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Messages - Girlinhat

#1
So perhaps a stupid question, but would it be possible to get JUST the serving table out of this?  It's a 1 tile, powered storage furniture that keeps food frozen, and is one of the best items for separating rooms and keeping things apart, as well as compact storage of food...
#2
I can't generate a world.  I click 'generate' and the button depresses, then goes back to normal, and nothing happens.  Can click again but does the same thing.

EDIT: Nevermind I'm dumb.
#3
Mods / Re: [Overhaul Idea] Playing on the Ship.
September 16, 2015, 04:49:08 AM
Most of nearby space is colonized as well.  Trade ships are probably mostly in-system, traveling between your own rimworld, nearby stations, thickly colonized planets around the same star, and other nearby things.  Imagine if in our own solar system, we put a space station around each body and a colony on each body with enough gravity to support it.  Titan might be a backwater moon, but there's still a TON of things nearby and therefore a ton of passing in-system vessels.  It's never said that the trade ships are interstellar.  Antimatter tech exists (as per the ship parts) which means a LOT of engine power.  Could make it from Earth to Mars in a matter of weeks with some hot engines, or from Earth to Jupiter in several months.  For a glitterworld ship designed to trade at high speed, it wouldn't be out of the question that it could make a round trip of a solar system in a year, especially if it only passes nearby planets and fires drop pods in passing, and avoids lengthy orbits.
#4
Mods / Re: [Overhaul Idea] Playing on the Ship.
September 15, 2015, 03:36:22 PM
Quote from: forsaken1111 on September 15, 2015, 02:35:45 PM
It would take a lot of work but its possible in theory. You'd need some kind of atmospheric pressure tracking similar to the zone system that tracks temperature, you'd need new events, you'd need to model the effects of exposure to vacuum in the wound system...
I think the extreme cold would work well for that.  It's not perfect, but rooms that are opened become unbearably cold because they're exposed to the outside, and they suffer quickly progressing frostbite from it.
#5
Mods / Re: [Overhaul Idea] Playing on the Ship.
September 15, 2015, 10:49:08 AM
You already get a trade ship passing by every week, and mechanoids and raiders coming in drop pods every 2 days.  Space is THICK with traveling ships, even if they're traveling slowly, there's a lot of them.

And the idea was that you're surviving on the ship but you don't have control of it.  The cryo pods opened, but you're not command staff and you can't tell the ship what to do, but the real command staff is still asleep, so you're left just staying alive onboard.

And the ship is massive.  Like an 8 mile long behemoth interstellar vessel.  Gameplay would occur in one section of the ship, with tons of other parts of the ship being off-screen.  If you're in Section 3A of Cargo, you might get raiding pirates from Section 2 Medical, who are a radical cult of spacefaring barbarians hopped up on stimulants who have survived 12 generations in the depths of the ship while it's been drifting through space.

The ship itself is HUGE, and you're not crew, you're passengers, just survivors along for the ride.
#6
Mods / Re: [Overhaul Idea] Playing on the Ship.
September 14, 2015, 05:21:33 PM
It'd be an overhaul, but could be done with the Rimworld game engine easier than making a whole new game.
#7
Mods / [Overhaul Idea] Playing on the Ship.
September 14, 2015, 05:01:48 PM
So had this idea, and been talking about it a bit with the Bay12 forums.  Basically, instead of crashing on the planet, you instead play aboard the ship without crashing.  Instead of generating soil and mountains, mapgen would create steel floor and metal rooms.  'Space' would be a black/starfield tile with -5,000 temperature, and then add in spacesuits that would give -2,500 temperature each for the suit and helmet, but with significant movement penalty.  Combat and Maintenance suit types could exist.  Glittertech skinsuits could work the same but give no movement penalty.  To avoid having them be too common, a new 'race' of human could be made with the right temperature range and said to be wearing the skinsuit.  Butchering one of these glittertech spacers could provide meat, human leather, and scraps of skinsuit material.

The 'world map' could be the ship, with biomes being things like 'engine' and 'cargo' and 'cryo' and such.  These could all have separate events to them, like being in the Engine gives you access to the powerful drive engines that give huge energy at map gen, for free, but you suffer radiation in areas, heavier radiation pulses, temperature fluctuations, psychic waves, and raiders trying to take the area for themselves to get the power source.  Cargo, on the other hand, might have tighter hallways and certain rooms could shift with events similar to the 'crashed ship' mod that drops solid cargo pods and later removes them at random, so you get tighter defensive corridors and easier resources, but suffer more from space events (solar flares, meteors, etc) and get random energy shutdowns when things happen off-map at the engine area.

The -5,000 temperature would bleed through the walls, causing rooms to become very cold, but the interior rooms could have power + heat structures at mapgen, keeping the interior of the ship warm and the rooms closer to the hull becoming progressively colder, so further out you'd need more heat generation or wintery gear.

Map should probably be a bit larger, but without as many plants and animals sucking up CPU it should run fine I think.
#8
Does anyone have screenshots/videos that show this in use?  I like the sound of it, but I'm unsure how it's structured...
#9
Outdated / Re: [A12] Hay for You V1
August 22, 2015, 10:36:45 PM
This sickens me, and is perfect.
#10
Releases / Re: [A12] Brunayla's Security Co (8/22/15)
August 22, 2015, 08:54:10 PM
Quote from: Match on August 22, 2015, 08:48:10 PM
Out of curiosity, is a new game needed to add your mod?
There's no changes to world generation, factions, traders, or existing items so it should load into an existing world easily.
#11
Quote from: TheGentlmen on August 22, 2015, 06:52:14 PM
If i start a A12 save when Prepare Carefully comes out will i then be able to add your mod(After it updates to A12) without having to start a new save? I simply can't live without your mod...
The Interface UI can be installed on an existing world.  It might throw a few debug warnings the first time you load, but should be fine.
#12
Mods / Mod Request: All items not forbidden on drop
August 22, 2015, 03:04:21 PM
My colonists are running around in a daze dropping their clothes.  People are dying outside without my paying attention.  Someone got incapacitated, again, and dropped his super chaingun in the rain.

Can we make it so items are only forbidden if the player says so?
#13
Outdated / Re: [A11] Superior Crafting v0625
June 26, 2015, 02:32:30 PM
Quote from: blub01 on June 26, 2015, 11:57:28 AM
nah, I'll just make a full set of power armor and charge rifles, that should do it.

EDIT: also, once i can make plasteel, do i still need steel for anything?
Crafting items like weapons and armor still needs steel, as well as construction like wires and solar panels.
#14
So I tried this a while back, and found that there was no way to repair droids, which made them sort of limited use...  Is there a change to this?
#15
SOMETHING TO NOTE!  Apparently if you set an organ vat on repeat orders, colonists will prioritize the 'medicine' so highly that they'll starve doing repeat crafting.