Quote from: Orion on August 03, 2018, 10:25:28 AMTransport pod, take the guy you like the least, shoot him to allies, free 40 rep and one less pyro in your colony.
Jeez. I'm trying to get a feeling for how hard it is to make allies in 1.0, so I can get the balancing *roughly* right. For all the hours I've played so far, I didn't manage to make a single ally yet. And obviously, cheating would defeat the point.
Hospitality always made it easier to raise faction relationships, but given how hard this is now (I don't even know how hard yet) and how important, I feel I have to tone it down severely.
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#91
Releases / Re: [B18] Hospitality (v1.18g - updated 23.02.2018)
August 03, 2018, 08:12:52 PM #92
Releases / Re: [B18] Mending
August 03, 2018, 08:15:20 AMQuote from: Kiame on July 11, 2018, 11:27:54 PM
Updated with the new texture: https://github.com/KiameV/RimWorld-Mending/releases/tag/1.0
I scaled the textures in the def to match the other production tables. I also figured out how to show a chair icon when placing the mending bench. Added ModSync RW support too just for the heck of it
Please update with new textures:
https://www.dropbox.com/s/5gxde73nvlisty2/Buildings.7z?dl=0
I've been modding a crapton lately and I got a lot better at making proper textures so I remade the mending table from scratch. It now uses the same drawsize as normal workbenches (3.5, 1.5) and looks generally a lot better.
#93
Releases / Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
August 02, 2018, 06:36:53 AM
It worked fine before with my mods, so I'm rather certain it's not a conflict. The other GiddyUp mods work fine.
I'm using the newest Harmony Version (not the 1.2 release, the one with this commit, which is even newer). It fixes a bug that causes this error:
Which is also the error message i get if I use Giddy-up Caravan. If I recompile it with the newest harmony version the error is gone, but the mod doesn't function, however I don't get any new error.
https://git.io/fNKg3
This is a log of me playing with the recompiled version (the error is gone, but mod doesn't work).
Pick up and Haul doesn't work properly if the newest Harmony version isn't loaded first, so I load the newest Harmony version right after Core.
I'm using the newest Harmony Version (not the 1.2 release, the one with this commit, which is even newer). It fixes a bug that causes this error:
Code Select
System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock] cannot be converted to target type: System.Collections.Generic.List1[Harmony.ILCopying.ExceptionBlock]
Which is also the error message i get if I use Giddy-up Caravan. If I recompile it with the newest harmony version the error is gone, but the mod doesn't function, however I don't get any new error.
https://git.io/fNKg3
This is a log of me playing with the recompiled version (the error is gone, but mod doesn't work).
Pick up and Haul doesn't work properly if the newest Harmony version isn't loaded first, so I load the newest Harmony version right after Core.
#94
General Discussion / Re: Unstable build of 1.0 available
August 02, 2018, 04:24:35 AM
I think the backstory "game developer" should at least give some intelligence and crafting, because math and paper prototypes. (Obviously im butthurt as a gamedev myself that it's such a bad backstory, yes I know it's supposed to be funny and a meme so I'm fine with it =p)
#95
General Discussion / Re: So how are you guys using the new turrets?
August 02, 2018, 04:21:09 AM
I think that 35 is low enough. It was 40 initially, but I complained =p
Wood is fast to acquire, but can be hard to come by, while stone seems to be a relatively optimal material. At least I often have a lot of stone blocks, even on non-mountainous maps.
Wood is fast to acquire, but can be hard to come by, while stone seems to be a relatively optimal material. At least I often have a lot of stone blocks, even on non-mountainous maps.
#96
Releases / Re: [1.0 unstable] Giddy-up! (animal riding) - June 23th - Everything updated to 1.0
August 02, 2018, 03:57:53 AM
Giddy-up Caravan needs an update. I think it's not compatible with the newest harmony version. While a recompile fixes the error message it doesn't actually work again.
#97
Releases / Re: [B18] Allow Tool (3.4.1) - 1.0 test build available
August 02, 2018, 02:50:13 AM
I think it only needs a recompile.
#98
Releases / Re: [1.0] HarvestYieldPatch - now it does what you always thought it does
August 01, 2018, 04:42:30 PM
You can try it out. It depends whether the code of the plant was changed from B18 to 1.0. It's very likely it doesn't work, but there is definitely a chance that it does.
However I won't make a B18 version, because 1.0 is rather far by now and I'm not willing to go through the trouble for a soon-to-be-outdated version. The transpiler code in there is pretty complex and I didn't write it myself, so it would be a huge effort.
However I won't make a B18 version, because 1.0 is rather far by now and I'm not willing to go through the trouble for a soon-to-be-outdated version. The transpiler code in there is pretty complex and I didn't write it myself, so it would be a huge effort.
#99
General Discussion / Re: General 1.0 Art Feedback Thread
August 01, 2018, 04:03:27 PMQuote from: dearmad on August 01, 2018, 02:13:09 PMOh, it doesn't work like that. It changes from "immature" to "mature" when you can harvest the plant. This means 66% for plants and 40% for trees (except saguaro cactus which can be harvested at 20%).
