 2022 @ 2:03am 
Originally posted by Lored:
Originally posted by Bustly:
The prices of Obsidia equipment are so high that having any armor/weapons in your possession raises the difficulty directly. This wouldn't be a problem if the same Obsidia equipment wasn't only slightly better if not the same as the equivalents in vanilla Rim, Vanilla Expanded, etc., but if you made it more powerful it'd be game-breaking. With that said, have you ever thought of slicing the market values at all? I absolutely love your mod but without another mod that makes higher research level factions ignore you, the Dominion raids as if I have a $150000 colony when it's like 4 people with Obsidia armor lol
The price of equipment directly depends on the materials used in crafting. Perhaps with the price, I really went too far. Do you have a suggestion on how much % of the price approximately can be lowered without making them too cheap?
And this problem swings absolutely all equipment? or for example only modified or persona versions?
Sorry, didn't get a notification from steam about this! It's mostly modified/persona weapons as you probably figured out. Certain weapons I've seen have been well over 10000 a pop, and I think I've had armor have this issue as well but I can't fully recall. I know a lot of the weapons are definitely stronger than endgame weaponry but compare or sometimes fall under that of VE. With what you said about the price being decided by materials, I know that definitely would make balancing a bit weird. I'm not very knowledgeable on the back-end logic of RimWorld as I haven't ever tried modding it or anything, but I wanted to bring those prices up. Thanks for hearing me out!

And another concern I had is that the scar-removing medicine (I forget its name I'm sorry) seems to not work, I know that's more of a bug than a suggestion but I have you here. Is there any way you could confirm whether or not it does work somehow?
Lored  [developer] 22 Oct, 2022 @ 3:43am 
Originally posted by Bustly:
Originally posted by Lored:
The price of equipment directly depends on the materials used in crafting. Perhaps with the price, I really went too far. Do you have a suggestion on how much % of the price approximately can be lowered without making them too cheap?
And this problem swings absolutely all equipment? or for example only modified or persona versions?
Sorry, didn't get a notification from steam about this! It's mostly modified/persona weapons as you probably figured out. Certain weapons I've seen have been well over 10000 a pop, and I think I've had armor have this issue as well but I can't fully recall. I know a lot of the weapons are definitely stronger than endgame weaponry but compare or sometimes fall under that of VE. With what you said about the price being decided by materials, I know that definitely would make balancing a bit weird. I'm not very knowledgeable on the back-end logic of RimWorld as I haven't ever tried modding it or anything, but I wanted to bring those prices up. Thanks for hearing me out!

And another concern I had is that the scar-removing medicine (I forget its name I'm sorry) seems to not work, I know that's more of a bug than a suggestion but I have you here. Is there any way you could confirm whether or not it does work somehow?
Yes, thanks for bringing this to my attention. Prices in the tens of thousands of silver for a knife, this is not what I planned.

I understand what kind of drug you are talking about, this is Slugol. It uses the logic of scar-removing like Luciferium. From Wiki: 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days). But just in case, I checked on 3 pawns.
At the 1st pawn, the scar disappeared on the 18th day.
At the 2nd pawn on the 21th day.
At the 3rd pawn, who took only one dose of Slugol and slugol effect disappeared, the scar didn't disappear in 30+ days.
Last edited by Lored; 22 Oct, 2022 @ 3:44am
Bustly 23 Oct, 2022 @ 1:31am 
Thanks for confirming that it worked for me! And thank you for your responses! Like I said I absolutely love Obsidia, and look forward to playing it in 1.4... except I found a bug.

I'll be posting that in the appropriate thread, but again thank you for your time here (and there presumably lol)

Originally posted by Lored:
Originally posted by Bustly:
Sorry, didn't get a notification from steam about this! It's mostly modified/persona weapons as you probably figured out. Certain weapons I've seen have been well over 10000 a pop, and I think I've had armor have this issue as well but I can't fully recall. I know a lot of the weapons are definitely stronger than endgame weaponry but compare or sometimes fall under that of VE. With what you said about the price being decided by materials, I know that definitely would make balancing a bit weird. I'm not very knowledgeable on the back-end logic of RimWorld as I haven't ever tried modding it or anything, but I wanted to bring those prices up. Thanks for hearing me out!

And another concern I had is that the scar-removing medicine (I forget its name I'm sorry) seems to not work, I know that's more of a bug than a suggestion but I have you here. Is there any way you could confirm whether or not it does work somehow?
Yes, thanks for bringing this to my attention. Prices in the tens of thousands of silver for a knife, this is not what I planned.

I understand what kind of drug you are talking about, this is Slugol. It uses the logic of scar-removing like Luciferium. From Wiki: 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days). But just in case, I checked on 3 pawns.
At the 1st pawn, the scar disappeared on the 18th day.
At the 2nd pawn on the 21th day.
At the 3rd pawn, who took only one dose of Slugol and slugol effect disappeared, the scar didn't disappear in 30+ days.
Mismagius 7 Nov, 2022 @ 3:48am 
hey, could you increase the radius of the light created from the large artificial ecosystem? it only covers the 9 tiles in the center
Lored  [developer] 7 Nov, 2022 @ 4:18am 
Originally posted by Mismagius:
hey, could you increase the radius of the light created from the large artificial ecosystem? it only covers the 9 tiles in the center
Thank you for bringing this to my attention. There will be an update soon with this fix.
Mello.K 8 Nov, 2022 @ 10:14am 
Было бы круто увидеть более дешевые варианты брони для начальных этапов игры. В первые 20-30 дней пришли рейдеры из дрифтеров, с винтовки и луков пробиваются крайне неохотно, с дешевой броней можно сделать разные тиры рейдеров.
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