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Messages - Endovior

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1
When creating your ideoligion, it shouldn't be possible to create a position that requires conflicting apparel. How did you manage it?

2
There's a lot of posts about this one in various places. Definitely seems like a bug.

3
Bugs / Re: [1.3.3069] Can't trade / interact with charity pawn
« on: July 24, 2021, 04:10:07 PM »
I've succeeded on this quest before. Note that there's only a narrow window in which beggars will actually accept charity; which doesn't seem to be working as intended. Much like how it's possible to trade with traders early (before they've set up camp), it ought to be possible to offer charity early.

4
Bugs / Re: Pawns walk through fences; don't use gates
« on: July 24, 2021, 04:06:08 PM »
Working as intended; fences are climbable by pawns (and large predatory animals). It's not much of a slowdown to hop the fence, so your pawns probably won't bother to path to the gate unless it's right there.

5
Mods / Re: [Mod Help/Request] Rust in Rimworld
« on: October 03, 2015, 10:37:02 PM »
I'm not familiar with Rust, but if it helps...

List of things that I plan to add:
-Total remake of the material system, so no uranium or plasteel.
Doable, but time-consuming; you pretty much need to give the entire economy a total conversion, and re-do costs and recipes accordingly. It's been done, but is not trivial.
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-New structures, High external wall, like a normal wall but with a lot of HP and doesn't make ceilings.
That one is quite doable (other structure ideas might not be, of course). Bear in mind that no-ceiling walls aren't implemented in core, and as such can have odd effects, which result in them getting illogically crushed by collapsing ceilings.
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-New armor and weapons + weapon rebalance. So Bolt action snipers and AK-47s, along with rockets
It's been done; there are plenty of modern weapon mods floating around already. You might want to look at some of those projects and decide if any are close enough, instead of spending the time to completely redo all the weapons.
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-New research, such as repair benches and C4, along with things like weapon upgrades like 10% extra AK-47 fire rate.
That's... tricky. It's easy enough to tech-gate a structure that you need to build special things (like C4). That said, I haven't seen a mod that affects weapon attributes (like fire rate), and I'm inclined to suspect that making it so that a given tech affects the attributes of all the weapons of a given type in use by your faction would be hard.
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-New raid types, such as a rocket bombardment, so a mix of sieges and standard assaults.
Quite doable. Siegers can be convinced to use custom siege weapons, and incidents that drop explody things on your base have been done.
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-New incidents, such as a group of people new to the game, or a hacker is passing by with tons of gear, or somebody is building a shack nearby, a clan is building a base nearby, and possibly others.
Wandering groups of various compositions are vanilla, and you can tell the game how you want to set them up. Wandering traders have been made to be a thing, but it'd take some creativity to make someone loot-pinata in a hacked-seeming way (you'd need to hack the game yourself, heh. note that the mod that adds traders basically has them conjure up a tent-store, which vanishes when they leave/die). Beyond that, members of other factions building in your vicinity is so far exclusively a siege thing, so making people 'siege' constructively would probably start with an attempt at AI modding (which sounds hard).
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-More colonist names that are more like a players name (i.e. stormlord67, lordofsweg101).
I know that's doable for NPC factions (see: Pirates!), but haven't seen it for the default colony-faction names (which doesn't mean it's not possible, certainly...). It doesn't sound hard, but making the names appropriately random-ish, instead of just being a small repeating pool might be.
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-New storytellers that act like servers, low pop, med pop, and high pop. Each with varying event chances and such
Quite possible, depending on specifics. Look at existing modded storytellers for inspiration.

6
Outdated / Re: (A12) The cat at the wall -turret mod
« on: September 02, 2015, 01:50:25 PM »
Interesting idea, but it definitely needs some art to make it work.

There's a thread in the Mods forum for art and art requests... maybe post there and look for some help?

7
Ideas / Re: Petition to Stop autoroofing!!!
« on: August 25, 2015, 08:41:50 PM »
In the absence of buildable roofs, autoroofing is fine.

Buildable roofs would be preferable, though; stuff like the aforementioned glass roof (for greenhouses) or reinforced roof (for sieges) would be nice alternatives to spend resources on.

8
Outdated / Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
« on: August 25, 2015, 03:52:18 AM »
Fair enough. Have fun on your break, we'll be waiting for you when you get back!

Also, note that TheGentlmen has been helping Ninefinger with mod updates, and he actually just fixed that specific problem! (in the context of the ultimate overhaul pack at least, but it looks like a general fix) When you feel ready to get back into things, you might want to chat with him about how he managed it.

