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Messages - sibile

#1
Stories / tfw
April 08, 2017, 01:33:01 AM
you suck at the game and youve been trying to play on rough randy random in super cold tundras but youve been killed over and over so you tuck your tail between your legs and just switch to phoebe and choose temperate forest and decide to make a super defensive mountain fortress this time because youre paranoid and jaded and your innocence is lost and then while your people are digging out the base your favorite character gets crushed by "collapsed rocks" and you just stare at the screen silently for a while and wonder how a person can be so bad at video games
#2
Kk ill try that after my comp is done getting deep fried by tropical storm thx guys

Im just trying to make an exact copy of the base door class with a different class name so that i can use the copied class for different doors that are affected by dooropenspeed differently since its hardcoded how much an autodoor is faster than a normal door
#3
ok I actually figured it out by just going to the source code for the door and now my totally original door works but it has no animations and i totally dont know why
#4
now the old thing is gone but it has issues with the new one

[DebuggerHidden]
public override IEnumerable<Gizmo> GetGizmos()
{
foreach (Gizmo g in base.GetGizmos())
{
yield return g;
}
if (base.Faction == Faction.OfPlayer)
{
yield return new Command_Toggle
{
defaultLabel = "CommandToggleDoorHoldOpen".Translate(),
defaultDesc = "CommandToggleDoorHoldOpenDesc".Translate(),
hotKey = KeyBindingDefOf.Misc3,
icon = TexCommand.HoldOpen,
isActive = (() => this.<>f__this.holdOpenInt),
toggleAction = delegate
{
this.<>f__this.holdOpenInt = !this.<>f__this.holdOpenInt;
this.<>f__this.Map.reachability.ClearCache();
if (this.<>f__this.Open && this.<>f__this.holdOpenInt)
{
this.<>f__this.freePassageUntilClosed = true;
}
}
};
}
}
#5
[DebuggerHidden]
public override IEnumerable<Gizmo> GetGizmos()
{
Building_Door.<GetGizmos>c__Iterator13C <GetGizmos>c__Iterator13C = new Building_Door.<GetGizmos>c__Iterator13C();
<GetGizmos>c__Iterator13C.<>f__this = this;
Building_Door.<GetGizmos>c__Iterator13C expr_0E = <GetGizmos>c__Iterator13C;
expr_0E.$PC = -2;
return expr_0E;
}


what is it
what does it do
why does it break every compiler
how do i make it stop
#6
General Discussion / Re: Need help please!
March 31, 2017, 07:30:57 PM
It looks like there are roofs covering some of your plants. The plants died notification actually won't tell you if that is the case.
#7
General Discussion / Re: Realist
March 31, 2017, 05:09:19 PM
Quote from: Greep on March 31, 2017, 03:40:52 PM
Well here's my quick thoughts:

-Washing machine:  Dead men's thoughts isn't about the ickiness so much as game balance.  There's no point in making your own gear if it's just lying around everywhere.  I would expect something similar from weapons in the future.

-Operations stats:  I think tynan himself said he's doing this for A17

-SKill deterioration:  This is something I can and will mod easily, but I'm not going to mod it until I can mod skill levels, which is getting a bizarre roadblock.

-Restrict game speed:  The initial speed drop to 1 is necessary, although it should be overwriteable sooner, like 2 seconds later.  That being said, if there's situations where you regularly play combat at speed 2+, that sounds like an issue in design.

-wounded pawn bed: yup

-move item to:  probably going to be done before release I'm guessing

-Passing trade ships:  yeah it seriously does make the game feel gamey, but the caravan system is still in it's infancy so it should stay imo

-trade: general agreement, but the real money already does come with quality atm.  If you have crafting skill less than a certain value you're going to lose money crafting clothing for imstance.

-town discoverability:  Neat idea :)

-remove zzzt: yup

.... aaaaand this document just keeps going lol.

