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Messages - delheit

#16
I assumed the numbers in rimworld were arbitrary and I wanted to see what the game might look like if more realistic.

  • So starting with the number of steel you get from compacted steel. 35


  • Then assuming that a brick is rather then a standard brick is instead a 1 foot cubic brick we get a weight of 7,890.89 ounces per brick of steel

  • Divide the 1 meter of solid steel into bricks and you get 35.3 bricks of steel. Almost exactly the same amount in game.

I ran the same numbers with granite, marble and slate and kept getting 35 of course when you cut the slag you only get 20.

I wonder if dev even knows about this or if he actually took the time to calculate the steel. I doubt it since the cooler takes 90 steel which would be a 9 meter thick solid steel cooler. Also they should probably be mining more the 2 meters high. but still weird coincidence.


I'm not very good at math and as I try to work with the numbers more I'm starting to wonder if that's just not how volume vs density works or something. When I try to physical count the bricks I would of course come up with 27, 3x3x3. Oh well it was cool while it lasted.[/list]
#17
I cant figure out how to heat anything. Sometimes a Simple campfire or heating stove causes a room to easily reach above 80-100F but putting it in a nearby room with a vent never seems to give enough heat. I had better luck using radiates but the multi fuel stove had a bug I think where it made heat even with no fuel in them.

I dont know if Im doing something wrong but I also dont have any other mods affecting heat. Definitely a bigger problem with tiny jail cells. I never had this problem in vanilla.

P.S. Great mod/modpack I basically cant play rimworld without hardcore sk.
#19
Quote from: TrueDestroyer on October 14, 2016, 07:15:48 PM
Image

Lol, I had to zoom out to figure out what this was.
#20
Outdated / Re: [A15C] Del's Mods: major change 10/11/16
October 15, 2016, 05:04:29 AM
Quote from: mabor0shi on October 14, 2016, 10:38:04 PM
Quote from: delheit on October 14, 2016, 03:53:27 AM
I also wish there were skills that influenced plant cutting, I have no idea how to add that at the moment though.
Growing influences plant cutting. I must b misunderstanding you.
look here↓
Quote from: delheit on October 01, 2016, 06:01:43 PM
Del's Firepits Don't Vanish VF  Only adds the scone and firepit
https://dl.dropboxusercontent.com/u/56234648/Del's%20Firepits%20Don't%20Vanish%20VF.rar
LoL this is how i choose to spend my time. hey, can pawns walk through tile with wall sconce without it slowin em down? Space is very valuable (unlike my time) so I got no room for floor lamps. But darkness is bad.

That's funny I actually thought about setting it to not slow them down but vanilla torches do and my torches can be used as ground torches. But on the other hand it's kinda weird torches slow you down at all with them being small and jack being nimble and all that. I'll either find a way to balance it or I will make a small separate mod so that it is optional.

Does Growing influence plant cutting? It always bugged me that in the work tab it says plant cutting is based on no skill and everyone has a 2 in plant cutting. That's what I though was going on anyway. I think growing should influence it either that and/or melee.

I guess growing does affect plant cutting. Thanks.
#21
Quote from: Cynsity702 on October 14, 2016, 08:35:57 PM
I think if you did put out a biome mod, not increasing the trees and making them harder to cut down would be cool if the quantity of wood dropped was increased as well! Great idea though...sometimes the biomes OD on trees is a bit much.

What I meant to say was one or the other, such as maybe I wouldn't increase tree's very much or if I did increase them make up for the larger amount of available wood by making it a little slower to get, possibly.
#22
Outdated / Re: [A15C] Del's Mods: major change 10/11/16
October 14, 2016, 03:53:27 AM
Quote from: Cynsity702 on October 12, 2016, 07:27:54 PM
Hey Del,

First off great work on the overhaul bud. Especially the linear compatibility with plant saver. Thanks for your effort. Secondly, after some working yesterday I did not locate the mod that made the Red X's as i unloaded enhanced forestry and kudzu mod for forest density...Subsequently the game crashed and I lost my mod order again....I don't even know how many times its happened now, lost count...anyway enhanced forest is on steam workshop, not sure if you use it but thats where its located.

http://steamcommunity.com/sharedfiles/filedetails/?id=753267126

Back to the drawing board again on loading mods and seeing if i can find the culprit. Again thanks! TTYS

Let me know how it goes. I'm not currently using steam and am actually trying to switch all my game purchasing to gog. but I did take a brief look at the forestry mod. I don't think it should be incompatible with mine but I'm not positive. If it did turn out to be the problem I could probably find a way to get a hold of the mod files or the author but it sounds like it's not that.



