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Messages - SYDWAD

#16
Releases / Re: [B19] [KV] Path Avoid [ModSync RW]
September 20, 2018, 11:09:48 PM
that would be nice, many times I've thought a "Impassable" option would be nice because even with the "strong" area over something like traps people will still sometimes go over them if another pawn is taking the correct path.

I believe i found the program that makes the base map value 0 in "PathAvoid.dll" but i have limited knowledge when it comes to programming so i don't know how i would be able to edit it. So far i can only observe it with "ildasm.exe" and "JustDecompile.exe"
#17
Releases / Re: [B19] [KV] Path Avoid [ModSync RW]
September 20, 2018, 08:34:16 PM
I found normal and how it was just disabled, now im trying to see if i can manually make the default +1 (not working too well) and im trying to see if i can make an "Impassable" one. I've got it working as a setting but im having troubles figuring out how to make it so they will never take this path.

(EDIT) i also changed the names, "prefer, normal, dislike, hate, strong" doesn't make make much sense so i named it "prefer, neutral, dislike, despise, hate"
#18
Releases / Re: [B19] [KV] Path Avoid [ModSync RW]
September 20, 2018, 07:06:56 PM
what happened to the "normal" button? Why is "prefer" the default zone? Prefer was so you could make a path to take without zoning everything BUT that path as dislike.

Maybe i can fix this myself, idk.
#19
Quote from: vzoxz0 on September 16, 2018, 10:51:00 AM
I'm pretty sure you can sell tainted armors. At least in b19? I seem to recall doing it.
I have tried many times and i am not capable of doing so.
#20
Ideas / Re: Twitch Chat Decides Your Fate
September 16, 2018, 04:43:16 AM
+1
#21
Ideas / Re: new 'joy' : Fire works
September 16, 2018, 04:42:42 AM
that sounds like allot of programming for something you can only use once...
#22
This has been asked many times over many years, why cant we smelt down armors into raw materials?
We should be able to take that big old pile of damaged and tainted vests and power armor and smelt it down into useful plasteel and steel. And now that you cant sell tainted armors and apparel its EXTRA useless and space wasting. All you can do is burn it.

Can we please finally have this?

+1 if you agree, or comment why or if this is impossible.
#23
I've been wondering for a while, why does the "stockup ANYTHING" button have to have dev mode on to appear? As well as anything you enable with it get paused when dev mode is off? I like having my melee colonists have a long sword equipped but have a mace in their inventory in case a prisoner escapes.
I know i can get the side arms mod but i find that one a bit too cluttered.
#24
The "rimworld base" download is out of date.
(sorry if already said)
#25
Ideas / Re: A food variety/nurishment bar
September 09, 2018, 09:50:38 PM
Quote from: AileTheAlien on September 09, 2018, 09:39:20 PM
By itself, that sounds like a good idea. However, it wouldn't really work in the game, because players don't have a way in the UI, to specify meal restrictions, or set food schedules. It could work if you just wanted to have simple diseases like for example "scurvy", that have simple solutions like "vitamin C pills" - the player would set the pawns to take one pill each X days, to avoid scurvy. That's not very interesting, though.

Personally, I think the drugs, food, etc needs systems are similar enough, that they could be generalized into one system. The drugs menu could be re-worked so that pawns could take any substance, based on more than just joy, happiness, or time - allow specifying any specific need. For example, pawns could be set to take Vitamin C when Scurvy was above 75%, or take Multi-Vitamins when Rickets was above 60%, or cannibals could eat Human Food when their Food Level was below 10% but eat Any Food when their hunger was below 5%.

I was assuming it would be automatic that if a meal or food had something the colonists needed they would eat it, and all the player would have to do is grow and hunt multiple things and not just grow potatoes
#26
General Discussion / Re: corpse weight.
September 09, 2018, 09:40:20 PM
Quote from: Yoshida Keiji on September 09, 2018, 04:05:59 AM
"I'm a Lost Tribe exclusive player."


wow... i really hope this is a parody account, surprised the name isn't "xX_NoobSlayer_xX"
#27
Ideas / A food variety/nurishment bar
September 09, 2018, 09:10:53 PM
(IDEA)
Have a mini bar like the "outdoors" bar on colonists that fills up when they consume foods and meals that contain different plants and meats. If they always eat the same thing have it slowly start to go down no matter how much they eat and when it gets low have the colonist start to get "malnourished" and other sickness caused by a lack of vitamins or essential fats and acids like scurvy and rickets (also maybe get rickets from never going out doors). Have different meats and plants give more nourishment, like rabbits not giving enough fats. Simple (kind of realistic) vitamin system. Have some sources of nourishment get numbed if that's all they eat like recreation sources do in 1.0/0.19.
#28
Ideas / Re: R-Click Commands Overwride Allowed Areas
September 09, 2018, 07:22:36 PM
+1
#29
Ideas / cleaning area
September 09, 2018, 07:21:14 PM
i want to be able to zone an area and then set it so that area will be cleaned before the home area. I'm tired of my 5 cleaners hanging around the front door or in the halls cleaning sand when the hospital rooms are full of blood. Or not cleaning the kitchen and everyone getting food poisoning.
#30
+1