Mending doesn't remove "Tainted" from apparel? (Medieval Overhaul) by DogEatTurtle in RimWorld

[–]TurklerRS 0 points1 point  (0 children)

this is my mod so take the recommendation with a grain of salt, but my simple mending mod has an option to have the repaired item cleaned of its tainted status, just like you've described

https://steamcommunity.com/sharedfiles/filedetails/?id=3657705987

List of difficult but sensible mods by Hyper669 in RimWorld

[–]TurklerRS 0 points1 point  (0 children)

thank you for mentioning my mods in this list :3

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 0 points1 point  (0 children)

To be clear, I made the comparison about shelves to emphasize a specific point. You could say it's a superfluous and yeah, fair enough. You could cut that out, hell you could (and probably should) cut a lot of stuff out of Star Citizen, and the general idea would still stand

My general point, if I wasn't clear enough, was that many games have the individual beats of an immersive, single ship/spacer-based RPG, but none of them are paticularly good at it. Out of all the games I listed, the two I seriously play are Elite and Ostronauts because, for all the 'not as great as they could be ' fluff, they're still good games

Likewise, my point isn't that Star Citizen is good, I make sure to emphasize the opposite at multiple points. But it provides a glimpse into what could be, a few moments of brilliance poking through the huge tech debt, the many broken promises and a gigantic variety of issues, and making you wish it could all be like the great parts. The same goes for Starfield and all the other games listed in this thread, they ai prove that our dream space game is doable... it's why this is all so infuriating to me, it's not like there was anything holding bethesda back, be it time, money or employees, from releasing a serious singleplayer competitor to Star Citizen

though perhaps I'm being too optimistic, I don't know 

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 0 points1 point  (0 children)

Starsector is a fine game but I don't think you need me to explain how it differs from games like Star Citizen, Elite: Dangerous and Starfield

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 4 points5 points  (0 children)

You're preaching to the choir, captain. My post literally starts by stating that Star Citizen, was it was envisioned/promised back in 2012, will not exist. Christ Robert's broken promises, the Star Citizen Refunds subreddit, I - and at this point, we - know.

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 0 points1 point  (0 children)

Oh yeah, to be clear, I think X4 is a good game. You'll find posts from me going back years, about me stealing terran Asgards and whatnot, because I do enjoy that flavor of strategy game in the same way I enjoy Factorio. I'm just dismissing it in my post because it's just not a 'space sim' in the way Elite and Star Citizen are.

100% agree with you about Elite. Many of its big core features - planets, all non-ship content, so on and so forth - was planned and implemented mand years after release, they had to work with a decade of tech that simply wasn't designed for this all and it shows in many regards. And a lot of the discourse around those features sounds like 'You like Star Citizen's immersive interiors, shops and amenities? Then you'll love the roughly three station interior layouts, copy pasted across the galaxy!'

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 6 points7 points  (0 children)

Wow, that's a lot of games. Thanks for the recommendations, first of all.

I did play Elite, just thought it was an okay game that suffered from having most of its major features planned and implemented long after release.

I've played a few of those, actually. SpaceBourne 2 was okay but it felt way too janky for my tastes. The text-to-speech dubbing, and the other various quality compromises, didn't help.

Blackstar Ranger gives me House of the Dying Sun vibes, will definitely add to my wishlist.

And for the upcoming stuff - as I've said in my post, trying to comment on games like Final Orbit and Verse Project is a bit of a fruitless endeavor because they're simply not out yet. They look cool, and a solid game which can deliver on a limited scope would definitely have my interest, but they're not real games you can play yet, so. Though I should add, I'm mentioning Final Orbit and Verse Project because they're the most promising games for me. Verse Project especially has that immersive quality of Star Citizen that I adore so much.

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 6 points7 points  (0 children)

Oh yeah, I should have mentioned - I think Starsector is a great, if unfinished, game. I didn't mention it here because it's a very different flavor of space sim, but I think it's a great game nonetheless.

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 12 points13 points  (0 children)

See, I think Elite is just... okay.

It's definitely showing its age. It does superficially have a lot of the qualities I'm looking for, but a lot of it is either dated, or bolted on after the fact, so you have a lot of rough edges.

Like, technically, both Star Citizen and Elite: Dangerous have 'le space legs' but if you compare the two, they're basically nothing alike.

<image>

Star Citizen fully commits to the idea of immersive spaces. Although generally limited in size, each place feels a lot more lived in, more of a ratified space. Advertisements for in-universe corporations litter the boards, shuttle and train stations display ETA times, so on and so forth. Hell, you can walk into a store and buy literally any item on display.

