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Messages - longbyte1

Off-Topic / Re: Count to 1000 before Tynan posts!
August 03, 2015, 12:11:47 PM

I think Tynan saw this thread already but he'll wait to post until we get to 999.... >:D
Help / Re: Mod-making Tutorials on the Wiki
July 13, 2015, 10:35:20 PM
I wrote the "Getting Started" tutorial. In fact, I was the one who started the whole modding tutorials thing. This was back in, what, alpha 4?

If anything, it was more of an invitation to contribute than an attempt to teach "advanced" modding. I thought, "no, it's not worth another 6 hours of research trudging through ILSpy and source code on people's mods trying to figure out the simplest plugin possible." Besides, this was alpha! Features are overhauled all the time; there's no point in trying to spend too much time figuring out changes in each update. :-\

Things are still changing a bit too rapidly. It's not just tutorials that are out of date; a lot of information and stats also get outdated very quickly and the way we are trying to keep it up to date at the moment is extremely inefficient. The content is also prone to grammatical errors that don't get fixed. In addition, not many of the properties are documented well. I can tell you that property X makes the def work correctly, but I cannot tell you where it fits into the game.

The sound article was written by Tynan. "Well why doesn't everyone write like him?" As the developer, only he knows the technical details of just about everything in the game, knows exactly what's going to be updated in the future, and what is going to stay the same. We as players cannot read his mind or the sticky notes on his desktop, and we do not know what game mechanics or defs will be preserved across versions in order to make our tutorial as "neutral" and version-agnostic as possible. Notice that Tynan did not include any XML code in this tutorial, because only he knows that the dev menu will always contain a sound editor that will always produce compatible code.

Suffice to say, there is no way to make a tutorial that will stand the test of time. Maybe later this will be possible once we get into Beta.
"The ice is freezing faster than it's melting!"
Ideas / Animated limbs?
June 11, 2015, 03:33:09 PM
If you notice, some animals just look like they are floating around places, since they are literally just one sprite with no individual parts. Maybe this can be tweaked so that each foot moves separately and gets bloody when it gets stabbed or shot, or just goes flying off.

As for colonists, maybe they should be doing stuff with their hands? For example, a pickaxe's swinging motion should be in sync with the actual mining task, and colonists should be doing things with their hands based on what they are holding. It would make the colonists' movements more dynamic and meaningful rather than just a status and a little particle effect.

EDIT: To clarify, that doesn't mean to add legs, I like when colonists look like they're floating their way to their destination. Just hands and other objects connected to the colonist.
Quote from: Kegereneku on May 06, 2015, 05:46:51 AM
Quote from: Cimanyd on May 05, 2015, 09:53:24 PM
Quote from: Tynan on May 05, 2015, 07:59:23 PM
Or there's some crazy coot running a TV station somewhere on the wasteland.

Now I want my colony to be able to broadcast TV. Pirates would stop attacking; why would they want to destroy one of the only sources of entertainment on the rimworld?

Eh, one of my idea for the Communication console involve the (still unused) trait "Famous person" and "Fan", broadcasting.

If your colonists had a channel, your enemies would call it state media and raid your TV station.
Monday night tribal battles on pay per view
Help / Re: I updated the first one to Alpha 10
April 29, 2015, 07:25:00 PM
Quote from: Dave-In-Texas on April 29, 2015, 12:59:04 AM
Quote from: Tynan on December 31, 2014, 01:01:17 PM
Quote from: MonkeyBlasterino on December 31, 2014, 12:14:30 PM
Should I post the contents of the output log to show the errors I am having, or are the tutorials are no longer compatible with alpha 8? Thanks!

It's almost certain that the tutorials are out of date.

It only took me a few hours, lol.

its also built from stuff rather than just metal.

Updated the Git repo. Thanks for taking many hours for all of us.
Help / Re: RimWorld core art source
April 24, 2015, 10:10:26 PM
You can just as easily convert everything to PNG and flipped with IrfanView and the PSD plugin.
General Discussion / Re: Is Tynan a robot?
April 23, 2015, 11:57:54 PM
Don't you get it? Tynan is a cryptoperson. He is just as real as bitcoins and your passwords.

The SHA-1 of "tynan" is b0381ff746adb55af39bb6cd8bac21dc896573c0 so presumably he runs on DC power and is debuggable through ADB.
The SHA-1 of "Tynan" is e3899926f4001787d4375f10a2e5c516e9303265 so obviously he was created on April of 1787. Which is why it took him so long to make Alpha 10a! It all makes perfect sense now!
Quote from: GreenDeath on April 19, 2015, 02:53:21 PM
i cant download no link  :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[

It's right below the changelog  :) :) :)
Off-Topic / Re: Are games a Gamma?
April 11, 2015, 12:22:12 AM
Well, there was Planetary Annihilation that went through one last-minute gamma phase just before release, to work out some kinks in the game and obviously to earn revenue before you earn revenue.
Quote from: Mathenaut on March 29, 2015, 07:18:01 PM
You know, there's a person (and a thread they made) that actually has 60 colonists. You don't need wild speculation on what you think should happen, can just ask him.

It's good reading.

Well to understand how humans are organized, you've got to go back. Way back.

Thousands of years ago, humans lived in a decentralized, nomadic nature, until the Neolithic Revolution. That means most villages were composed of a dozen or so individuals diffused across the continents, and you were lucky to find a town with more than a hundred people. Usually these towns claimed a central government and some surrounding lands.

RimWorld assumes that all technologies have been discovered, but no government is established that can lure more people/subjects into your colony.

The game should be about survival, and it's supposed to be hard in order to keep the game engaging. Anything more than that, and you've turned RimWorld into Sid Meier's Civilization. Or Spore.
Help / Re: Mod-making Tutorials on the Wiki
March 04, 2015, 10:01:59 PM
Quote from: Rock5 on February 21, 2015, 06:27:04 AM
Ever consider implementing Visual Editor? It would make updating the wiki more accessible to more users.
I think the proposal has already been brought up but rejected because VE is "too buggy" for general use.  :-\
General Discussion / Re: Wiki needs updating!
March 04, 2015, 09:59:09 PM
Quote from: elStrages on March 04, 2015, 10:04:06 AM
It's nothing that needs to be installed. I would need access to the designer and the css sheets. It's no matter as I say would need admin status to polish the wiki design and layout.
You can edit the CSS in your userspace and it actually takes effect (but only for you). Once you're done, you can show it to us and we can decide.