Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When i made rimatomics bugs couldn't burrow under buildings and essentially 1 shot them, and drop pods were nowhere near as common, thats just tynan doing things to annoy us in v1.0 because of a vocal minority on the forum that thinks the game is too easy and anyone that says otherwise is told politely to leave, i didn't even know bugs could do that until a few days ago when someone pointed it out, i personally think bugs shouldn't have ever been a thing but people love to punish themselves, maybe i'll figure out a work around one day if i ever get the time. One guy said he loved the bugs 1 shotting his reactor so it proves people have totally different idea's of whats a problem and whats an amazing game feature, in v1 i added the atom upgrade for the tacs so you can at least see where drop pods are going to land in advance and defend that spot, or shut down the reactor if they are landing on it, hint they dont meltdown when they are cold, shooting down pods with the HEL is an idea thats been around for a while but it still won't wipe out all the drop pods landing on a reactor.
As for reactor size, you can see in the screenshots you can make a reactor take up the space of a single wind turbine so they are pleeeenty small enough. And you don't have to fill the thing up, you just slap a handful of fuel in there with a single radiator and it can sit there humming away at 10kw for 30 years if you want which is still more power than 2 geothermals which still takes up more space and is harder to defend.
What you want me to say? Surprise? This was never meant to, and I am pretty sure the description says as well... It was never meant to be an intermediate method of power generation. It is high risk, high reward. You ♥♥♥♥ up, you get fallout.
I am just going to ask, why does the mod NEED an intermediate? Tell me why it actually lacks instead of why it feels like it lacks? I only really help Dub with ideas, but if I have to argue for the idea of an "intermediate" method of power generation, I need to know WHY I should?
- Since radiation mechanics are not a major part of rimworld, it's also not a part of nearly every mod out there.
As Dub said... It's... not his fault other mods doesn't comply to his standards. Instead of complaining to Dub, you should be complaining to the authors of those mods.
Not trying to be elitist but if he doesn't have more subscribers than all the mods you are talking about, he is at least close to them. I am not personally going to look.
Complaining about lack of mod compatibility because of massive changes to normal mechanics, and then despite Dub adding a decently easy method for those other mods to avoid conflicting with their own mechanics, they haven't done so. Not Dubs fault honestly.
Just throw up some basic implants or hediff conditions for 25%, 50%, 75%, and 100% radiation resistance. Four simple items. They don't even have to appear in-game in any spawn tables or shops.
Now a compatibility patch for any other mod can be done as easily as a editing in "add hediff/implant #1 to all pawns of this type", rather than having to edit the race themselves, or all their sets of armor, or whatever else. Now anyone can create a patch themselves, or possibly even make mods compatible without any patch at all (if one is willing to manually edit pawns using the dev commands).