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Messages - nils

#1
Outdated / Re: [A12] EnviroSeed SK v1.0
October 29, 2015, 05:07:51 AM
Quote from: nils on October 29, 2015, 02:46:17 AM
it seems like my colonists do not plant additional seeds they get.

Nevermind - there is a distinction between potatoes and wild potatoes - they have different seeds. Any reason for that, though? it seems counterintuitive.
#2
Outdated / Re: [A12] EnviroSeed SK v1.0
October 29, 2015, 02:46:17 AM
Great idea for a mod. I see you fixed the growth speed, will test that. I have another issue, and that is that it seems like my colonists do not plant additional seeds they get. I haven't done thorough testing - the whole colonists priority stuff seems a bit weird in A12 anyway - but it got me thinking it would really help to be able to right-click on seeds to "prioritize planting". Would that be a possible addition?

Thanks :)
#3
Bugs / Re: Game crashes when recording with fraps
July 10, 2015, 06:08:30 AM
Yes, the crash only occurs when Fraps is recording. If it's just running idly, everything is fine.

#4
I went into this without knowing what to expect (never played Ice Shelf nor the Crash mod). Survived for 31 days.

I picked an ice shelf spot at random and probably got one of the more mild ones, temperature wasn't that bad, so Kaballah is right. It will make a huge difference.

Also, I assumed default difficulty (Cassandra on Challenging). I did not reroll any colonists. Finally, I picked the largest map size because I always do - but really, that was quite a problem because I kept searching for stuff in time critical moments. I am not sure if it also means that the crashed parts are strewn about more.

The challenge (and mod) is a lot of fun. I've recorded my game and might post it.

Thanks, Elixiar, for the suggestion! I will most definitely try it again.
#5
Bugs / Game crashes when recording with fraps
July 05, 2015, 12:11:43 PM
Switching to resolution 1920x1080 failed, trying lower one
Switching to resolution 1920x1080 failed, trying lower one
All resolution switches have failed
Screen: could not switch resolution (1920x1080 fs=1 hz=0)

Edit: This is when the game proper starts up, i.e. after accpeting your colonists and after the map is generated. My very wild and uneducated guess would be a superfluous initialization of the video mode.
#6
Quote from: Elixiar on July 05, 2015, 06:34:47 AM
Can you survive a true crash landing in the harshest environment this dust Rock has to offer?!

I'm in.
#7
Ideas / Re: Alpha 10 - what do you want?
February 25, 2015, 06:00:07 AM
Bridgebuilding and some way to deal with marsh/mud/water. Most maps are so annoyingly useless right now.
#8
Ideas / Abandoned mines
January 01, 2015, 01:09:40 PM
One sort of "abandoned structures" that make a LOT of sense for rimworld - mines. Should be fairly easy to implement, just have a few linear tunnels intersect each other. Higher chance of rock chunks - representing cave ins - and some small rooms here or there. Doesn't even HAVE to have an entrance, since that could have collapsed since the mine was built. Walls should be natural rock, perhaps with some wooden or steel pillars here and there where miners propped up the roof.

Add random skeletons, (non-food) supplies or items here or there.
#9
Off-Topic / Re: We've been invaded...
January 01, 2015, 12:55:51 PM
Quote from: Justin C on December 03, 2014, 05:27:55 PM
There are plenty of captcha services available now that require complex user input in order to work.

If captchas get too complex, I can't solve them. I am vision-impaired, not a bot. Captchas aren't the solution to spam.
#10
One "problem" I am having in my games is that due to the large numbers of attackers, I also end up with a large amount of clothes. This is both great for generating some income, and for clothing my own guys, but it does cause minor gameplay issues; most importantly it removes the need for growing cotton or harvesting leather and sewing my own clothes. Parkas especially take a ton of time and a lot of material, and it's just so much easier to wait for the first winter attack wave and take their stuff.

I don't know if there's a damage system for clothes planned, i.e. if they wear out over time. If this is ever the case, it could be possible to just set clothes taken from someone who died in a fight to "broken".

Another solution might be to make colonists very unhappy if they strip dead bodies. I mean, sure, they shot those pirates in self defense, but a lot of people might think it's wrong to then loot them for their clothes - they'd prefer to treat the dead with dignity.

A third option might be to drop cloth instead of clothes, at least sometimes, representing damaged clothes. Engine wise it might even simply be a chance of turning the clothes into cloth based on how long the body has been dead.
#11
Bugs / Re: [W|0.8.657E] Building on snow
January 01, 2015, 12:45:20 PM
You are probably right. :)
#12
Bugs / [W|0.8.657E] Building on snow
December 29, 2014, 09:34:22 AM
Building floors - and presumably other structures - should require removal of snow first, much like colonists are cutting down trees. (Unless the underground is permanent ice, I guess.)

This is obviously a minor enhancement/oversight thing rather than a real bug.
#13
Bugs / Re: [W|0.8.651] Attackers - balancing
December 18, 2014, 02:22:30 AM
Quote from: porcupine on December 16, 2014, 05:15:13 PM
I'm not sure this is a balance problem at all, it's a randomness "problem", which isn't really a problem if you ask me.

It is a balance problem.
#14
Bugs / Re: [W|0.8.651] Attackers - balancing
December 16, 2014, 02:52:34 AM
I think I found out what happened. One corner of the map had cryosleep chambers that have popped.

I have not touched any of them myself yet, so I am unsure about the exact mechanics; what I assume happened is that NPCs got too close - perhaps even the raider spawn - and popped the chambers, from which these super nasty hostile NPCs emerged.

This obviously doesn't change the fact that it's a balance problem. One (presumably relatively easy) way to fix this would be to have the spawns from cryo chambers be hostile to whoever released them.
#15
Quote from: Vas on December 14, 2014, 07:23:30 PM
I think crop disease should only effect 1 set of crops, not all of them.  If you have crops touching and such, like 3 growing zones touching each other, then those crops would all die.

It makes sense for a crop disease to only affect one type of crop, but of course these could be Mechanoid-produced artificial plagues. I think the purpose is to create supply bottlenecks. Taking that into account, I think a good balance might be for diseases to affect one category of crops: Food, Trees, or cloth plants. This causes a more specific shortage and, if probability of the event stays the same, reduces the frequency for each affected type.