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Topics - Plymouth

#1
Ideas / Pawns unable to walk in a caravan when sick
January 10, 2019, 03:35:53 PM
I consider this a design oversight, but it is very annoying and immersion-breaking when a pawn who has flu or even, hell, plague, loses ability to walk and has to be "carried" instead.

I get it, he would move more slowly, but he can still walk.
#2
Help / Referencing a particular textile in C#
August 21, 2018, 03:25:16 PM
I've just started delving into C# and came into an obstacle. I don't know how to reference materials written down in XML.
#3
I don't know if it's a bug or not, but manhunting animals avoid attacking wild men and attack domesticated animals after a while.
#4
I propose adding a scaling amount of blunt damage on bullet deflection, amount of which would be dependent on weapon damage deflected.
x0.3 or x0.2 of damage transferred as blunt impact trauma, possibly to multiple locally-related areas.

The reason for this is simple. You can't magically deflect all of the energy the bullet is carrying, some of it will be transferred into the object it collides with.
#5
Releases / [1.0] Project Armoury 1.2.0.3
December 25, 2017, 08:13:57 PM


Project Armoury 20th century pack is here!

It adds a lot of weapons produced, used, and only prototyped from the period 1945-2000.

It fetures:
Pistols
Submachine guns
Assault Rifles
Battle Rifles
Rifles
Revolvers
Shotguns
Sniper Rifles
Anti-materiel rifles

(For the full list look at the in-game description.)

I've taken great care to vanilla-balance all the parameters for every weapon using maths and real world analogues.

MAJOR UPDATE!
INSTALLATION:
Install jecsTools for 1.0 from here:
https://github.com/jecrell/JecsTools/tree/master/
Install XeoNovaDan's Proper shotguns from here:
https://ludeon.com/forums/index.php?topic=29503.0


After that make sure that JecsTools are first in the load order and Project Armoury is the last.

The aim of this mod is to provide more flavour and variety to rimworld, without upsetting the balance and the feeling of the game too much, and I think It fulfills this venue.

Have fun!


Mediafire link:
http://www.mediafire.com/file/le2nllbaj12zbzr/ProjectArmoury_20th_10.rar/file


Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1482625799

Changelog:
1.2.0.x
Added rocket launchers, and a crafting bench to build them. Murderbone galore!

1.1.0.3
Added Revolvers
Added Shotguns
Added texture scaling(NEEDLE RIFLE B-GONE!)
Added Proper shotguns support
Added crafting benches for guns in order to reduce clutter on machining table.

1.0.0.3

Corrected some more errors

1.0.0.2

Corrected some errors
#6
Ideas / Carriages, Roads, Camps
January 04, 2017, 04:07:40 PM
Suggestion #1:
Ability to build a carriage. It is only able to navigate flats and small hills. Good thing about it: amount of stuff you can transport at once, good for moving your base, and etc.

Bad thing about it: It requires maintenance. It has limited off-road capabilities and won't be much more faster than travelling on foot without roads, on to suggestion #2.

Suggestion #2: roads. Ability to built roads while in world mode, as a caravan. certain resources will be spend, and a road will be laid in that tile on the map. Technical solution for not creating a base every time: instead, an "abandoned" camp is created with a road connecting from one end of the map to the other. Orienting how the road is positioned is going to be the most difficult part. The tile should not take any processing power load unless people start a colony or a camp there, and it should only appear as a proper map tile(not a base, not an abandoned base) when done so.

Main advantage: Outlander towns and, optionally, raider bases might(or might not) have roads connecting them, there could be abandoned roads, and so on. It allows for a somewhat faster speed of movement when having a foot caravan, and significantly faster speed of movement when having a carriage.

Main disadvantage: It's expensive to build one, requires lots of resources. Possibility of a raids when traveling down such a road should be doubled or tripled, since it would totally be the sweet spot for raiders of both tribal and pirate sorts.


