I've tried on a laptop today, 13" high resolution screen. I find myself both lifting the laptop up and leaning forwards to read notifications text.
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#1
General Discussion / Re: Can anyone comment on RimWorld at 4K resolution?
June 21, 2016, 02:04:36 AM #2
General Discussion / Re: I want to hear about exploit strategies!
March 22, 2016, 03:02:23 AM
When mechs with miniguns attack, shielded pawns can stand up to them for a long time due to the minigun spread.
Move a shielded pawn up first, until they become targeted. A shield can withstand a single minigun often forever, while non-shielded pawns get plenty of time to shoot from another direction.
The exploit here would be that the mech doesn't detect that the shielded pawn is not a threat, while the multiple pawns with rifles are.
Perhaps a threat/aggro mechanic would be helpful here.
Move a shielded pawn up first, until they become targeted. A shield can withstand a single minigun often forever, while non-shielded pawns get plenty of time to shoot from another direction.
The exploit here would be that the mech doesn't detect that the shielded pawn is not a threat, while the multiple pawns with rifles are.
Perhaps a threat/aggro mechanic would be helpful here.
#3
Mods / Re: Where's Ultimate Overhaul Modpack?
October 01, 2015, 02:44:45 AMQuote from: skullywag on September 30, 2015, 09:34:48 AMCheers mate! You don't happen to have a config file as well? I know I could try to turn the mods on manually, but I guess there's a big risk I cause issues if I don't get them enabled in the right order.
ok due to the fact that I know how github works and i knew id seen a fork made, the modpack is still available in quite an up to date form:
https://github.com/ilyail3/Ultimate-Overhaul-Modpack
#4
Mods / Re: What would you guys like to see in a modding site?
September 30, 2015, 09:25:29 AM
I think this is awesome. I assume however that the WPF part
Quote from: ThePhoenix007 on September 23, 2015, 12:30:34 AM.NET 4.5 and WPFmeans this will never run under Linux or OSX, which I think is a big shame. (Though maybe this has changed in recent times?)
#5
Mods / Re: Where's Ultimate Overhaul Modpack?
September 30, 2015, 09:10:31 AM
Bah, can anyone tell me where I can find a recent version? I only have a really old one locally.
#6
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.1)
May 19, 2015, 01:19:15 AMQuote from: Kubouch on May 17, 2015, 05:50:04 AMPlaying with ninefingers overhaul, I find the same issue to make this otherwise awesome mod, incredibly annoying. 1000 silver for a a seed of xerigerum, that will likely only yield one or two herbs? No thanks. I'd be better off taunting my hostile factions so I can kill them for their medicine. (Though that feature isn't available).Quote from: Kubouch on May 17, 2015, 05:28:00 AMQuote from: AllenWL on May 14, 2015, 06:18:31 AMI'm now playing the mod and this exactly makes the mod unplayable. Especially with the prices of seeds set that high. Paying 200$ for one plant with 20% chance of dropping a seed doesn't work and as a result I only farm the starting potatoes... Anyway, I love the mod and apart from this annoyance it works fine.
Are the genetics of seeds the trader has random? I'm kinda annoyed because they're tying to sell me seeds with <50%(usually around 10~30) base seed chance for the full price. So far, have yet to see seeds with a base seed chance anywhere near 100.
I seem to have fixed it. Inside SeedsPlease/Defs/ThingDefs/Plants_Cultivated.xml under <category>Plant</category> there is a <baseSeedChance> where you can set min/max probability of dropping a seed. I set the min. probability to 0.75 (75%).
#7
Mods / Re: A Modders website
April 04, 2015, 03:27:58 PMQuote from: skullywag on April 04, 2015, 01:40:03 PM
yeah itll go on github eventually. Im a little busy right now but im doing bits here and there. Im sure modpacks will will be a thing in some form or another have to see once i have the bare bones sorted.
Cool, I'd be happy to help out, so let me know when you have something up that I can look at, and I'll try to sort some PRs
#8
Mods / Re: A Modders website
April 04, 2015, 12:41:32 PM
I think this is an excellent idea. I've thought on and off about making a website for a while. What I'd really like is for modpacks to become self updating, which of course requires a lot of mods to be meaningful.
I'm https://www.drupal.org/u/letharion so I should be able to contribute something to the site you've started.
What do you think about the modpacks idea, and would you be open to open the site on github or similar?
I'm https://www.drupal.org/u/letharion so I should be able to contribute something to the site you've started.
What do you think about the modpacks idea, and would you be open to open the site on github or similar?
#9
Tools / Re: Mod installer & auto-update tool - would you use it?
December 26, 2014, 07:46:10 AM
Huge +1 from me. I've thought about starting to write it myself more than once, but it's a) going to be a lot of work and b) should ideally be done in some form of co-operation with Tynan as it would potentially be a big deal in the community and thus for the game as a whole.
#10
Ideas / Re: Prisoners to work
August 19, 2014, 03:23:21 AM
So, slaves, practically. I like the idea.
Some of your more empathic colonists would refuse to stand for it and get large mood reductions. Some might get a power kick out of it and get a mood bonus.
Some of your more empathic colonists would refuse to stand for it and get large mood reductions. Some might get a power kick out of it and get a mood bonus.
#12
Bugs / Re: [L|0.5.492] launcher start_RimWorld.sh does not work
July 22, 2014, 05:48:13 PMQuote from: vadammt on July 22, 2014, 02:29:16 PM
I tested your solution, but with your script I get the following error:Code Select$ sh start_RimWorld_FIX.sh
start_RimWorld_FIX.sh: 6: set: Illegal option -o pipefail
I'll have to lookup how to create batch-scripts. After my tests I can put more effort into finding a solution.
Apologies, I've removed the pipefail option. It's not really necessary for this simple script, and I wasn't aware it wasn't posix compatible. I have removed it as it didn't actually serve any purpose in this case, and I should have left it out to begin with.
#13
Bugs / Re: [L|0.5.492] launcher start_RimWorld.sh does not work
July 22, 2014, 11:09:45 AM
Vadammt:
Could you please try my script here: https://gist.github.com/letharion/9819294
I've meant to suggest it as the new launcher script, but haven't gotten around to. If it solves a problem like this for someone, that'd be a step in the right direction.
I've made an effort to make the script more portable and robust than the existing one, and seeing as your problem is the use of [[, my script should solve that for you.
Could you please try my script here: https://gist.github.com/letharion/9819294
I've meant to suggest it as the new launcher script, but haven't gotten around to. If it solves a problem like this for someone, that'd be a step in the right direction.
I've made an effort to make the script more portable and robust than the existing one, and seeing as your problem is the use of [[, my script should solve that for you.
#14
Bugs / Re: [W|0.5.492 Ver] Colonist didn't wanted to eat food in prisoner's bed's area
July 11, 2014, 04:56:12 PM
FWIW, Tynan has acknowledged on the bug report that this is a usability issue and will be addressed. That still doesn't mean it will necessarily happen any time soon as there's probably a lot bigger fish to fry.
#15
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
July 11, 2014, 09:26:25 AMQuote from: gertvv on July 10, 2014, 04:47:11 PM
Just a heads up, I'm probably not going to be able to fix the mod for some time. Not feeling so well now, and I'm going on holiday in a few days. So no fix until August, unless someone else here feels like doing it, in which case you know where the source is :-).
Thanks for all the work you've already put into this. Hope you feel better soon