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Messages - johnpaul_riley

#1
General Discussion / Re: Overworld
June 25, 2014, 02:55:37 AM
I don't think Alpha 6 is that far away ... When Ty's changelog is mostly bugfixes ... that usually means a new alpha is about to burst on the scene!
#2
General Discussion / No More Fear?
June 23, 2014, 04:01:13 AM
Noticed in the changelog:

Quote
Removed loyalty and fear for now. Mental breaks now depend only on mood (renamed from happiness).

No opinion either way, mostly just pure curiosity: Why?

#3
General Discussion / Re: Merging logs and planks
June 09, 2014, 03:36:38 AM
Quote from: Tynan on June 07, 2014, 12:16:29 PM
Yeah, I've looked at it and basically some people like the simplicity of one resource, while others want the depth of several. I think both are correct. The reason I'm merging them is because the design isn't ready to smoothly handle such an increased number of resources without becoming clunky with duplicated structures, confusing interfaces and seemingly-redundant economic paths.

When, in future, we can write more code to handle things like being able to build one thing out of several optional resources, I think this will come back. But on review I think the design is a bit immature to be able to do this now.

Elegant and extensible.    Each object able to be produced from a wide array of different materials, with different properties.

Want a wall?  Want the wall to be stone, logs, planks, or metal?

Well, how do I choose? 
A stone wall is tough and doesn't burn ... but can't transmit electricity and requires carving raw stone into blocks first.

A log wall is cheap and fast to build, but it burns, isn't that tough, and can't transmit electricity.   Great choice to fence in my fields, poor choice to build my houses or main defensive wall.

A plank wall is tougher than a log wall, transmits electricity, but it burns and requires sawing logs into planks first.  Good choice for my interior walls, maybe not so great for exterior walls.

Etc, Etc....

This can be extended to many kinds of construction.  For some construction, maybe it doesn't make sense to have it available for only one material.   A wooden nutrient paste dispenser?   Maybe not ... but perhaps metal could be refined into electronic components, and you would need X electronic components + (Wood OR Stone OR Metal).   Electronic components for the science-ey stuff and the other for the chassis.  Want a Nutrient paste dispenser that is less prone to shorting and can't catch fire?  Use Stone.   Want it on the cheap with a widely available material?  Use wood, but it has a higher chance of shorting out.

And so on.

If I were as smart and talented and ambitous as Tynan, (: , I would make an elegant and extensible materials system just like that.


#4
General Discussion / I, Robot
May 02, 2014, 02:28:10 AM
QuoteMay 1

    Mechanoid raids.
    Created charge blaster and inferno cannon weapons for mechanoids.
    Renamed and reorganized song files.

I don't think these guys will obey the Three Laws of Robotics...
#5
Where in the changelog is this?  Didn't see that, searched for it.  Would be cool to have.
#6
Ideas / Re: Your Cheapest Ideas
March 28, 2014, 09:56:12 AM
Ooops, edited my post to reflect that it is a suggestion, not a statement.  apologies for the confusion.
#7
Ideas / Re: Your Cheapest Ideas
March 28, 2014, 05:33:40 AM
Suggestion for managing happiness buffs/debuffs: 

Pawns don't get unhappy when seeing dead bodies, being in darkness, awful environment, cramped space etc outside of the home zone, but do get unhappy for all these things in the home zone.

Pawns do get a substantial unhappiness debuff if they try to meet a rest/food need outside the homezone, i.e collapsing on the ground due to exhaustion when not in the homezone, or eating food when not in the homezone.

This gives a reason to keep homezones well-built up to meet needs of happiness and comfort, but doesn't punish pawns for mining or fighting outside the homezone, and gives them a reason to return home periodically.

#8
General Discussion / Re: Mental Breaks Seriously?
March 28, 2014, 04:03:23 AM
IMHO, it depends on expectations.   

If I'm at home, trying to chill, a dead corpse is not going to help.   I don't expect to have corpses lying about my home.  I mean, it's not remotely normal ... it might even indicate psychopathic tendencies.  AFAIK, even battle-hardened soldiers don't routinely decorate their base of operations with dead corpses.

On the other hand, if I'm outside in a high-stress alien environment, exploring unknown territory, fighting off nasty raiders, I'm not going to care as much about the presence of corpses.  I would expect it to come with the territory.

So ... perhaps viewing dead bodies in the "home" zone makes colonists unhappy, but doesn't affect their happiness when viewed outside of the "home" zone?

Same thing for darkness ... I wouldn't be happy about living in a dark home ... but if I'm spelunking deep underground, it's kind of expected.





#9
General Discussion / Crafting Coolness...
March 27, 2014, 07:45:22 AM
QuoteAI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.

From the latest update to the changelog ... 
A simple change, yet combined with the "craft to" option added earlier, it feels far more powerful than it might at first seem ... addresses all my usability concerns re: crafting.



Awesome!  Thank you.
#10
General Discussion / Re: Cooking?
March 19, 2014, 07:07:52 AM
If I read through Tynan's release notes properly, it looks like we'll be able to do the following in the next version of RimWorld:

QuoteFebruary 27

    Disallowed building very close to the map edge. This discourages weird building patterns that exploit edges and corners and stress game systems.
    Added basic music system. Added Al’s guitar sting for game start.
    Resource lister now counts meals.
    Added target amount for bills; colonists won’t do the bill if you have more than the target amount in storage.
    Started automatic hunting. So far, colonists can go kick animals to death. Doesn’t work so well for boomrats.
    Moved JobDefs into XML.
    Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.

1) Create a stockpile near the cookstove set to accept meals, food, meat, etc.  Make it a proper pantry!
2) Make an infinite meal bill, set the limit in stock setting to say, 10.   This should mean that meals will be created infinitely as long as there is less than 10 meals in stock.

As long as someone is set to haul the prepared meals so they properly register as being in stock, and as long as there is sufficient raw food within the cookstove's range, it should be easy-peasy to create a smoothly functioning kitchen requiring no micro-management.

Eager for the new version to give this approach a try!