Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - puddlejumper448

#1
General Discussion / Re: RimWorld change log
August 05, 2015, 10:34:03 PM
Quote from: White_Night on August 05, 2015, 03:43:15 AM
Hey tynan, will there be random starts at some point?
I would love to see that because at the moment i always choose the easy starts and want/need to be forced to play in the harder areas  ;)
Maybe with the option of still choosing your survivors and only areas are random? You could just place a "random button" in the choice making menus.

It would be more immersiv for me this way! I mean would crashing from space give you the option that you can still choose which and where people will survive/crash?

You can already do random, the default world size is 200x150, Random number both of those and then on the landing site selection, where it tells you temp, rainfall, elevation, etc. there are "Debug Coordinates" (http://i.imgur.com/ey0EnXC.png Example [Don't want to clog the thread with an embed]). The 200 is Horizontal and the 150 is vertical, just use your numbers and find it on the map. I recommend rolling 3 times though so you don't have to minimize if it puts you in the ocean.

That being said, it is a lot of steps to take everytime, I would love a button that does it also.
#2
General Discussion / Re: Engine Used?
July 27, 2015, 07:09:48 PM
Quote from: TheGentlmen on July 25, 2015, 01:53:59 AM
Update your cards for once... your all outdated.


Credit to me for gimping (you know, photoshoping... but for gimp... no? Just me?) rimworld over Ubunto.

#3
I always thought something like how the red and yellow lines are doing in this:

would suit the conduits in this game very well, have it be something opional you can build before or after the conduits are in, just like the power switch

+1
#4
How possible would it be to add a trap in that is a tripwire, you can mount a weapon on it (bow for range, swords possible too though if you want it one tile away). I imagine you could build it just like a power line, but have it coming from a box or something that you have to put a weapon in to make it work, then whenever a pawn steps in a square with the wire in it, the weapon fires/swings, one time use ofc just like the others, it would have to be rearmed, in this case reloading the bow or resetting the sword. I know traps are new so Idk how moddable they are yet.
#5
Quote from: Devon_v on June 23, 2015, 09:19:14 AM
Also note that nothing in Rimworld is actually ore. It's remnants of past civilization, or chunks of crashed starships. That's how we can dig steel out of the ground, and it's likely how the uranium got there as well.

Compacted Plasteel, Compacted Steel

Silver Ore, Gold Ore, Uranium Ore. The description for all three are "Rocks containing chunks of [Silver/Gold/Uranium]"
#6
I got my email but actual key was not in it. It just said "Your Steam key(s):  "

I know they aren't real keys but someone else in the thread said they still tried it in steam so I assume there's suppose to be an actual fake key there. It' possible that you're out now, but 100 keys and 16 responses lol, just checking

EDIT: It's also worth nothing that I bought the game after the guaranteed key date, idk if that is implemented in the test or not
#7
Shadows currently dont affect solar panels at all


Gameplay wise, I don't think this is the answer to making the game harder. If you can only use 16 hydro basins, hydroponics becomes useless, because its only very barely more efficient than just walling in a growing zone outside with that few basins.

Also it feels to me like the solar panels model realism more than difficulty with not producing power at night. Wind turbines were changed to be more realistic with the changing winds is what i seem to remember. its not realistic at all for basins to cast shadows on other basins, who in their right mind would build a lamp at the same level as the plants when you can raise it up more (or attach it to the ceiling, which the *vanilla* game cant do yet) to get all the basins in range
#8
Quote from: TLHeart on June 15, 2015, 12:25:36 AM
Puddle,

I agreed that a player set radius would be an option to satisfy both. Now you have come up with another option, a check box to not pack a meal, also an option, or as was suggested, they don't use the packed meal in the home zone.

All OPTIONS, not get rid of this because I have to change my play style, which you want the people who hate sappers to do.

Discussions bring out ideas and solutions.

Yeah I never said or meant to imply get rid of it completely, and if I did it it was just a mistype, sorry for any confusion

Also to Tynan, if they pack meals, you should make them eat their packed meal at the closest table if they are in the home zone instead of not eating their packed meal while they are in the home zone, else their inventory meal would spoil if they didnt eat outside of it ever :P
#9
Quote from: Tynan on June 15, 2015, 12:11:46 AM
It's entirely random, and its purpose is to add some variation to the mood system so:

1. Your colonists don't all go insane at the same moment as they cross a shared mood threshold in lock-step, and...
2. It's less attractive to try to game the mood system by abusing your colonists so they just barely stay above their insanity threshold all the time, and...
3. When things go wrong, some of your colonists in good moods will stay stable. This desynchronization effect interrupts some negative feedback loops and makes colony death more drawn-out (but still interestingly dramatic!), which is always a good thing.

I hope that clears things up.

Actually yes it did clear a lot of things up, and I see now that while i was keeping the log I must not have been actually playing much, none of these circumstances really came up, although now that I see what all it can do it does make a lot more sense. I think it tripped me up because it was mainly all bad in the early game and evend out in the late game, I guess I just got really unlucky. I will keep an eye though, maybe my problem with will was related to a traity he had if its possible, like a bad meshing, sadly I don't remember his traits
#10
Here's Boboid posting a big long reply to me that has nothing to do with my point, then calls me a wall because he misunderstood my (mostly) clearly written argument. lol

Quote from: TLHeart on June 14, 2015, 11:35:17 PM
puddlejumper,

what bonus do you loose when colonist relax socially at a table by themselves? They get the mood bonus for relaxing socially, regardless of anyone else being around... Maybe you are talking about the social chat bonus, of +1, if they happen to actually chat with another person.

