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Messages - JinxWolf

#1
Mods / Re: [Idea Pitch] Prison Modification
June 06, 2014, 01:00:33 PM
Quote from: Crimsonknight3 on June 04, 2014, 04:08:56 PM
Quote from: StorymasterQ on June 03, 2014, 09:49:39 PM
What about some sort of full-body-energy-binding thing? Prisoners could have their body type changed to a some sort of glowing aura body type. Also solved the issue of RimWorld inhabitants not having limbs.

Just a simple texture would do, a simple orange jumpsuit type thing, or even a ring around their bottom with a ball & chain... Dont need "legs"... How would you restrain someone with one leg and no arms? haha

Well the orange jumpsuit has already been covered by Prison Architect and even without arms they have the whole shackles thing going.  Something does tangibly need to be made though to simulate some form of restraint, otherwise we keep the slow moving prisoners.
#2
Mods / Re: [Idea Pitch] Prison Modification
June 04, 2014, 01:34:16 PM
Quote from: StorymasterQ on June 03, 2014, 09:49:39 PM
What about some sort of full-body-energy-binding thing? Prisoners could have their body type changed to a some sort of glowing aura body type. Also solved the issue of RimWorld inhabitants not having limbs.

I'd love to see that type of technology implemented.
Though I do believe now, since Alpha 4 is out there should be a gradual tiering of all of these mechanics. Like until the discovery of mechanoids.
#3
Mods / Re: [Idea Pitch] Prison Modification
June 03, 2014, 12:40:45 PM
Quote from: StorymasterQ on June 01, 2014, 10:22:13 PM
You could do something like Prison Architect's Restrained image, but then it'd make RimWorld too much like PA. It's already almost similar, isn't it?

What he said.
Often that's a bad mimic that rimworld would have to overcompensate with due to the close resemblance but this is not a modern prison as PA, would simply create. We can do chain gangs, data-trackers (Sorta like shocking device built in a proximity of the colonies home zones but with the harming effects of a squirrels attack and it being inside the prisoner), fortified guard walls. Well anything to keep them in if the idea of cosmetic restraints overlaps Prison Architects idea.
#4
Mods / Re: [Idea Pitch] Prison Modification
June 01, 2014, 01:25:19 PM
Quote from: Austupaio on May 31, 2014, 05:45:16 PM
I've thought of it myself, I tend to build small prison complexes for raiders and tribals anyway. I even considered a suggestion thread for additions to allow you to do more with this side of the game, but decided against it since Tynan has had to distance himself from Prison Architect, IIRC.

Something about a fringe world prison on a desert planet just seems cool to me, I guess various Chronicles of Riddick put that one in my head. The USCM colonies in Starbound are quite cool as well, if you played it.

Not many changes would need to be made to make running a prison a viable method of playing the game, just an organization that will deliver convicts and pay you subsidies for holding them*, with prisoners being a little bit deeper and less simple to keep control over. Like-wise, forcing prisoners to do manual labor under guard would be great, although most labour is so fast and easy that it'd be a little pointless.

*The payment thing has a lot of potential to get deep as well, with the ability to try to cook books, getting payment for prisoners who have escaped or died, but it can back-fire and ruin your rep with the organization. Maybe pirate bands would launch specialist missions to break out a well-known pirate being held in your prison, or even ransom him. You can take the sizeable ransom and release him (or betray the pirates) but, again, trash your rep with the Prison Organization.

See, you can tell I've been thinking about this because I just started rambling once given a thread to do it in. ;D

Yea i've played Starbound and the way colonies in general there were setup with their variety of designs and the massive distance they would stretch made the game and excellent sandbox.

In the case of prison being held in relation to pay? Do you think that faction relationships could consider the intake of prisoners? and do you think the prisoners should count to the colonies number of people? I like your ideas nonetheless, seen in PA but having some advert ideologies. And for instance with the pirates and what-not? Should it just be of pirates or would it be all of the factions.  Those events seem like a viable options for why the pirates seem very aimed at trying destroy your colony. Also enticing the need of security.

Any man with ideas like that, is alright with me :).

Quote from: Justin C on May 31, 2014, 09:29:46 PM
Quote from: JinxWolf on May 31, 2014, 05:20:04 PM
Also, slavery.
Like real prisoner slavery.
(As touchy as that may be.)
I like this idea. There are already slave trader ships, so slavery will fit within the Rimworld universe.

Give colonists a "Slaving" skill or something, and then set a zone where prisoners would be allowed to do jobs. You would need a colonist to look after the slaves to make sure they don't try to escape, and the level of their Slaving skill would determine how many slaves they could look after at once. That would make the loyalty and fear more important for prisoners, instead of just being used to help recruit them. And you'd probably need to make recruiting more difficult overall to make slavery viable.

