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Messages - po5

#1
Bugs / Re: [1.1] Performance - Frame Rate over 9000!!!
February 17, 2020, 03:46:28 PM
Imo its irresponsible to let games run at max FPS which is why i use RivaTuner to cap at 60 fps (Its actually capped at my monitors refresh rate which is 60hz. Yea who needs freesync or g-sync displays to get super smooth gameplay) but by using rivatuner to cap your FPS you save money on power and your graphics card will perform more consistently considered they are usually thermally throttled, i know its not an issue in rimworld but whatever, so if you run at max FPS the card will always be hot in certain games and you dont have that oomph for when its needed. Keep it at 60, save on power bill and get a more stable experience. Im out
#2
Help / Limit mod to certain biomes
July 29, 2019, 05:34:59 AM
Hey,

I am trying to create a mod that behaves differently depending on which biome the player is in. For example the thing should only be able to be built in Ice Sheets or Sea Ice biomes. Or even better, places with permanent winter. But i am not sure how to go about this.

Can i simply add

<Biomes>
    <li>SeaIce</li>
</biomes>


and the thing would only be enabled on sea ice biomes?
#3
Ideas / Re: Heat waves and cold snap tints the screen
February 27, 2017, 10:20:07 PM
yes absolutely. those seem like good ideas. but i dont want the tint to be too crazy.
#4
Ideas / Heat waves and cold snap tints the screen
February 25, 2017, 07:27:23 PM
Hi, i was playing Extreme Desert permadeath on Extreme with randy random. He gives me heatwaves every now and then. But they are difficulty to notice, because the temperature gauge is so small in the bottom right corner. And in extreme desert the heatwave is lethal if people go outside. (100C+ in summer) so it would be a nice touch if the heatwave would tint the screen slightly yellow'ish.
#5
Ideas / Redesign Trade Beacon
January 30, 2017, 10:18:33 AM
If the trade beacon was redesigned you could place it outside your base and all resources you have in any stockpile zone would be tradable. But when you have sold, colonists must haul the resources to the trade beacon so the orbiting trader can recieve it. it becomes more convenient to trade with orbiting traders because you dont need a trade beacon in every stock pile. and it makes sense a bit more if you had a requirement that the tradebeacon must be unroofed perhaps. players can get a little more creative with their bases, i know i tend to make just one big stockpile with a tradebeacon in the middle and then a fridge/freezer with another tradebeacon in it. Done. I hope you get my idea. And i hope you like it. Anyway time for me to play more rimworld. Have a nice day.
#6
Ideas / Re: Min/Maxing
August 24, 2016, 04:49:23 PM
Quote from: night777 on August 23, 2016, 08:28:01 PM
Quote from: po5 on August 23, 2016, 12:20:06 PM
Great suggestion. Never thought of that. I suppose you like to manually tell your colonists to do everything. Ok? Nah, gtfo.

Combat is infrequent and demanding in Rimworld, this isn't a Sims game.

Although in the forthcoming tutorial I'd like to see a note that different weapons are more or less accurate at different ranges, according to their type.

Oh so i just taught you about weapon range stats? And you still think it should not be configurable which range colonists prefer to shoot from? Well why did we get the fight or flight behavior? We can configure wether a colonist should fight or flee when there is a threat. Next step is obviously to configure which range they should prefer shooting from.
#7
Ideas / Re: Min/Maxing
August 24, 2016, 04:46:58 PM
Quote from: milon on August 23, 2016, 03:06:47 PM
@po5, we really can't say what the problem is without more details.

Is the colonist missing any body parts like an eye?

Is the target in the dark?

What's the shooting skill?

Is the target taking advantage of cover?

Is the target low to the ground?

etc

Do you even play this game? Colonists always shoot at furthest possible range. It has nothing to do with wether or not they are missing an eye. You tard. It has nothing to do with their shooting skills. You tard.
#8
Ideas / Re: Min/Maxing
August 23, 2016, 12:20:06 PM
Great suggestion. Never thought of that. I suppose you like to manually tell your colonists to do everything. Ok? Nah, gtfo.
#9
Ideas / Min/Maxing
August 23, 2016, 11:49:30 AM
Notice my colonists not able to hit anything. Stand around shooting forever. Its embarrasing. Check up on weapon stats. Best accuracy at (Medium) range. Want to configure colonist to shoot from medium range.
#10
Sounds good. I have an idea. There could be an Officer job. Perhaps it could be combined with Warden. So if someone goes berserk, this colonist will automatically seek them out and pacify them. I think thats a very good idea tbh. Its simple, and you make it so if a berserker is downed by an officer the chance of him dying should be much much lower. If the officer is equipped with a ranged weapon he will not use it. If he is equipped with a sharp melee weapon he will not use it. However if you equip him with a club, he will become a mean son of a bitch able to down anyone that fall out of line. You will probably want to make your brawler an officer.

Perhaps if the warden/officer has high social skill, he can calm the berserker without using force.
#11
Ideas / Dynamic Traits
July 24, 2016, 04:34:28 AM
Hello, i am really enjoying the scenario editor, although i found it lacking in some areas. I want to cover that first.

I would like to have control over the factions on the planet. Names, amount, relationship, type (pirate, tribe, hostile etc.)
I would like to have control over what the colonists wear in the beginning.
I found a bug i think. If you have a trait with 100% chance, but add other traits as well, with 50% chance or something. The 100% chance trait does not apply to everyone. So if you want a trait to 100% you cannot have any other forced traits, because that means the trait you wanted to be 100% is not 100%. Anyway

Regarding the traits, i was thinking, its important that all my colonists have the same particular trait because its important to the scenario. And i was thinking how can people you recruit get a specific trait? And first thing that came into my mind was influence. If you have a colony with alot of characters with the same trait, they will automatically influence the new recruit over time and he will eventually gain this trait. However some basic changes have to be made in order for allow this. And what i was thinking is that number of traits should maybe be increased. So that a colonist can have 4 traits. Where the 4th is the reserved "bonus trait". However, for colonies lasting a long time, you may end up in a situation where you have colonists with 4 traits but maybe want to add another. So traits should also expire. This is a rough brainstorming. But basically certain traits that colonists dont use can disappear. How it will work i dont know. This is just a pitch for the developers, perhaps they will be inspired. I know i am.

All traits compete with each other. If a colonist is about to adopt a trait it will be visible in the character tab. This way you can put him in isolation for a while if you dont want it to happen. Or you can go all in, and cultivate it until it is eventually adopted. This means if you have a colony with colonists that all have the same trait, the outsider will be influenced fast, and adopt the trait most likely. If the colonists have high social skill, the influence is higher, and the outsider may gain the trait even faster. But the time it should take to influence and adopt trait i dont know. Have a nice day.
#12
You guys are probably unaware. But Alpha 14 is being released today, on steam as well. And this is from the patch notes:

-Infestations are easier and grow less exponentially.
-Infestations only appear deeper underground now.

Another thing that is related to the previously imba infestations is the change to pawn stacking. This is from the patch notes:

-Pawns can no longer overlap during melee combat (unless they're really small). No more animal deathstacks!

Meaning insects cant occupy the same space, so they wont be as deadly to fight in narrow corridors etc. Use this to your advantage.
#13
Outdated / Re: [A13] Tilled Soil v0.12
May 07, 2016, 02:55:03 PM
hey, i love this mod. but i feel like its op. i think it has to take more time to till the soil :)