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Messages - carlgraves

#1
Mods / Re: Mod requests for vanilla
July 02, 2015, 05:46:41 PM
Quote from: Tynan on June 20, 2015, 08:51:59 PM
...

The steel is there because it's actually the ruins of an old building or ship.

Wait wat? Is the Rimworld some kind of Prothean artifact? I'd just been assuming it was a normal planet this whole time.
#2
Mods / Re: Steam workshop discussion
July 02, 2015, 05:42:23 PM
Cases like Cities skylines make me think the steam workshop can work. Workshop tends to work well for smaller compartmentalized mods; things like gun mods, faction mods, biome mods, storyteller mods etc. Generally anything that's an additive mod. But, huge gameplay overhauls are gonna stomp all over each other and break everything as the chances of a player using only 1 mod in a workshop setting is pretty low.

So, obviously there's going to be problems with some jackass downloading 120 mods and wondering why their game keeps crashing or claiming X mod doesn't work. But fuck that guy.

I'm all for Steam workshop support. I doubt workshop will ruin the game or at the least my game. If anything it will generally improve the modding environment; making distribution and integration a little easier for the end user.
#3
Mods / Re: [Request] Tiberium
July 02, 2015, 05:21:08 PM
There was a mod Skullywag did that was kinda similar. It was called Purple Ivy, maybe look into that mod to see if there's anyone looking after it. It wasn't Tiberium, but it would spawn on a map and if ignored it would spread around the map and eventually kill anyone who stood/entered in the creep.

If you can get permission, perhaps look into expanding/modifying the Purple Ivy mod to do more tiberium related behaviors instead. Might be easier to reskin and update an old dropped mod instead of starting from scratch.

As for EA suing you; they don't have a bad reputation of murdering mods. You just might get into trouble if you ever try to transition it into a paid mod or were straight up stealing assets from decompiling the game. At the end of the day, it's a toss-up whether a developer will actually go through the trouble to force a cease and desist to shut down a mod. Nintendo seems to be the only sizable company still getting butt-hurt about stuff like that.
#4
General Discussion / Re: RimWorld change log
July 02, 2015, 05:07:23 PM
I was gonna ask the same thing.
#5
Kinda off topic; I would've posted this in the central heating thread but...this is basically the more upto date version of the same mod.

I'd stopped updating the mod cuz Tynan had asked if he could integrate vents into vanilla. Didn't really want to 'promise' that he was going to be integrating his own vents so i just held my own dev. Obviously that was way back in A8, so it's been awhile.

So if anyone was wondering why I sorta just stopped updating that was why :P
#6
I'm back from Christmas-y things and hopefully will be able to get the cooling stuff working soon.

I'm also looking at trying to make the heaters work better in groups, currently they fight each other and only one of them ever gets a break.
#7
Quote from: seadderkrupp on December 31, 2014, 05:41:45 PM
An issue i have noticed about a base inside a mountain - is My refrigerated food storage heats up as well and my food spoils. Even with airlocks between it - Anything that can be done about this?

Could you post a pic of your base's layout?

Not sure what the problem would be, I haven't seen anything that could be attributed to the vents in my own testing.

Possibly...
Do you have vents connecting your hallways to your fridge? If yes, you're going to be leaking all your cold air into the rest of your base.

Is the a/c unit is rotated the right way? The blue side should be facing towards the fridge.

Does the fridge have a roof?

Quote from: thefinn on December 29, 2014, 02:29:52 AM
A good mod, I use it often.

Would like to see a proper industrial air con. (Unless I'm missing something ?)

The fans are "ok" but without a temp control they just stay on - not really what I want.

;) I think you mean the "temperature control" mod. Currently this mod doesn't have any fans.

Quote from: Neutromancer on December 26, 2014, 08:49:49 AM
In the vanilla game, I figured you can heat an "outer corridor" and the temperature will leak into all inner rooms, I do this for bedrooms (there's like a 2-3 degree difference).

Still, vents sound even better.
The vents basically act like open doors. While they are open they equalize the temperature between the rooms. It is much slower than the vents and in sub -40 degree temperatures the doors alone just can't keep up with the losses.
#8
General Discussion / Re: Introduce Yourself!
December 30, 2014, 08:40:19 PM
Better late than never? I've been lurking around the forums for a while hadn't really bothered to post anything until recently. Now I'm workin' on the Cental heating Mod and getting back into Rimworld again, dat winter doe; "Its like it's a whole new game!" (tm).


-What introduced you to RimWorld? Or to this style of game in general?
Stuff+ (I think) smaller youtube channel I watch a lot of.

-What's your favorite other game?
Love FTL.

-Most embarrassing gaming-related story?
Disgusting amounts of time spent in gmod. Like utterly disgusting, nearing multiple thousands level of disgusting.

-What kind of breakfast cereal is the best?
cigarette and coffee (and i don't even smoke)
#9
Tynan did a great job making the code-base easy to look at and extend off of. If you have no scripting/coding experience you will probably have a pretty hard time getting started. If you're familiar with c# coding in particular it's really easy to get up and running.

Unfortunately, If you want to create new creatures with any sort of unique behaviours that will require at least some coding experience. However, you can just take a look at some of the other mods people have created to get an idea of how things are structured and setup.