True, it would not transition as bad.

Ahh, that's actually a very durable system for keeping a certain capacity of prisoners. Though, it would undermine certain elements that unofficially we would consider leadership abilities if they "learn" how to do so but then again, it should not just be for certain roles. Like how some randomly generated colonist are good for growing and others for mining while others have social abilities. EXACTLY! In some form there would need to be an overhaul to the system of reform as we see it now.

However that may be.
I do hope someone takes this idea.
#5
Mods / [Idea Pitch] Prison Modification
May 31, 2014, 05:20:04 PM
Well, i've just about seen almost every other feature of rimworld capitalized in a mod, but like I myself would really like to see the prisoner features of rimworld explored. I'd go a step in the dark to say some people whom already nag about the resemblance (Duurr) of prison architect to rimworld, but it iss an element in this game? Right brian?

For instance..
Like an actual system based around reforming a raider into an actual colony member. More so than just the now occasional talking and a few meals here and there. There should be a more care-taker element to it, you know? Actual prison doors. Visable restraints. A real prison system inside the already core gameplay.

With events and such.
Idk, anyone else into this?

Also, slavery.
Like real prisoner slavery.
(As touchy as that may be.)
#6
I must say, even though I myself have not downloaded this mod yet, it seems fantastic! You've really got something here. I'll probably downloading this in the near future or so.

I do have a question though, will there any stage be compatibility or integration with any other mod? Just so that they may all coincide?
#7
General Discussion / Re: Call for Alpha 4 testers
May 31, 2014, 11:42:11 AM
- Windows 7, 32 bit.
- I've not much complete experience on major titles, but i've been apart of minor community aspects on mods (Such as SAMP) and online games such as Dead Frontier which had group oriented around testing updates. I've played more of major role in SAMP often as the engine of Unity for Dead Frontier was different and easily manipulative.
#8

This is my colony, not much as i've just started it today. Bottom left is geothermal generator. Above that my long line of solar panels. Above that is my utility/power station. Above that is my hydroponics farm. Above that is my soon to be Cafeteria. To the right of the Cafeteria and the Hydroponics Facility is my colonies barracks. Below that is my Killzone or Kill-box. Next to that is my for now simple research center and communication station.

The outside walls of my base is layered with Barbed Wire so that raiders may only funnel inside the kill zone. So far i've taken no losses. Off to the side is my raiders grave yard and below that is for the dogs as they seem to chew up my raiders graves so I just feed the near-by mutts, wolves and dogs with that supply of human meat.

As far as mods go, I have quite a list active:

-BetterpowerHard
-Clutter
-Doors
-Dresser
-E-Furniture
-E-Vehicles
-Fertile Plains - Valleys (BP+)
-Grassless Sand
-Kompression Mod
-Muffalo Breeding
-Project K9
-Shields
-VanillaPlus
#9
Quote from: Kumai0214 on May 21, 2014, 12:23:28 PM
Well for me it was the very first raid so it was only 1 prisoner. I did what you did with the prisoner bed; changed a spare room and kept him in it but while he was recovering after getting wrecked by my three colonists, my dog entered the room and started killing him while recovering and he eventually died.

Bruh, lol. "Well hello there little puppy, you came to keep me com--". Dog gnaws all on the prisoners ass. Dog leaves casually.
#10
Quote from: pawnstorm on May 19, 2014, 07:16:52 AM
Quote from: JinxWolf on May 18, 2014, 09:18:48 PM
Quote from: pawnstorm on May 17, 2014, 03:08:17 AM
Quote from: JinxWolf on May 17, 2014, 02:47:20 AM
Also:
Does that happen everytime? I'm guessing it can't find the texture for the command buttons, I've had that once or twice which resulted in a texture not found image being displayed instead of the icon. No idea what causes it, but it didn't cause any serious issues for me.

It only happens when raiders come along.
Actually more people have been speaking on your thread.
They have my exact problem.
I just released an update, hopefully it fixes your problem.
Indeed it did, much appreciated sir.
#11
Quote from: pawnstorm on May 17, 2014, 03:08:17 AM
Quote from: JinxWolf on May 17, 2014, 02:47:20 AM
Also:
Does that happen everytime? I'm guessing it can't find the texture for the command buttons, I've had that once or twice which resulted in a texture not found image being displayed instead of the icon. No idea what causes it, but it didn't cause any serious issues for me.

It only happens when raiders come along.
Actually more people have been speaking on your thread.
They have my exact problem.
#12
Quote from: pawnstorm on May 16, 2014, 09:10:25 PM
Quote from: JinxWolf on May 16, 2014, 09:00:44 PM
But i've also untoggled Vanilla+ for a period of time .
On the same savegame? That's also a recipe for disaster :P. Vanilla+ has its own class for human pawns, if you suddenly turn it off on a savegame, there'll still be human pawns that use the custom class but the custom class isn't there anymore.

