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Messages - Pillow Fort

#1
Rimworld Phi discord:
https://discord.gg/d4Y5xks

Backup Phi Server
Adress: spiffy.id.au
About: A backup server incase the main phi server goes down or is having issues.

Fly-German Multigaming Community
Address: fly-german.de
About: Hosted by Fly-German[fly-german.de].
An online german Multigaming Community.

RimRP
Address: FutureGadgetLab.net
About: A generic roleplay server. Join and start your adventure!(edited)

also:
Jamesbray.asuscomm.com
rimtrade.ddns.net
#2
i think the part im looking forward to the most is the hair styling..
...and the cloth dyeing XD
#3
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 13, 2016, 01:39:28 PM
the modding community will adapt. it always has.

we dont need Ty to change his game for us.
before the communications line was set up, we needed more information on what he decided to change.
with the line, that should be a much smaller problem.

longer explaination:
when a program in C or Java is compiled, things like comments, variable names, etc are removed. your computer has no use for that fluff.
so when the CCL team decompiles it, it comes out as "obfuscated" code. which is extremely hard to understand.
its basically code that has lost all its structure.
instead of a variable called "seasonlength" or "maxstacksize" we would end up with things like "fC0" and "i2B"
remapping everything takes a ton of effort.
after the remapping, we'll now have to figure out what each piece of the remapped code does!

with the direct line to Ty, if they can get hold of the exact changes he made to the code between versions,
they would not have to try to reverse engineer the whole thing every time the game gets updated to find out what changed.
they can just update whatever code they already have (and they probably do have some, since CCL existed for a14)
#4
General Discussion / Re: No way to manufacture neutroamine
September 13, 2016, 01:13:02 PM
if you really need it to be craftable, mods can help u there.

people like different playstyles. thats why mods exist.
#5
General Discussion / Re: Where's the grass?
September 07, 2016, 02:15:48 PM
new weather suggestion: pollen
tends to happen in spring
grass has a chance of growing on exposed soil
colonists not under a roof have a chance of catching hay fever
#6
PSA 8):

  • steam -> rimworld -> properties -> updates -> only update when i launch it
  • steam -> games -> add non steam game to my library
  • browse->rimworldwin.exe
  • use new shortcut to play rimworld instead.
  • get mods from the forums. more ocntrol over the version you are getting, and they usually come out here first anyway.

just something i learned while modding fallout 4
#7
General Discussion / Re: Questions about Malaria
September 07, 2016, 02:01:29 PM
1: not sure
2: virtually zero. See a doctor, and get lots of rest.
3: technically yes? as far as i can tell medication just increases the treatment quality.
treatment quality also takes things like doctor skill and hospital beds into account.

immunity gain speed is affected by treatment quality, being well fed, and organ functions
#8
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 07, 2016, 03:50:38 AM
on a seperate note, i kinda wish mods that only use tiny bits of CCL (such as the mod menu) would say so instead of simply "REQUIRES CCL. ALL OF IT."
#9
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 06, 2016, 02:10:36 AM
its.... technically....... possible to estimate..

say there's 100 parts..
find out if the first part works
then find out if the 2nd part works and retest the first part..
then the 3rd, and retest both the 1st and the 2nd.. etc..

assuming testing one part takes up one unit of time, the whole process should take up approximately 5050 units of time! =D
halfway is then when they have tested the 70th piece.

(which kinda gives u an idea of why this is needs time)
#10
Bugs / Re: overactive food poisoning
September 06, 2016, 02:01:46 AM
cooks at 20 poisoning each other is... well... it seems a little too much but okay ill let it slide.

but fresh fruits/vegetables?
berries?
i mean my cooks never touched them!
#11
Ideas / Re: Predator Changes (Bears, Wolves, etc)
September 06, 2016, 01:55:19 AM
just assume everything spots each other, and they use whatever behavior they're supposed to use when meeting an enemy. its already in the game.
its that little button on your colonists that lets you set engage, flee, or ignore.
on your pets and wild animals, they already have their own default enemy behavior.

most prey animals have it set to ignore
most carnivores and the larger herbivores have it set to engage.

its already in. im not asking for a completely new system. just asking for this already existing system to be used.
#12
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 05, 2016, 12:43:46 AM
Quote from: Deimos Rast on September 04, 2016, 10:37:23 PM
:-X
they're reverse engineering the rimworld update.. and testing bits and pieces against that.
there isnt anything to commit.
once they're done with that i'd imagine the actual coding will take less than a week if there arent too much required changes.

just because rimworld does not throw an error when loading doesnt mean its actually working.
they'll have to actually go in and test everything for each part of the library.
first to make sure that part is working, then to make sure it doesnt mess up anything else.
then figure out if anything that doesnt seem to work right is because of a mistake in coding that part, or because of another part that isnt loaded yet.

why cant they just load everything and test it? because then they wont know what parts arent working. all they'll know is... somewhere somehow something isnt working in some way.
also: "oh you tested part#175 and you didnt notice that deer killed by the wolf on the other side of the map was not forbidden? congratulations! in another 200 parts time, you will realize something is breaking the forbidding system and u wont know which of the 200 parts did it! have a nice day!"

fastest solution? get ty to release the source code to them. with the source they can check the code instead of trying to test everything every time
will it ever happen? unlikely.
#13
Quote from: timeandtherani on September 04, 2016, 01:14:04 PMcan this be put in additional place so I can download it?

like steam workshop =D
#14
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 04, 2016, 01:43:43 PM
introducing...
THE CCL DLC

because 3 letter acronyms are F.U.N.


also i know ccl is a huge thing.
would splitting the minimap and the config menu affect anything?
some mods might just require the config menu.. in a14 they required ccl.. now its a15 and they suddenly dont... and just have a different way to access their menus....
and the minimap was insanely useful XD
#15
Ideas / Re: Predator Changes (Bears, Wolves, etc)
September 04, 2016, 01:35:45 PM
i didnt mean they should shoot on sight, but if a bear was coming straight for me in the open and is getting reaaaaally near i dont think i would ignore it.

whether they attack or run is almost beside the point here.
my issue is.. they dont respond until the bear takes a swipe at them.
then suddenly they're stunned and probably dead.


as far as babysitting your colonists go... sometimes they decide to haul something from the other side of the map... while im busy somewhere else. i guess i shoudl start forbidding all my external doors until i have time to babysit them...

still a pita that would be easily changed.
the fleeing part especially.
undrafted pawns flee if within x cells from a hostile enemy.
maybe piggy back on that function? its already written... might be worth looking into. if we're lucky it wont need too much tweaking to get it to work.

also... wouldnt be so much of an issue if CCL's minimap was working =/
you can easily see when one of your pawns decides to take a walk outside base.