RimWorld

RimWorld

TiberiumRim - Development Build
 This topic has been pinned, so it's probably important
Maxim  [developer] Apr 1, 2018 @ 6:11am
Feedback - Opinions - Ideas
Here you can give me feedback, opinions on new features and improvement ideas on what is currently available!
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Showing 1-15 of 112 comments
Vic Apr 2, 2018 @ 10:44am 
Got this error when I started, no other mods running.

https://i.imgur.com/zTqymlB.png
Maxim  [developer] Apr 2, 2018 @ 10:46am 
Ye, haven't patched that yet, nothing serious.
Vic Apr 2, 2018 @ 10:56am 
Refineries that start randomly scattered on the map start with a harvester that can be controlled already, without needing to power the refinery or anything. Dunno if that's intentional.

Loving the mod so far! Big fan of CNC.
Maxim  [developer] Apr 2, 2018 @ 11:12am 
Huh, yeah I haven't tested this with any kind of scenario yet and I also haven't taken care of the "ownership" of harvesters or even networks so that causes silly issues
Sentient_Worm Apr 3, 2018 @ 5:15pm 
Is there any chance of an "Escorted Harvester" Or "Armed Harvester" While I dont recall there being armed harvesters in the C&C games I do know that some people would pair infantry with harvesters as a defense for em
requiemfang Apr 3, 2018 @ 6:55pm 
Originally posted by Sentient_Worm:
Is there any chance of an "Escorted Harvester" Or "Armed Harvester" While I dont recall there being armed harvesters in the C&C games I do know that some people would pair infantry with harvesters as a defense for em

Not entirey true, the GDI harvester in Tiberium Wars (C&C3) had a turret. Nod harvesters had cloaking tech as a defense against attacks.
Sentient_Worm Apr 3, 2018 @ 7:20pm 
So it wouldnt be unrealistic to at least consider looking into such ideas for the colony harvesters?
Michelin Man Apr 8, 2018 @ 2:31pm 
I'm not sure if I'm just being an idiot and not understanding how it works but when I'm doing the tiberium research tree I can only get as far as the "Tiberium Knowledge" project. I can't do any others because it requires me to have a Tiberium Research Crafting Adapter, except when I build one right next to the research crane it still doesn't do anything.
Last edited by Michelin Man; Apr 8, 2018 @ 2:32pm
Maxim  [developer] Apr 8, 2018 @ 2:32pm 
Yeah the research is kinda broken atm, apologies. Will be fixed in the next update to this!
Michelin Man Apr 8, 2018 @ 2:35pm 
Originally posted by Sentient_Worm:
So it wouldnt be unrealistic to at least consider looking into such ideas for the colony harvesters?
I'd say when the faction mod is made compatible for this it'd be a good idea to make separate GDI and Nod Harvesters that'd have the gun turret and cloaking addons.
Michelin Man Apr 8, 2018 @ 2:36pm 
Originally posted by Maxim:
Yeah the research is kinda broken atm, apologies. Will be fixed in the next update to this!
It's not that big of a deal, it's just that because of that I have to open the debug menu and auto complete the research.
Michelin Man Apr 8, 2018 @ 8:30pm 
Another thing I noticed is I'm not sure how to make the deep ground freezer or the concrete walls to stop the tiberium from advancing into my base.
Maxim  [developer] Apr 8, 2018 @ 8:39pm 
Those arent integrated yet either.
Michelin Man Apr 8, 2018 @ 9:05pm 
Oh, well that's not good then.
I guess to keep it from advancing too far is I could literally just try to make as many harvesters as possible to the point the rate at which they harvest tiberium overcomes the rate at which it spreads.
Weifun Apr 16, 2018 @ 1:05pm 
@Maxim
Thanks for this mod. It really feels good living with our "soldiers" so closely :)

For the suggestion:

1) Harvester
I have some concerns that it may make the game too easy.
Tiberium tech is very powerful and one of the "appeal" of this mod is to overcome the challenge (toxicity) so that we can maybe "harvest" a few crystals by hand.
By having harvesters, it just makes tiberium acquisition so much less tactical and brainless.

Possible solutions to improve collection difficulty:
1a) remove harvesters completely and try doing something like Factorio where pawns can set up some mining site for "safer mining"
1b) nerf the harvesters by having it to require a charging station or that the armor of harvesters are weaken when it is harvesting in the field..etc (so that player would need to build an even more stable backbone to sustain continuous harvesting)

2) refining
- Also, increase the complexity of tiberium refining, we can take inspiration from Big Pharma to try to increase and decrease concentration of tib crystal ..etc
Last edited by Weifun; Apr 16, 2018 @ 1:05pm
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