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Messages - Thunasura

#1
I voted for "yes but a little" only because an ammunition system could be useful for making raids much more interesting and balancing ranged/melee.  No more will that one enemy sniper be able to sit outside of your turrets range for 5 minutes picking every single one off, with pure immortality.  Of course, it would have to be a very forgiving and decently unrealistic ammo system.  Such a change could lead to new gun preferences by ammo weights and costs (charged rifles could be half electric power, thus cheaper ammo).  Unfortunately ammo weights would be a very frustrating choice and would probably need their own "assigned" tab or micro menu...
#2
Mods / Re: Faking Z levels.
June 06, 2017, 01:59:26 AM
I was just thinking about making a mod request for a different way of faking z levels. 

A building that looks like a tunnel called "Tunnel that goes underground"  once 'constructed' colonist will disappear (hopefully) into an imaginary underground tunnel where things can be stored and retrieved.  However, you would never see anything in there except in the list of items stored and who is currently retrieving from there.  Much more simplistic I'm sorry to say and a little off topic, but still an easily made mod that should make your colony feel more roomy. 

Potential fancy features:  Can chose closeness to "basement" entrance (reducing time to extract items), requires mining skill where appropriate, Can expand it 'infinitely' by sending a miner in ('walking' time cost will increase),  Can get mine able resources out of it at appropriate rates (perhaps with options to dig around plasteel for a time), include its room size on your room wealth thingy (if that's a thingy), allow infestations to occur down there (which you would only fight outside the mine/storage area), add a small micro menu that actually allows you to see it (so not "never").

Great realism, use, and ascetics.

Jaxxa, Don't know how you could do it, but we are all rooting for you!

Jamaicancastle, Sounds great!
#3
True Gamification

Rimworld now harnesses the players mind and/or computer.
Make rimworld design engineering or AI solutions.

I still have some possibilities for weak implementation.  They usually involve making very self contained systems (everyone loves a super fortified bunker) linked to the server or another on map colony the 2 share data.  This one relies on humanly understandable mechanics which are embedded within structures, creatures, pawns, and maybe even items.  The unhinged possibilities are many and deep, regardless of my current inability.

EVEN MORE UNHINGED:  Gamify gamification!  Design it to design more!  Hypothetically......... you could............ nearly... almost... somehow... get it to... expand its game play along a 'rimworld-style-gameplay' algorithm thingy...      ...     ...   to align to the real world task it will inevitably be doing.
---- Why do this instead of just gamifying a piece of it and calling it a day?  High efficiency, high knowledge, high technology.
How: What... am i supposed to answer this... my mind just quit on me.

Basically:  Imagine you start out, but rimworld only has 10 items and creature linked to algorithms.  It will begin testing/harnessing the player evolutionary or intelligently directed. Which makes it grow into the other items and creatures each having unique algorithms from the 'real world problem'.  A pig may be an oxygen atom (if we are doing nano/molecular engineering) or an AI trying to place that oxygen atom into a more potientially useful configuration.  *Insert more examples here*... Of course, eventually the servers would have enough gamified experience to have a full rimworld experience (perhaps, too little or too much also) and into all/most of the necessary algorithms for whatever it is actually doing.   Bla bla bla im not going to write any more.......

Notes; + Don't take any of the above to seriously.  I am starting to the thing Gamifying gamification is irrelevant as an algorithm or coder would work much better, but there are always plenty of arcane tricks within causality.
+ True gamification will require some internet and some sort of server.
+ This may all be a thing for the super massive Tgamified MMO's of the future, but rimworld is still better for it than the vast majority of games for a number of reasons.
+ If we crack an AI advancing version then we could partner with OpenAI or GoodAI, etc..
+ This idea is bad in as much as it is ridiculously massive and absurdly hypothetical/difficult... but, yes, it is a good idea generally.  Still ludicrous... probably better as a mod suggestion also... but it seems to ludicrous for that.  I'll move it on preference, but there really isn't a place where this could be taken seriously, barring extremely skilled programming masters.
#4
Childhood: Pre-glitter world sheltered child. 

Adulthood:  Nerdy unemployed hermit. 

Traits:
Too smart
Psychically sensitive
Neurotic
Slothful
Optimist
"Eats Without Tables Just Fine"

Incapable of: Mining, crafting, construction, and growing

-3 to everything except research and cooking.
Some nearly random passions.

You may want to just harvest my organs.
#5
Would be fun and make for a much fuller story.

There could be 2 types of thievery: the aggressive type and the non-aggressive.  The non-aggressives would be something like this
- "They will take what they can carry from your base, unless you stop them.  However, they will not attack you unless provoked.  They will be careful to avoid your more defended areas [insert defense avoidance AI very similar to that used by raiders]"
#6
Help / Re: Please teach me
May 22, 2016, 03:41:28 AM
I personally have been looking for just such a post, because it is exactly how i feel.  Probably just so social interaction can lighten the mood of programming and give me some bearings.  I can't speak for Nemesis though.
If anyone else feels the same way... then lets be study buddies!

Thank you Marvin.  Much clarity.

100101010111101 hard worker vs lazy... -5 (edit: -20) ... i had to say it.
#7
I am also unable to figure out how to work the stargate.

Noticed a file within the main folder of rimworld  ("Mods", "RimWorld914Win_Data", "Source"...) called "StargateBackup.xml.bak" if that helps any.