Suggestion #3: It has already been made as a mod, ability to start a camp to resupply. I think it is the sort of feature which would not look out of place in the original game.
#7
Ideas / Reinforced roofs
December 28, 2016, 11:11:05 AM
Option to add reinforced roofs which are much like regular roofs, only require same amount of resources as building a wall. Main benefit would be is that they would have mortar hit resistance comparable to a wall of the same material, and would help you protect your buildings which stand out in the open against several direct hits.

Also, if you're building a mountain base and don't build a reinforced roof, if a mortar hits over your dug-out space, a random amount of chunks of rock would fall down in that room, crushing objects and pawns.
#8
Ideas / Ignition
December 27, 2016, 04:39:33 PM
Add an option to Ignite anything by anyone. If enemy pawns can do it at any time, why only pyromaniacs in the colony can do it during their mental break?
#9
Ideas / Morality stat
December 23, 2016, 07:46:50 AM
So, hear me out, it's a pretty simple idea.

After listening to people on rimworld discord complain about how for some colonists being in bad enviroment or not eating for 1 day is worse than seeing their friends and family die, I thought about one idea... Morality.

Basically  Morality would impact the buffs and debuffs from certain activities, morality above certain threshold(morally sound person, the normal one) would cause debuffs to immoral activities, like killing other people, seeing corpses, seeing friends die, selling prisoners, and so on.

Person with questionable morals(close to 0 on scale from moral to amoral) would not get debuffs from questionable activities, would get minor debuff from canibalism depending on their dietary preferences, but also wouldn't be quite as thrilled with normal human interaction.

Person who is completely amoral(Psychopaths, you know the sort), would actually get a mood buff from normally amoral activities like selling humans, killing and looting corpses, and optionally, if the trait allows it, they would get a mood buff from eating human flesh, but otherwise would get a much smaller debuff doing so. They also could have problems living with other humans, and possibly even get debuff from seeing other colonists.

furthermore, a certain character traits(possibly invisible) could be added tied to background which would impact mood buffs and debuffs of certain things regardless of their morality stat, to simulate the unique character.

What are your thoughts on this?
#10
Help / damage magnifying
December 09, 2016, 05:00:14 PM
Hello there, I am interested in knowing the ways of magnifying damage depending on what kind of protective gear a pawn has. As in: how to deal raw damage to an unarmored pawn, but exponentially reduce it as pawn gets more sharp damage protection?

That way I will be able to simulate big, slow projectiles hitting vs. small, fast projectiles hitting, not only small, fast projectiles hitting all the time.
#11
Ideas / Advanced Ballistics
September 01, 2016, 08:55:30 PM
Idea: Variable damage and bullet speed over distance.

Similar functioning defs: accuracy decay.

It would be nice for each weapon to have(per weapon type) mechanism of damage and speed decay over distance. It would allow having greater ranges while maintaining balance and would give a "feeling" to supplement accuracy decay with distance, since effects would be quite visual.

Scheme of velocity decay, from slowest decay to fastest:

Rocket Launchers: would gain velocity with distance.
Charge weapons: would have no velocity decay with distance.
Sniper weapons(high velocity cartridges): would have very low velocity decay with distance.
Rifle weapons(rifle cartridge): would have low velocity decay with distance.
LMGs(rifle cartridge, automatic fire): would have low to moderate velocity decay with distance.
Assault Rifles(Intermidiate Cartridge): would have moderate velocity decay with distance.
SMGs(pistol cartridges, long barrel): would have high velocity decay with distance.
Pistols(pistol cartridges, short barrel): would have highest velocity decay with distance.

Scheme of damage decay, from slowest decay to fastest:

Rocket Launchers: damage would not decay.
Sniper weapons(high velocity cartridges): would have very low damage decay rate.
Rifle weapons(rifle cartridge): would have low damage decay rate.
LMGs(rifle cartridge, automatic fire): would have low to moderate damage decay rate.
Assault Rifles(Intermidiate Cartridge): would have moderate damage decay rate.
Charge weapons: would have above moderate damage decay rate.
SMGs(pistol cartridges, long barrel): would have high damage decay rate.
Pistols(pistol cartridges, short barrel): would have highest damage decay rate.