Adding simple variations of structures/player-built stuff is really easy to create and can almost be done completely with just notepad and paint. New animals and features will require a .dll change and will require a little bit of coding knowledge and some familiarity with monodevelop or visual studio.

I would recommend not starting with a creature mod, perhap look at a crafting or weapon mod first.
#10
Quote from: Xubrim on December 24, 2014, 05:03:13 AM
Do you think it's possible to add an ability to open and close vents? ...

It's certainly possible, and wouldn't be hard to implement. But, I'm not sure if this would be an separate structure or more functionality to the standard vents.

I'd like to keep the cheap vents, really cheap and with a sort of 1-track simplicity. This open/close on/off could be something that is layered on top of the powered vents (ducted fans).
#11
Quote from: Carry on December 23, 2014, 06:04:06 AM
Weird glitch with vents.

After loading a savegame almost(?) every bed (in vented rooms) is set for prisoners. They can be reset for colonists, but after a save/load cycle they are set for prisoners again (as long as there is one prisoner bed). Building new beds  after the vents are in place prevents the problem for that room.

That is a super weird bug. I haven't encountered it on my machine. Are you running any other mods? Are you using the latest version? Does it still do this for you without the debug cheats on?

I'll take a look in the morning/when I get a chance, but just from those screenshots I have no idea what would be causing it.
#12
New version is out: Version 0.9b

Bug-fixes and tweaks mostly. Rebuilt the heaters pretty much from scratch as the vanilla ones don't do what I needed.

DOWNLOAD: http://www.nexusmods.com/rimworld/mods/65/?

Changes:
- Vents now have multi-texture support, and run more efficiently. Fixed PlaceWorkers.
- Industrial Heaters are much more powerful. Have additional functionality to work better with the vent system compared to normal heaters. New Graphics. New steam effects.



The Industrial heaters should be less terrible now. They try to forecast the temperature lost between ticks and push more heat into the room than necessary to keep the room rock solid at the required temp. If your heaters don't seem to want to calm down and are sucking all your power you may not have enough of them for the size of your base. The heaters enter a low-consumption state when they are idling and maintaining their temperature - This is the best place to have you heaters sitting. It can be pretty tricky to design a base that efficiently uses as few heaters as possible and manages to keep them in the idle state.
#13
Hey yall, thanks for supporting the mod in it's early days.

As for the industrial heater; Yeah its more efficient, but not much more "powerful". Its roughly equivalent to 2 heaters for 25% less power. I do have some plans to fix this.

The main issue is there's not much I can do without rewriting the base heater/cooler functionality.  It can maintain a single room's temp fine, but has trouble with vents. The vents operate at a faster tick so the heaters/coolers can't keep up. I'm looking at making the industrial heaters/coolers a little smarter; like tracking the rate of change as well as the current temp. Ideally, it'll function closer to the thermostat in a real house.

For the in-term,
-  just crank that sucker upto like 60 degrees. The bigger the temp diff between rooms the more heat is pushed between rooms.

- Don't chain large rooms together. Run the heating parallel to the rooms the less vents it has to travel through the faster the equalization process.

- Use auto-doors instead of slow shitty ones. As long as the doors are open you are venting your heat/cold outside.
#14
After playing a bunch of alpha 8 I'm starting to feel like the heat/cold system that currently exists in the game is almost too easy to manage. I also found it really limiting.

There wasn't really an ideal way to setup your bases to efficiently use/keep/reduce heat and cooling during the warmer and colder months. Once every room had a heater you'd lose near ridiculous levels of power simply maintaining the base's ideal temperature. So I dug around with the game files a bit to try to hack in some more interesting ways to heat/chill my bases.

Basically my only real idea was 'Vents'. A really cheap way for temperature to be shared between adjacent rooms. Yall probably noticed that you gain the "shared room" debuff if you simply punch holes in the ways the vents are an easy way to maintain privacy and individual rooms while only investing in a few centralized heaters.

DOWNLOAD: http://www.nexusmods.com/rimworld/mods/65/?





Version 0.9b (pre-release)
Revisions:
- Vents now have multi-texture support, and run more efficiently. Fixed PlaceWorkers.
- Industrial Heaters are much more powerful. Have additional functionality to work better with the vent system compared to normal heaters. New Graphics. New steam effects.


Version 0.9 (pre-release)
Additions:
- Vents: Allows heat to be shared between rooms while maintaining colonist privacy.
- Industrial Heather: A larger heater, can efficiently heat large rooms and bases.




WIP
Want to add:
- Research.
- Air ducts (not too sure where to start with this).
- Powered Vents, fans allow 1-way transfer of heat, can be locked.
- Smart Vents, a really low power "passive" heater/cooler. Opens at night too cool down, closes during day to stay cool.
- Water-cooled coolers/freezers, connect to a water source to efficiently cool down your bases
- Uranium powered/infinite heatsource



I've never made a Rimworld mod before, so if you have issues please don't hesitate to let me know.


Troubleshooting:
- Install like any other mod.
- Place vents in walls between rooms you want to split heat between. The vents will allow heat to freely pass between them.
- For best results keep heating/cool centralized. The more vents you need to force through the less heat will reach the destination.
- The industrial heaters are larger but more cost effective and have a better power->heat ratio.
- You can also use vents to cool your rooms during the summer, as outside temperatures tend to be cooler than indoor temperatures.