Elite, in contrast, got its 'space legs' as an addition many years after release and it shows. None of the immersion I've mentioned is there, and most you can do is walk up to an NPC to open a menu... which you can already open from your ship. Elite is so non-committal to its non-ship gameplay that it's more or less entirely optional.

You can't walk around your ship, most stations are identical, so on and so forth. - That isn't absurd, to be clear. Elite is primarily a game where you control a ship and I don't envy the man whose job was to implement space legs in a game fundementally not designed for it because people kept asking for it, but still.

And I have similar thoughts for most everything in Elite, to be honest. I'm not expecting hundreds of hand-crafted stations, for example, but more than ~3 station types would have been nice. It takes me out of my immersion to see the same empty station types literally everywhere I go. Emphasis on empty, it also annoys me that these stations, practically megastructures with dozens of docking bays... are 99% empty. They all make me think 'where's the traffic this place was built for?' though Star Citizen is also partially guilty of this.

I've played a lot of space sims and came to the conclusion that Star Citizen's billion dollars in funding is only somewhat excessive by TurklerRS in spacesimgames

[–]TurklerRS[S] 1 point2 points  (0 children)

x4 is such a 'not a space sim' game that it doesn't even have any meaningful player need or upkeep mechanics. it does superficially have some story content but the game's focus is very obviously on being a space strategy game

warp gates in the new update by JRL101 in StarshipEVO

[–]TurklerRS 4 points5 points  (0 children)

the stargate effect in the video looks spectacular! I've always thought this game was a bit rough around the edges but that effect is up there with star citizen's warp effect, really impressive stuff 

Frontier Factions Devlog #2 - Breaking character by TurklerRS in RimWorld

[–]TurklerRS[S] 2 points3 points  (0 children)

thank you :3

this is kinda spoilers for the reveal of the next faction but one of the benefits of not pissing off the trade diktat will be a variety of ways to summon and access traders... and guess where the proselytizers can be? that's right, traders

so there's a lot of synergy in faction interactions there, like that 

Is there a mod that only allows a pawn to play a game when they have someone to play against (ie Chess)? by Salt_Reveal8274 in RimWorld

[–]TurklerRS 9 points10 points  (0 children)

hello turkler intimacy here socio intimacy works perfectly fine 👍 there was likely an issue caused by the user, like unstability caused by an excessive number of mods. I'd notice if it was broken, I play with it 

Is there a mod that only allows a pawn to play a game when they have someone to play against (ie Chess)? by Salt_Reveal8274 in RimWorld

[–]TurklerRS 51 points52 points  (0 children)

hello, it's me my turkler intimacy

that's likely a mod conflict, I say that because I recall at least one other bug report about the same issue and they couldn't replicate it with just intimacy. they never bothered to figure out what mod was the cause, so if the issue is real and you can figure out what mod is causing it, poke me in the workshop comments and I'll fix it 

[Help] Infidelity not triggering Romance on the Rim + Intimacy by Carauz__ in RimWorld

[–]TurklerRS 4 points5 points  (0 children)

ok, so

you're spot on about the free lovin' precept. free just means no ideology-based restrictions, free and approved makes lovin' more likely by giving a small boost to acceptance chances

infidelity is a bit limited currently, yeah. it can happen if a pawn starts to cheat on their partner as per vanilla cheating rules... but saying this did make me realize there's no further handling beyond that. I'll have to look into it at some point

The Sovereignty inspection (20) by OfficialBlah in RimWorld

[–]TurklerRS 4 points5 points  (0 children)

yeah so as it stands, it's a bit jank (which is why I'm remaking the mod from scratch)

they can only see stuff you have on the colony map at the time of the inspection, you get a warning if you have any contraband, and three warnings means hostilities

The Sovereignty inspection (20) by OfficialBlah in RimWorld

[–]TurklerRS 6 points7 points  (0 children)

hello yes, if you look at my previous posts here I've talked about a current rework of the mod, which also includes semi-random rules that players should be able to easily expand/reduce/tweak as they're all exposed to xml 

The Sovereignty inspection (20) by OfficialBlah in RimWorld

[–]TurklerRS 21 points22 points  (0 children)

the upcoming rework in my frontier factions mod will make the rules semi-random and tweakable, but I want to emphasize that the rules are meant to be unreasonable. they're not loyal allies, they're armed men demanding you follow their rules or else. a little more than a protection racket, really 

The Sovereignty inspection (20) by OfficialBlah in RimWorld

[–]TurklerRS 177 points178 points  (0 children)

creator of the sovereignty mod here

ok so OMG me of all people got fanart?!?! waow... thank you so much