RimWorld

RimWorld

Korossa: scorched brass
starlellok  [developer] 9 Jun @ 4:05pm
Feedback
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Showing 1-11 of 11 comments
Isajii 9 Jun @ 8:42pm 
Hello. Just want to say, I love it! :D

Using the Faction Customizer mod, the friendly and hostile Korossa factions always get renamed to "Doggies!" and "Dogs of War", respectively. ;>

As a suggestion, if possible, when there are updates, could whatever change was made please be written?
starlellok  [developer] 10 Jun @ 3:06am 
Originally posted by Isajii:
Hello. Just want to say, I love it! :D

Using the Faction Customizer mod, the friendly and hostile Korossa factions always get renamed to "Doggies!" and "Dogs of War", respectively. ;>

As a suggestion, if possible, when there are updates, could whatever change was made please be written?
Alr its done
Isajii 10 Jun @ 11:52am 
Awesome, thank you! :D
Athena 20 Jul @ 2:39am 
Hi there, loving this mod. Here's some feedback from my game experience:

1. Guns are cool, but its a little bit too homogeneous. I do notice that there are guns with same static but are different item. Will it be possible to make them as variants? So we can make them just like those of cultural variants or samurai helmet --you built a thing, and it goes out as one of the forms. (This will make the workbench list neat and make players easier to distinguish guns they really need at some moment, especially when other mods that provide weapons are installed)

2. The weapon price is kind of confusing. Higher tech guns are just as cheap as low tier guns, while normally high-tech guns are normally more expensive and strong. Or you can say that I mean we should make bigger difference between high tier and low tier.

3. I really appreciate the stats you set for most items which are really vanilla friendly.I love that. Except for the explosion proof suit (I'm not native English user so not sure what its name is). It is cheap to produce, has low market value, but even has 200% sharp and blunt armor with only -0.5 speed debuff, which makes it supper OP. Maybe -1.5 speed with huge nerf on combat precision/ attack speed or even some mood debuff (it's definitely hot and stuffy in such suit) would make its stats more reasonable. That also makes it clear that this suit is just for mid-game full protection (plate armor of industry tech level) rather than some cheap thing squeeze the power suits of your mod out.

4.I'm not sure if this is hard, if so just ignore this---- rocket launcher often spawn on BOT pawns but they don't use it at all. Will it be possible to make them use it like they use shield pack?

Really love those cute wolves ,hope more people can enjoy your mod!
starlellok  [developer] 20 Jul @ 7:05pm 
Originally posted by Athena:
Hi there, loving this mod. Here's some feedback from my game experience:

1. Guns are cool, but its a little bit too homogeneous. I do notice that there are guns with same static but are different item. Will it be possible to make them as variants? So we can make them just like those of cultural variants or samurai helmet --you built a thing, and it goes out as one of the forms. (This will make the workbench list neat and make players easier to distinguish guns they really need at some moment, especially when other mods that provide weapons are installed)

2. The weapon price is kind of confusing. Higher tech guns are just as cheap as low tier guns, while normally high-tech guns are normally more expensive and strong. Or you can say that I mean we should make bigger difference between high tier and low tier.

3. I really appreciate the stats you set for most items which are really vanilla friendly.I love that. Except for the explosion proof suit (I'm not native English user so not sure what its name is). It is cheap to produce, has low market value, but even has 200% sharp and blunt armor with only -0.5 speed debuff, which makes it supper OP. Maybe -1.5 speed with huge nerf on combat precision/ attack speed or even some mood debuff (it's definitely hot and stuffy in such suit) would make its stats more reasonable. That also makes it clear that this suit is just for mid-game full protection (plate armor of industry tech level) rather than some cheap thing squeeze the power suits of your mod out.

4.I'm not sure if this is hard, if so just ignore this---- rocket launcher often spawn on BOT pawns but they don't use it at all. Will it be possible to make them use it like they use shield pack?

Really love those cute wolves ,hope more people can enjoy your mod!

1. now <graphicClass>Graphic_Random</graphicClass> can be used on weapons so i will merge some "same thing but looks diff" weapons next update
(may cause some issues)

2. yeah ill fix that

3. how tf even got one from the first place i thought you could not obtain one of those EOD suits
besides, its nerfed now

4. im trying to find why some random pawn spawn with anti tank weapons but i still could not find why
Last edited by starlellok; 20 Jul @ 7:10pm
Athena 21 Jul @ 12:28am 
Originally posted by starlellok:

1. now <graphicClass>Graphic_Random</graphicClass> can be used on weapons so i will merge some "same thing but looks diff" weapons next update
(may cause some issues)

2. yeah ill fix that

3. how tf even got one from the first place i thought you could not obtain one of those EOD suits
besides, its nerfed now

4. im trying to find why some random pawn spawn with anti tank weapons but i still could not find why

Thx for ur answer!
And for P3 i mean: To build a EOD suit we need 2250 dev points in total (500+750+1000) after electricity tech (which is usually already unlocked) while bullet-proof armor needs 1800 dev points (600+1200). This means although it looks like we need 3 tech stage but actually can produce one almost at the same game period we reach bullet-proof armor tech.
Athena 21 Jul @ 8:01am 
There are clothes like the helmet with mask in Miranda's Warning tech and modern parka( which i didn't find tech belonged) can't be sold anywhere and also can't be recycled.
If it's intended then just ignore this message :P

BTW the EOD suit, it now unlocks in tech tree but cant be produced on any workbench, not sure if it's a bug.
Just notice ur recent update and it was fascinating! Looking forward to more gears for mechanitor.
Last edited by Athena; 21 Jul @ 8:32am
starlellok  [developer] 21 Jul @ 3:33pm 
Originally posted by Athena:
There are clothes like the helmet with mask in Miranda's Warning tech and modern parka( which i didn't find tech belonged) can't be sold anywhere and also can't be recycled.
If it's intended then just ignore this message :P

BTW the EOD suit, it now unlocks in tech tree but cant be produced on any workbench, not sure if it's a bug.
Just notice ur recent update and it was fascinating! Looking forward to more gears for mechanitor.

the gasmask helmet and modern park ones were mistake and those are fixed now
also EOD suits are now obtainable (i hope this does not affect balance)
Miles 21 Jul @ 8:39pm 
Hey since you updated the mod a day or 2 ago its bricking my game. I had to disable it!
starlellok  [developer] 22 Jul @ 4:42pm 
Originally posted by Miles:
Hey since you updated the mod a day or 2 ago its bricking my game. I had to disable it!
im trying to find why some ppl's save/game brick after the update but nothing in the update should be breaking them.
maybe you should re download the mod by unsubscribing and re subscribing?
if this does not help, i dont know what to do :bleach:
Athena 24 Jul @ 3:45am 
R.300 needs to adjust its market value. Though i do know we cant produce it, but it somehow shows up in mission rewards.(and can get from BSD agents)
It has like 40 DPS but only worth 400+. Due to its low price it can show up real early. I got one with legendary quality from mission in year 2, and my shooting expert then wiped almost every raid out.
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