9
Outdated / Re: [A9] Biodiversity v3.0 A9 Don't Bug Out! Mar. 09, 2015
« on: August 24, 2015, 04:19:53 PM »
Now that A12 is out, one useful feature would be to remove animal aggression from tame animals. Otherwise, tamed animals will casually maim your colonists as they try to interact with them, which seems to contradict the idea of 'tame'.

10
Ideas / Re: Is a 4-point priority scale still enough?
« on: August 23, 2015, 03:43:56 AM »
Although a 4-step priority scale may have been enough many alpha's ago, it seems as though the more jobs that are added the more limiting that number feels when trying to set up priorities in a reasonable manner. This holds especially true when first starting out with less than 5 or so colonists.  Anyways, just felt like seeing what other folks thought(poll is up).

This system is working fine. If you need more than 4 numbers, than you just do not understand how it is working.

The only problem I have with current system is too many mouse clicks to get what I want. I am not sure, that this whole system with numbers is optimal for it's task.

This, pretty much. I find that four numbers is plenty, and more than 4 seems like it'd just add extra clicking to little useful effect. It'd be nice if you could set priorities easier, though... maybe hotkeys, to set whatever box you're hovering over to the number you pushed?

11
Mods / Re: multiplayer mod?
« on: August 22, 2015, 04:45:52 PM »
It is illegal, unless you have permission, which nobody will get because nobody is going to make the mod. It's honestly, stupid, to expect someone to work so much to create a entire MULTI-PLAYER mod. Might as well as ask them to build you a new game.

This, pretty much. Multiplayer is a fairly deep sort of functionality; by its nature, it needs to tie into the core mechanics of the game. That makes it extremely difficult to bolt on afterwards; given the complexities inherent in multiplayer (netcode and such), it needs to be implemented into the core game in order to work properly or well. That's the part that's questionably legal, since (as mentioned) it's not the kind of thing that you can install as a mod; it'd be more like a fork of the main game, that needs to be distributed as a package... which would, necessarily, include the core game itself (Tynan's work, the free distribution of which would constitute piracy).

These problems are compounded by the alpha nature of the game; things are still in flux and prone to mod-breaking changes. It's plenty of work just implementing something this fundamental at all; it'd be a lot more of a hassle to be doing so at cross-purposes with the developer. Realistically, then, if you want to implement multiplayer for Rimworld, you should send Ludeon your resume. If you're the kind of person who could do something like that, you should be doing so as part of the actual dev team, where you can implement the feature with official support, instead of as an outsider fiddling around with things, where any work you do is liable to be broken by the ongoing development process.

12
Mods / Re: Omni Gel and its uses
« on: August 07, 2015, 02:03:40 AM »
In the UO pack, only the Mark 1 Replicator works, but Omni Gel can also be refined into Gunpowder, which is the key component of all artillery shells (and there's a lot of powerful modded turrets that need special ammo).

13
Mods / Re: Where can I get electronic chips for geothermal power?
« on: August 05, 2015, 12:25:23 AM »
I placed this question in the Mods section of Ludeon Forums because I am playing "Modded" Rimworld (Ultimate Overhaul)

In UO, you need Silver and Silicon to make Electronic Chips. Silicon is made from Sand at the Electric Smelter; Sand is made from stone Chunks at the Craftsman's Table (or the auto version of the same).

You also need the tech for it; Electronics was changed recently to tree off the M&Co techs, so you need Crafting III, and the Integrated Circuits tech that trees off it it, to make the Electronics Workbench on which you craft the chips.

14
Mods / Re: How to make "spare parts" early game in "Hardcore" modpack?
« on: August 05, 2015, 12:18:38 AM »
IIRC, under 'High Tech', there is an 'Assembling Table'. It makes Spare Parts out of smelted metal (of any type), along with various other sorts of parts.

That said, the Hardcore mod could certainly use more documentation. You pretty much need to poke around and figure things out on your own. For instance, you can butcher food with the resulting table, but you can't cook it without 'Tableware'; and the metal tableware you can make from the smelting furnace doesn't seem to do the job. That's... a bit too complicated of a production chain for basic survival cooking, IMO!

15
I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?

Did you install the Zombies? I was playing around with this a bit earlier, and got an exception related to Zombies when I started the game, and got the same worldgen behaviour you described. It worked fine after I reinstalled, sans Zombie patch.

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