I get it you don't like the -4... and if a -4 is the difference between you surviving, or dying, I feel very sorry for your colonists. Especially since they get a -8 for being hungry.  And you admit it really does not affect your colony, so it comes down to you just don't like seeing the negative number, and it really does not affect your colony in one way or another....

I admit we got a little off topic there, but this is what I'm trying to say here TL, because you do have some good points. Tynan implemented this feature, and its a good feature I agree, but it's a feature that doesn't bring my play style, and clearly at least a couple of other peoples, any benefit. So this feature helps probably 80% of players and hinders the other 20%. If he were to add a simple little checkbox that makes it so the selected colonist doesn't pack a meal and eats like they use to. This little check box won't affect you at all. This little check box will make a feature that currently helps 80% of people will now help 100% of people. Why not put it in? There is literally no downside to it, but you guys are arguing against it. please tell me why he should't do that, I took 1 semester of coding in high school 7 years or so ago and i could almost completely code this, it couldn't take him more than 30 minutes. if not a check box than the home zone idea qouted above would even be good enough
#11
Quote from: TLHeart on June 14, 2015, 10:48:43 PM
As you just said, you have the choice to modify your play style, only slightly, as you expect those who don't like the sappers to do. It is no more of a change than you expect those who hate the sappers to do.

So a -4 for eating actually affects your colonists mood? That is just one very small part of the mood calculation.  Or is it you just don't like seeing negative numbers?

I would absolutely love for you to give me some ideas on how I can slightly modify my play-style to solve this. Should I put 5+ tables around my base so they will eat at one, not only wasting plenty of resources (4 extra tables and chairs at each one being 80 per set up, or 320 wasted resources) and also lose my bonuses when my colonists decide to relax socially at different tables, still punishing us just to make it a little more convenient for you. Thats the only way I can see, no thanks.

Does -4 affect my colony? not really. Can it affect Any colony after a raid or during a psychic wave, yes, it very well could be the difference maker in those events.
#12
Quote from: TLHeart on June 14, 2015, 10:24:41 PM
I don't find a 2 hour walk by my hunter a miniscule amount of time lost... or an hour walk by my miners... just to eat, and have a -8 for being hungry while making that walk.

Yes we have a radius restriction to get supplies for a production table....

A radius for eating that is set by the player for finding a table to eat at, would be an option. But also would not be as easy to code as the table radius were.

I would like to understand why you feel a -4 for a short period of time is a bad thing? And why is it useless?

And I don't ever have hunters out that need to take the walk, and only very very rarely have miners out far enough for it to be more then a 10 minute walk. Just like I (technically you) said, different people different play-styles. In this case though, Tynan implemented something that benefits some play-styles (yours) and hinders others (mine, and in this thread at least, the majority). Why should we have to suffer (negligible suffering, but still suffering) a mood bonus because of a new feature that helps other people only? And its not even like sappers, some people (not me) dont like sappers because they hinder their playstyles, but all they have to do is alter their styles, not change completely. We get a -4 punishment unless we completely change.

If radius isn't as easy as it seems to me (I'll wait for Tynan's answer on that, if he gives one) than at least give us the option to not let them pack meals. I had a full play through and needed the meal inventory slot once, one time the whole play though, because that's the way I play, while I got the -4 at least 10 times, if not more
#13
When I started playing the testing version, I encountered what I thought was a bug, so I started tracking it. I came to the conclusion that it probably wasn't a bug, but I would like some clarification on how this is actually worked out. This is about the new mood de/buffs, feeling great, good, bad, terrible. I kept a log for 120 days, checking every day, and for my colonists it didn't go so well. My starting three were more likely to get bad than anything, while the two I gained (I kept it at 5 colonists for my own sanity lol) were close to even.Here are the final breakdowns:


(percentages are rounded to the nearest whole, may not equal exactly 100)

Will had 120 days and never once saw Great, but maybe will himself was just bugged, my other colonists were fairly random, with a small lean toward the negative for my starters. Here's what I would like clarification on though, is this suppose to be random like it seems (and says in game), or is it based on some factors like people have said, in which case it needs to be a lot more clearly defined.

If it is random, i feel like we traded one unsolvable negative (the old colony wealth negative) for a new unsolvable negative. I probably wouldn't be bothered by this as much if the Days with Nothing was above 50% so that all of them were more rare personally.

On the other hand, if it is based upon other factors, what i saw someone say was bad moods give you feeling bad, which seems purely punitive, and good moods give you feeling good, which is kind of useless at that point, they are already in a good mood. Also if this is the case, it should say that in game, which is why i'm skeptical that this is true.

Which one is it? Also what is everyone else's opinion on this new feature?
#14
Ideas / Re: Currents actions Panel
June 14, 2015, 08:21:20 PM
What might be better for you, and i bring this up because i would like to see it also personally, is the ability to put a marker type thing down, where when the marker leaves your screen, maybe a little arrow appears on the side of the screen pointing to it, so you can always find a specific point on the map again with ease.

I think a minimap would be too large a development commitment for such a small amount of cases where it's needed personally.
#15
It would help if you could maybe post a picture with your growning zone selected, but off the top of my head the reasons they wont grow are usually its too cold to grow anything, or you may have accidently told them not to sow there (new this version of the game), it might be behind a forbidden door, the zone might not be big enough (you need i believe two squares to grow one tree for example). check all those, but unless you give us some pics or better details i dont think we can help you , at least i cant