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Messages - filippe999

#31
Thanks for the update
#32
Mods / [Mod Request] Compact Build Menu
August 26, 2015, 03:24:55 PM
Hello fellow colonists!

So you install many mods and when you're nearing completion of the research all your building orders tabs looks like this:


So a simple solution like a scrollbar and 2 line limit for all tabs would greatly improve the experience for heavy addon users.
#33
Outdated / Re: [A11c] Hedgehogs!
August 21, 2015, 04:21:34 PM
Great mod! they are nasty and as soon as they are shot they run to whoever shot them so beware.
Also they're three legged.
#34
I've had all my colonist with bionic limbs, including jaw and an AI Persona Core brain implant, after i crafted some synthetic organs  didn't see the option to install them on the surgery list
#35
Mods / [Mod Idea]Upgrade Station & Replicator Table
August 17, 2015, 08:31:59 PM
Hello fellow colonists

While browsing through the thingdef's in the Resource Duplexer Mod and something clicked on my head:

"What would it take to clone equipment instead?"

Everyone that played rimworld has crafted at some point, a high quality gear, such as a masterwork bow or if you use mods, an excellent assault rifle.
Checking through the files, it seems that for normal resources, all it takes to define a duplication recipe is to just set the output=input*2, but considering how items have different art, different qualities and a % state, it's bound to be a little more difficult.

Another idea, is that of an upgrade station (think on honing, replacing armor plates with slightly higher strength metals, removing individual components of complex gear and reshaping them) for gear of any type, just like a refine system on RPG, another thing that would add more significancy to this process, would be a higher reward other than just the weapon being worth more, but instead apply actual stat modifiers based on quality and "finishing" modifiers (from the upgrade station itself), such as laser sight for increased accuracy of ranged weapon(lol laser sight pila's), aerodynamics carvingson a sword to make it whiz through the air(the sound would distract the opponent and hit increase accuracy), C5 explosives for frag grenades, repair nanites(slowly repairs gear, about ~5% a day), etc .

If you skipped the text above, here's the smaller version:
"How does one add equipment to a crafting and recipe and then set the exact same equipment * 2 as output?"
"How does one makes it so that the quality modifier of gear gets + 1 and quantity - 1?"
#36
Any chance of making specialized workbenches so you can craft the equipment instead of waiting 5 years for a merchant with the weapon you want pass by and then having no silver to buy it?
#37
Outdated / Re: [A11d] Containers For Stuff (v1.0)
August 13, 2015, 07:11:21 PM
Great, will test
#38
So useful, thank you
#39
Interesting, with this can colonists breed? if yes then i can fnally turn off my ai assembly machine from MAI
#40
Nice, you made magicacrops from minecraft to rimworld
#41
Bugs / Re: Rimworld Loading times
April 08, 2015, 02:04:59 PM
So i've decided to realltime how long it takes to load my game, from starting the application until the main menu, my original mod list is http://pastebin.com/KWDvdBtY]here.
So I decided to time how long it takes to load this list, and when it hit 36m I gave up, so my max time is 36m.
Measuring time until main menu:

  • Base game no mods on the list: 29s(30s for reference);
  • Base game with 1 mod(3D Print Guns & Armors(1.01))=45s(+15s) :o;
  • Base game with 2 mods(Less Incident Trolling V 1.2.3)=45s, I guess overhaul mods don't need to load textures so the blog post from MarvinKosh explains this result;
  • Base game with 3 mods(Auto-hunt Beacon v2.0)=1m 5s(+20s), didn't read the requirements on the forum post, i'll add the mod mentioned and see if the time improves;
  • Base game with 4 mods(Common(CY))=1m 5s, no change, I'm guessing times only gets worse if the mods adds any graphics, staying true to the blog post again;
  • Base game with 5 mods(Cybernetic Storm v3.5)=6m 49s(+5m 44s) :o :o :o, now that's unexpected, bad thing is I enjoy this mod very much, as a matter of fact i was gathering enough cloth to make the nanosteel basing from it  :-\, the blog post states loading times of textures so perhaps if i compress the mod image files it can get smaller?;
  • Full modded game: 36m+.

Now i'll enable the mods one at a time and see which one adds the more startup time.
Just noticed a major flaw in my testing methodology from above, i was adding all mods, one at a time and the time kept scaling up, although what i wanted to know in reality was how long that mod took to load, not how long the whole game took to load, as such from now on i'll only add the mod mentioned and subtract from the base, that way I can get results faster:
Same settings as up except that i subjected all imaged from cybernetics storm mod to the .png compressing service of this website=6m 48s(-1s) from previous time :'(
#42
Just what i needed, i noticed some all oif my colonists were complaining about frayd apparel and wondered if there was a mod that added that function, just perfect thanks
#43
Nice, someone used the basic room design of plant pot, bed and equipment rack and made something useful and cool, kudos
#44
Bugs / Re: Rimworld Loading times
April 07, 2015, 09:02:47 PM
I guess i'll try to stop running skype and bittorrent to see how my loading times roll, also, I meant the time it takes for the game to start(double-click the .exe until main menu, the game itself once loaded takes 40s at max to load a save), let's see how allowing it to run in background affects my loading times, thanks for the answers ;D

Don't see any noticeable difference when not running VPN programs, also toggling on to run on background makes no difference on the startup time or the time it takes to open/close the mods menu
#45
Bugs / Rimworld Loading times
April 07, 2015, 07:17:19 AM
Hello fellow colonists of this rimworld!

Latel i've been adding many mods to my game, and the loading times went from a minute to two in the vannila game to almost 25m now, with all the mods installed, is it possible to lower the loading times? 25m is just way too much.