The idea to me seems moderately complicated since there is not too much(from my perspective) in the world design of rimworld which could collide with this concept aside from code organisation difficulties in itself. For creating a ballistic curve function you can use wiki as a source: https://en.wikipedia.org/wiki/Trajectory_of_a_projectile

Tynan, of course, I realize how many underwater stones there are in development of rimwold and am not by any means intricately acquainted with it, and I would like to hear, in short, what complications will stand in the way of implementation of this mechanic, whether it be a personal vision or technical problems.

Thank you for reading this far!
Cheers,

Plymouth
#12
Ideas / Polar problems of frozen bodies
June 16, 2016, 04:38:55 PM
Please implement a rule that states, if temperature drops below -50 degrees Celsius, pawns have to wear woolen parkas. Thank you.
#13
Stories / Salty Misery
June 11, 2016, 05:23:28 AM
I've been playing with an ocean biome mod and crashlanding mod recently, I would like to share the story that ensued. Enjoy.

Prelude:

Groombridge military dockyard record:
Quote from: Log 838-01
Year 5483, military transport ship Seleucia is to commit an energy catch manuever around the largely uncharted double star system ADS 49°13810 after a 200 lightyear timespace wave jump from Epsilon Eridani (BD−09°697) system, to later head towards the AD Leonis(BD−12°4523) Midworld system and ultimately Procyon(BD+6#°[REDACTED]) Prison world system. 

Year 5492, military transport ship Seleucia has stopped sending response signal. Status uknown. Crew is presumed dead or missing in action. Last report indicates possibility of mutiny

Groombridge military dockyard inventory record and ship description:
Quote from: Log 838-02
Seleucia is a Rhinoceros-class military service cargo vessel, designed for transport of toxic, explosive, and otherwise harmful substances, military personnel, prisoners, [DATA EXPUNGED], and passengers.

Inventory on the moment of departure includes:

1.     1x  Hercules-class hybrid nuclear fission-fusion breeder reactor.
2.     6x  Hydra-class engines.
3.   28x  Supercapacitors
4. 140x  Ton of supercoolant liquid.
5.     1x Prometheus-class AI navigation core.
6. 260x Cryogenic capsules.
7.   40x Crew escape pods.
8.     2x Redeemer-class mining drone.
9.     1x Uranium enrichment facility.
10.   5x Ton of Tritium
11.   5x Ton of Deuterium
12.   5x Ton of Uranium-238
13.   9x Glephgir-class plasma turret
14.   1x Life support subsystems.

Cargo at the moment of departure includes:

1.    40x Crew.
2.  151x Prisoners. 
3.    23x Passangers.
4.  140x Ton of hercules mortar artillery shells.
5.    30x Ton of small arms.
6.    60x Ton of body armor.
7.    45x Ton of explosives
8.    10x Ton of [REDACTED].
9.     #x Ton of [DATA EXPUNGED].
10.    3x Ton of  Passenger cargo.
10.   1x Captain.


Quote from: Log 838-03
Year 5513, we have recieved possible location of MIA Rhinoceros-class ship "Seleucia". From a mercenary company U[DATA EXPUNGED].

Information states that they have found the possible place of crash-landing as well as the remains of some of the passengers.

From the extensive description of the crash landing area we assume that only 30% of the ship has made it to the surface. Mercenary company's official has presented us with video and audio log, both from the ship's blackbox, by signal of which they were able to locate the crash site in the first place, and, what appears to be, personal ID-card audio record from the last 14 days of life of the person mentioned.

Quote from: Blackbox Record #1(AI)
5489/03/05  NAVIGATION  CORRECTION  INPUT  ACCEPTED,  VALUE  0.003%
5490/30/1  DUST  PARTICLES  COLLISION  COURSE  DETECTED:  ETC =  132  HOURS.  COMPUTING  SOLUTION.
5490/03/2  CORRECTING  MANUEVER  IS  EXECUTED.  ESTIMATED  DAMAGE  TO  THE SHIP:  30%.  ETI  =  136  HOURS.  NAVIGATION  ALARM  STATUS:  ON.

