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Messages - Jotun

#1
Quote from: Riun on February 20, 2016, 12:06:34 PM
Is the food at an edible temperature? I had my first animals starve to death because I didnt notice they cant eat frozen meat.

I wondered about that but yes, some of it is at edible temperature.
#2
Is there something obvious I'm missing about feeding animals? I have sleeping spots, an accessible zone full of raw fish, cooked meats etc, as well as a feeding bowl full of raw fish, animals are omnivorous so they should be eating, yes? They wait until very hungry then start attacking open doors instead of eating.
#3
Quote from: Louisthebadassrimworlder on September 28, 2015, 01:13:07 PM
It is basically a shared bedroom. Tynan created this room as an extra deterrent for trying to avoid building single rooms, as sleeping in a barracks gives a mood debuff.

Are you sure that's not sleeping in a bad barracks? Because you get a mood buff from being assigned to an impressive barracks, same as you do with being assigned to an impressive single room, but the buff is lower, obviously.

You still get the "shared bedroom" debuff but that's been in since before room types, and can be offset by making it a really nice shared room.
#4
General Discussion / Re: Development Stopped?
September 28, 2015, 12:51:55 PM
Given that the only reason I could really be dissatisfied with the game is because it still has a huge amount of potential, I don't really think I could complain if it stopped developing tomorrow.

The game's fun, it's a pretty complete experience, it doesn't feel lacking as much as it feels like it's got a huge potential for expansion, while the two may feel similar, I don't think they're the same thing.
#5
I think possibly the only thing this is missing is "the image has very erotic quality overall" to make it even more bizzare.

[attachment deleted due to age]
#6
Are you looking at the biological or chronological age?

Biological age is how old they are as people, chronological age is how long ago they were born.

They spend the difference in cryostasis.
#7
Help / Re: Wall Graphics with Stuff System
March 31, 2015, 06:49:33 PM
Good thing I asked then because I wouldn't have figured that out on my own.

Ok, so, looking at the stuffs, I see the appearance flag, but I can't see a graphic path associated with it, nor can I see a "AppearanceDefs" file or anything that might contain that information.

So, I'm not how the appearance flag affects the texture, does it overlay the brick or plank texture onto the base texture? Presumably it would overlay over the top of the alterations I made to the wall texture as well. At this point I'm wondering if it might not be easier to make three separate wall types with identical stats and different graphics sets, but then I'm not sure if that will work.

Thanks for the help by the way, can't find much documentation for this sort of thing.
#8
Help / Wall Graphics with Stuff System
March 31, 2015, 07:31:58 AM
I'm trying to update an old mod I made which adds walls with light fixtures. I think I've figured out how the new stuff-based textures work (plain greyscale, with a mask texture that I assume is automatically loaded and used if you add _m to the end of it) but I'm having trouble figuring out how to point the game at the textures.

The base wall class doesn't have anything in it about selecting stone, wood, or metal textures, and only points at things/building/linked/wall, as I don't have the art directory structure (not included with the game and the source thread is out of date) I can't look and see how this is structured and deduce a set of names from that.

So, essentially, what do I need to do to point my lit walls at the new atlases I made with the light fixtures attached? The game seems to use a single wall class for all three types of wall so I'd sooner use that same method if possible.
#9
General Discussion / Re: RimWorld change log
January 14, 2015, 06:02:03 PM
Quote from: Jaxxa on January 14, 2015, 05:42:44 PM
Quote from: Jotun on January 14, 2015, 04:37:46 PM
Is there an important reason to not allow non-contiguous zones? I find them very useful for easily organizing multiple stockpiles.

From memory there was some discussion about using that to simplify growing temperature calculations. So the temperature can be done for the whole grow zone at once not each individual plant. This stops having a zone part indoors and part outdoors

Hrrh, that would seem solvable by allowing zones to be handled differently on a conceptual and functional level. Being able to select and manipulate multiple areas under a single zone is tremendously helpful, and they can still be handled separately by the game if needs be.

I have more problems with organisation than FPS at the moment.
#10
General Discussion / Re: RimWorld change log
January 14, 2015, 04:37:46 PM
Is there an important reason to not allow non-contiguous zones? I find them very useful for easily organizing multiple stockpiles.
#11
Personally I'd be happy with the battery thing if we had circuit breakers to isolate different sections of the base, power wise. Then the battery explosions would serve to enforce interesting base designs with different power storage rooms and wiring layouts. Make it so that the breaker trips if a battery goes bang, discharging all power in that section, and needs to be manually reset by a colonist in order to reconnect to the rest of the system. Also maybe add fire extinguishers so we can automatically put out fires and don't make the discharge actively destroy things, only start fires.

That way a properly designed base can largely fault-proof itself with some good planning, but you still have battery explosions as a meaningful thing even when perfectly proofed against them because you will have sections lose power until you reset the breakers, which can be a significant issue in the middle of a battle for example.
#12
Ideas / Re: Vents
December 13, 2014, 10:59:13 AM
Also would like to second this request, especially for bedrooms it's a bit silly to have to put a 100 metal heater in each one, rather than allowing them to share heat.

Possibly one other option would be to allow the vent to open or close based on temperature? So it can open if side A/B is above or below a certain temperature? Would be useful for allowing areas to hold their temperature better throughout the day.
#13
General Discussion / Re: Plant pot usefullness?
October 12, 2014, 11:45:44 PM
Though, personally, I would argue that a plant pot should have some inherent beauty, which would be multiplied by good materials.

Otherwise, there is minimal benefit to making a plant pot out of gold, over a table, or a stool, which have inherent beauty and thus will be far more attractive when multiplied by gold or silver modifiers.
#14
Quote from: stefanstr on October 08, 2014, 04:19:54 AM
This is the best summary of the problem I have seen on this thread.

It unravels the core issue with RimWorld, I think. RimWorld is still in its infancy and I feel like it hasn't been decided yet what the focus of the game should be. Is it a tower defense game? An economical simulator? A survival game?

I think this is the fundamental question that needs to be answered first. If this game is supposed to be a tower defense game then there is nothing wrong with how things play out currently. If it is supposed to be more of an economical colony simulator, then the whole progression of assaults needs some serious rethinking. Etc.

I am actually thinking about setting up a poll to find out what aspects of the game people enjoy the most. It might help Tynan make the decision on what this game should be focusing on.

I think it works fine as both, really. The difficulty settings allow you to pace the game as you want, if you pick an easier difficulty or a less combat focused AI, you get a more economic based game. If you pick a more combat focused AI or harder difficulty, you get more of a focus on the real time tactics aspect of the game.

That's sort of the whole point of the game, to my eyes, it does both well. There are lots of games that do one or the other, but few that do both. Making it onto one or the other would rather detract from the game's uniqueness, I think, nor do I really see a need to do it when you can already make the choice yourself when you start a colony.
#15
General Discussion / Re: Thoughts on Devilstrand?
October 06, 2014, 01:11:35 PM
Quote from: Zsword on October 06, 2014, 12:12:51 AM
I'll also add that Devilstrand actually makes clothes that are semi effective armor, though I'd wish it wasn't the best 'material' that we could make clothes out of, I also wish that we could make our own dusters instead of just Hats, pants, and shirts. :(

This combined with its ease of growth means it probably shouldn't be a good cash crop as well.

Otherwise what would be the point of cotton? If it's less valuable, more labor intensive to grow, and worse as a material, why would you bother growing it? Cotton as a cash crop and bulk crafting material while devilstrand is a more useful but specialist plant makes sense to me.