However to everyone who uses my mod let me know if you'd like me to work on biomes. I haven't thought about it much but if I did I might not add as many tree's as the other biome modders and would possibly balance the extra tree's by making them harder to cut down. Personally I also wish there were skills that influenced plant cutting, I have no idea how to add that at the moment though.

I am currently working on beds and really think some of you will like the next release.
#23
Outdated / Re: [A15C] Del's Mods: major change 10/11/16
October 14, 2016, 03:45:23 AM
Quote from: mabor0shi on October 12, 2016, 10:18:19 PM
@delheit scones hold torches?
I always wondered what the British did with those things :P

lol. It's sconce of course but I do really like scones and often mix up the two words. I fixed the one's in this post and I'll be on the look out for more typo's let me know if you see any :)

Thanks
#24
Outdated / Re: [A15C] Del's Mods: major change 10/11/16
October 12, 2016, 04:17:02 AM
Quote from: Cynsity702 on October 11, 2016, 08:57:46 PM
ohh you know what I think i may know what it is. You just reminded me about a mod I loaded called enhanced forestry, which i also have running with increased forest density. These two mods probably conflict with one another. I apologize I didn't notice it sooner but when you mentioned terrain gen then it clicked. So i will mess with these mods and see what happens. LIGHTBULB! ;)

Enhanced Forestry, that mod I haven't seen but I will look into it.

Update: Actually I can't find it at the moment. Let me know if you have a link. I'll try looking for it again some more later.
#25
Outdated / Re: [A15C] Del's Mods: major change 10/11/16
October 12, 2016, 04:16:16 AM
Quote from: Old Marm on October 11, 2016, 09:44:44 AM
Thank you for this mod.  I wonder if we could use harvested grass as bedding for the tribe start. It would be better than sleeping on the hard, cold ground.

That's actually something I have been looking into and planning for, I'm even thinking of going further and overhauling the beds in general.
#26
Outdated / Re: [A15C] Del's Mods: minor change 10/8/16
October 11, 2016, 12:49:17 AM
Yea I just downloaded plant saver and there are no incompatibilities since my mod changes wild grass and bushes and plant saver changes farmed plants. I'll have to double check the farmed hay, but no wild bushes wouldn't be affected by plant saver and neither of ours mess with bush graphics.

If you want to you can share a list of all the mods you have or a screenshot of your mod load order. Do you have any that changes map generation or adds or removes plants?
#27
Outdated / Re: [A15C] Del's Mods: minor change 10/8/16
October 11, 2016, 12:01:00 AM
Is plant saver the one where plant's don't get cut completely but instead grow back. Yeah I doubt these two would be compatible. I'll look into making a compatibility patch or incorporating them together.

Which version of my mod do you use?

Also if my response was late it's only because I was trying to spend some time actually playing and not just modding, lol.

Thanks for the input and screenshot also.
#28
If I am understanding this combo correctly construction is going to be awesome if this is compatible with the quality building mod. Using the new hauler ability and also using the quality builder mod means:

I can set walls, door, floors, table and chairs to be built.

Haulers and all Constructors will begin carrying supplies such as wood.
As the constructors build the walls the haulers will keep carrying more wood to the needed areas but will not construct if it is set to lower priority. Until all supplies arrive then they can help build walls.

But both groups would leave the tables and chairs unbuilt except for those constructors who are skilled enough. Best of all this means that since the supplies have arrived the faster building constructors can keep on working.

Well I guess instead of typing about it I will go try it.
#29
Outdated / Re: [A15C] Del's Mods: updated 10/5/16
October 05, 2016, 05:31:07 PM
Good to know.
#30
Outdated / Re: [A15C] Del's Mods
October 05, 2016, 04:15:13 AM
Quote from: TrueDestroyer on October 02, 2016, 03:27:40 PM
I'm totally into vanilla friendly, and gameplay enhancing mods, and this is amazing!
Waiting for your future mods!!!!
That preview though xD Here you go, grab a free preview image for future releases;)

I'm still most just fiddling around and experimenting but let me know what you think of the recent changes. Definitely been trying to have cleaner preview images even if still not great.