-Washing Machines: I would like for the dead man clothing debuff to be balanced in other ways as it just isn't realistic currently. Some pawns should definitely care whether the clothes are from dead pawns or not, but humans can get used to almost anything and the pawns should at least eventually get over it.

The player shouldn't have to make their own clothing, armor, or weapons. There should be a viable play style where they can steal or pillage everything they need. Most of the balance needed with this is concerning the size, quality, and frequency of raids.

-Restrict Game Speed: The problem is that it's a restriction. I've been told that it has to do with some emergency situations lagging when fast forwarded, and in that case there should be an option in the advanced menu to not restrict, that would warn the player of the lag issues.

Also, the reason players might need faster speeds during emergencies can vary greatly and doesn't say anything about the design. For me personally, I like to put my pawns in places to defend and then fast forward while the raiders walk to where I'm defending. It's annoying having to waste a few seconds waiting for the restriction to be removed. Yes, this is a minor complaint, and that's why it's in low priority.

Edit: Oops it was actually in critical!? Okay it's in low priority now lol

-Trade: I think the real problem here is how easy it is to craft high quality items. Economy is painful to balance lol. hurts muh brains

And about the document size, sorry, I'm kind of insane.
#8
General Discussion / Realist
March 31, 2017, 01:47:42 PM
Hey so I really have no idea where to put this, it's basically a ridiculously huge list of changes I'd like to see, but they aren't all necessarily changes that I want to see made to the base game because then it would become more sibile's game and not Ludeon's game and HEY I wanna see sibile's game AND Ludeon's game so YEAH.

And because of that it's kind of leaning more towards being a mod, though there are some simple balance changes that the base game could definitely adapt as well *cough*economy*cough*.

BUT THERES A TWIST I don't really know if I have the time to pick up learning to mod RimWorld and doing all this crazy stuff so it might just never be a mod, and because of that it doesn't really feel right to post it in the mods section.

So idk. Mainly I'd like to discuss this stuff with people who also like this semi-realism (making things as real as possible without making them annoying). Also anyone who knows a lot about the games lore who might want to correct any of the things I thought were unrealistic but were actually justified in the IG universe, that would be amazingly helpful.

And if you have mod experience maybe talk to me and we can try and make something happen but I really don't know yet, which is why it has to be in general for now.

None of what I've written is really marked whether I want it changed in the main game or not (except for a few things I may have pointed out), because I don't really want Ludeon to care what I think, since they clearly know what they're doing and should just continue making the game the way they want it.

Unless the way they want it is what the community wants. THEN GO CRAZY. LET LOOSE.

You can suggest and comment on the document directly with this URL, so feel free to respond there if you don't want to respond on the forum.
#9
General Discussion / Re: oh my GOSH
March 30, 2017, 09:36:07 AM
yeah they were haha. sent by randy
#10
General Discussion / Re: oh my GOSH
March 29, 2017, 03:05:52 PM
ive been kicked out of my home by boomrats and all of my colonists are slowly going crazy inside the half destroyed freezer waiting for the boomrats to leave before all the food rots



some of the stuff that happens in this game is so outrageous i thought everyone was just exaggerating for laughs but it turns out ITS NOT A JOKE PEOPLE THIS IS REAL THIS IS LIFE
#11
General Discussion / oh my GOSH
March 29, 2017, 07:56:50 AM
I just kind of randomly started playing the game without any prior knowledge or background information other than a little quick start guide about how to build a house and stop everyone from starving to death aND OH MY GOSH idk what kind of game this is trying to be but it FEELS LIKE it's trying its best to emulate anything you can do in real life and the GOAL of the game is to abuse the systems to your advantage AND OH MY GOSH THATS SO FUN. And because of that its pretty obvious how much there is still left to do but OH MY GOSH. ITS STILL SO GOOD AND GETTING BETTER.

and i know dwarf fortress exists but APPROACHABILITY MATTERS

also the art style is weirdly nice to look at idk maybe because its so consistent

oh my gosh