Edit: Also, if your output_log.txt is that big, odds are most of it is just the same error messages repeating. If you just post the part of it before you see the same error message again that should probably be enough.

No, no. I mean, i've untoggled the mod and restarted a new fresh rimworld game and the results all hender the same. And the ability to really control anything at all just disappears. I'd have to screenshot it the next time i've gotten on to show it in the process.

Also:
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at BF.PawnX+<GetCommands>d__0.MoveNext () [0x00000] in <filename unknown>:0

  at UI.InspectionUtility.DrawInspectCommandGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0

  at UI.InspectPane.InspectPaneOnGUI () [0x00000] in <filename unknown>:0

  at UI.TabInspect.PanelOnGUI (Rect fillRect) [0x00000] in <filename unknown>:0

  at UI.UIPanel.PanelOnGUI () [0x00000] in <filename unknown>:0

  at UI.MainTabsRoot.GameControlsOnGUI () [0x00000] in <filename unknown>:0

  at UI.UIMapRoot.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

HandleD3DDeviceLost
  HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)

(Filename:  Line: 1539)
#13
Quote from: pawnstorm on May 16, 2014, 07:14:44 PM
Oh dear, I have a feeling my mod might be responsible for this. Is there anything strange in your output_log.txt after this happens? Perhaps it would help if you posted your output_log.txt here.

Edit: I have a feeling this has to do with the "Stay inside during threats" option on the second page of the Vanilla+ menu. Maybe your colonist will become unstuck when you toggle it?
The way that option works is it prevents colonists from taking new jobs outside of your home region, but maybe it has some unexpected side effects for colonists who are already outside, is the colonist blocked in any way from going back to the home region by any chance? Perhaps by one of those special doors?
I guess an easy way to fix it is to change it so colonists that are already outside are unaffected by that option.

Edit2: I uploaded a new version of Vanilla+, hopefully it fixes everything. I'd still like to see your output_log.txt though if that's alright, because the menus going all unresponsive does worry me a little.

Having a hard-time uploading the whole thing..
As it exceeds 20000 character limit :|.

My colonist are not blocked what-so-ever.
As they will usually be with-in actions of doing so and it somewhat just leaves them in an idle position. I actually have none of the doors from the mod installed and ive restarted each world fresh.

I will try downloading the new version of Vanilla+
But i've also untoggled Vanilla+ for a period of time .
It still happened regardless of it inactivity.
#14
So in the past 4-5 hours i've been toggling and untoggling a list of modifications i've downloaded, but cannot seem to find the culprit that is causing my colonist from becoming operational during assaults. Not only does the colonist become frozen, it tends to disable to ability to access the architect menu, select the pause menu (Esc), select an individual colonist or quit. Keyboard short-cutting has been my only way of exiting out (Alt + Tab) but other than that, i'm puzzled. I do really hope i'm posting in the right section for this.

If anyone would assist me it would be wonderful.
All of the mods are up-to-date and are actively selected.
Here are my list of mods:


  • BetterPower+
  • Clutter
  • Doors v.01
  • Dresser
  • E-Furniture400
  • FertilizerPump
  • Muffalo Breeding
  • Shields
  • VanillaPlus
[/font]
#15
Quote from: Haplo on May 16, 2014, 03:26:01 PM
Its usage is mostly statistical. Its so you can see at once, how many colonists you have, how many enemies just dropped, and so on. The earliest version didn't even have the jump to xyz buttons. That version was ONLY good for statistics.

Well thank you for clarifying the difference.
As you've cleared up a misconception.

Quote from: Haplo on May 16, 2014, 03:26:01 PM
That version was ONLY good for statistics. So if you don't see any usage, that's ok. I don't force you to use it. ;)

As for the last statement, that's also fine..
But as a modder, you're going about your sell pitch defensively.
Your peers are those whom make you better, with constructive criticism.
I'm not ridiculing your creation, if anything i'm giving you every reason to show others why it's much more than the eye may see. As said by Tynan, there is no one mod or modder that control what mod is seen, by what's good or bad, popular or dominate. It's fair game for each and every member. So forgiving me for giving you a reason to rise up to the challenge.

With that in mind, understand..
Regardless to if you do this for fun or for recognition, you and every modder still upload these mods on the strength of praise. So, the competition to have your mod considered by someone whom is going off face value and not what you've went through to create your mod, having an attitude will only shadow the potential of a fairly decent attempt. So be courtesy to how you come off towards someone.

As I may only be one person.
This however is a community.
Good luck with the mod though.