Op: i begging for matured plant visuals too! Annoying to click and see 98%, etc... And no change when it matures...
Share your art for trees when you do them as mod? Although i think this should be a base game feature!
#100
Releases / Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
August 01, 2018, 03:49:28 PM
Research Tree: https://www.dropbox.com/s/cqr4fkrskuzzqpj/ResearchTree.zip?dl=0
Small update from me if you need a working version. This time it's the whole mod, not just the dll, even though that's the only thing that needs an update (also included: newest harmony version with a bugfix).
Small update from me if you need a working version. This time it's the whole mod, not just the dll, even though that's the only thing that needs an update (also included: newest harmony version with a bugfix).
Quote from: Syrchalis on July 18, 2018, 07:20:59 AM
This is still fluffy's mod I just provided a bugfix.
#101
Releases / [B19] HarvestYieldPatch - now it does what you always thought it does
August 01, 2018, 03:02:41 PM
Introducing the Harvest Yield Patch.
You think you know what the stat "Plant Harvest Yield" does? Well, let me surprise you - it does NOT increase the amount you get when you harvest plants, like "Mining Yield" does for ores.
It merely gives you a chance to fail below 100%, above 100% you do not gain anything.
This changes now! This small C# patch changes the method when harvesting plants so that below 100% nothing changes (you still have a chance to fail, but get 100% of the amount IF you succeed) - but above 100% you get more from the plant. If you have 177% plant harvest yield and the plant usually gives 10 berries, then you now get 17 or 18 (random).
Important: This mod removes the max values from all "yield" stats. This includes: MiningYield, AnimalGatherYield, PlantHarvestYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency. Meaning those stats can now be more than 100%. If you don't wish this for any of these stats, go into HarvestYieldPatch/Patches/HarvestYieldXMLPatch.xml and remove the defNames of the stats you don't want edited.
Steam
Github
Thanks to Mehni and spd, potatoclip for help with C#, because I'm a total noob.
You think you know what the stat "Plant Harvest Yield" does? Well, let me surprise you - it does NOT increase the amount you get when you harvest plants, like "Mining Yield" does for ores.
It merely gives you a chance to fail below 100%, above 100% you do not gain anything.
This changes now! This small C# patch changes the method when harvesting plants so that below 100% nothing changes (you still have a chance to fail, but get 100% of the amount IF you succeed) - but above 100% you get more from the plant. If you have 177% plant harvest yield and the plant usually gives 10 berries, then you now get 17 or 18 (random).
Important: This mod removes the max values from all "yield" stats. This includes: MiningYield, AnimalGatherYield, PlantHarvestYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency. Meaning those stats can now be more than 100%. If you don't wish this for any of these stats, go into HarvestYieldPatch/Patches/HarvestYieldXMLPatch.xml and remove the defNames of the stats you don't want edited.
Steam
Github
Thanks to Mehni and spd, potatoclip for help with C#, because I'm a total noob.
#102
General Discussion / Re: Unstable build of 1.0 available
August 01, 2018, 01:49:45 PM
One of the least developed and most "awful" (it's not that bad) things I find when playing is the research tab. I nearly never play without a mod for it, but unfortunately fluffy hasn't updated his mod in a while and it broke, so I had to play with the vanilla research tab.
The "tabs" you can add with mods are great, but overall the experience of using it is still pretty bad. What I miss most compared to the modded versions is:
The "tabs" you can add with mods are great, but overall the experience of using it is still pretty bad. What I miss most compared to the modded versions is:
- Queueing up research
- Graphical preview of what will be unlocked
#103
General Discussion / Re: Steam Achievments
August 01, 2018, 07:52:44 AM
The standard "you get them just by playing normally" achievements are worthless.
I think Rimworld could benefit (slightly, but still) by achievements like those in World Of Warcraft - things you normally wouldn't do, because they are sub-optimal.
E.g. beating the game without researching X. Beating the game without ever having more than X colonists etc. - these kinds of achievements, the "challenge" type.
Aside from that I think this is really low priority and the developers should rather focus on other things first.
I think Rimworld could benefit (slightly, but still) by achievements like those in World Of Warcraft - things you normally wouldn't do, because they are sub-optimal.
E.g. beating the game without researching X. Beating the game without ever having more than X colonists etc. - these kinds of achievements, the "challenge" type.
Aside from that I think this is really low priority and the developers should rather focus on other things first.
#104
General Discussion / Re: Unstable build of 1.0 available
July 31, 2018, 06:31:43 PM
Always felt like those is were the energy is stored and the shield is generated. You know, a bit like a tool belt or the gadget belts of some characters like... BATMAN.
#105
General Discussion / Re: General 1.0 Art Feedback Thread
July 31, 2018, 06:30:21 PM
I loved the new components. I don't know why people feel in any way upset about them, they were pretty dope.