Quote from: Blackbox Record #5490/03/2(Captain)
*Navigation alarm sound*AI, report the predicted points of damage and outcome.

PREDICTED  POINTS  OF DAMAGE  ARE: CARGO  CONTAINERS #4,#5,#6,#7. PRISON  BLOCK #3, #4. ENGINE BLOCK #1,#2.

*grumbles*Well I'll be damned... AI, report any navigation course changes over the course of last year.

5489/03/05  NAVIGATION  CORRECTION  INPUT  ACCEPTED,  VALUE  0.003%

Report identity.

CAPTAIN- IDENTITY CONFIRMED

No way...


Quote from: Blackbox Record #5490/03/5(Security Channel)
Listen up, soldiers, we have a possible saboteur on board. Ship-wide armed searches are authorized. Prisoners which are found in a possession of a weapon are to be detained and kept under watch. Prisoners which show ANY form of resistance are to be shot on sight. Passengers which do not co-operate are to be shot on sight. Crewmembers which do not co-operate are to be... shot on sight.
Quote from: Blackbox Record #5490/03/6(Captain)

AI, report on status of the human resources on board.

23 RECORDED CASUALTIES, INCLUDING 14 FATAL. 42 UNITS ARE NOT FOUND ON CAMERA INPUT. FATAL CASUALTIES IN CHRNOLOGICAL ORDER WITH RELATED MURDERERS INCLUDE:

1.Donald Wong, Security Officer - killed by Gilbert Ramsey, Convict. 18 stab wounds. Areas: groin, eyes, neck, stomach, torso. Cause of death: organ failure, internal and external bleeding.

2. Gilbert Ramsey, Convict - killed by Bill Robbins, Seurity officer. 5 Gunshot wounds. Areas: Head, Torso, Left leg. Cause of death- brain trauma, organ failure.

3. Jamie Williamson, Convict - killed by Allen Hughes, Engineer. 12 blunt traumas. Areas:
Skull, Arms, Ribcage, Jaw. Cause of death - internal bleeding.

4. Allen Hughes, Engineer - killed by Jamie Williamson, Convict. 3 stab wounds. Areas: Neck, Stomach. Cause of death- bleeding, infection.

5. Domingo Chandler, Fighter Pilot - killed by Mining Drone Exhaust. 1 burn trauma. Areas: Torso. Cause of death- removal of internal organs and tissue by jet of plasma.

6. Pedro Parker, Convict - Killed by Ed Hines, convict. 8 stab wounds. Areas: Legs, Torso, Eyes. Cause of death: Brain damage, organ failure, bleeding.

7. Leslie Ortiz, Quartermaster - Killed by Ed Hines, convict. 4 cut wounds. Areas: Neck. Cause of death: Bleeding.

8. Ed Hines, convict - Killed by Robin Dinn, Medieval Farm Oaf. 48 bruises. Areas: Head, Arms, Torso, Legs. Cause of death: Internal bleeding.

9. Elena Wong, Warden - Suicide. Suffocation. Areas: Neck.

10. Marianne Poole, Glitterworld Surgeon - killed by explosion fragments. Areas: Heart, Brain, Liver.

11. Ralph Jensen, Security Officer - killed by crossfire. Areas: Torso, Head.

12. Cecil Leonard, convict. - killed by structural beam failure. Areas: Ribcage.

13. Betty Hamilton, Ministrel. - killed by drug overdose.

14. Leone Craddock, Navy scientist - killed by heart attack.

*sounds of heavy hitting behind the door* what the... *sounds of door getting kicked in* *mad laughter* OOO, CAP'N, IT SEEMS YOUR GLOREUOS CARRHER IS NOW A WEE BEHT OVA!! HAHAHAH FREEZE! *gunshot sounds* ...Fuck, the cap's done for... Group 109, I repeat, group 109, we have two casualties in captain's quarters. Uh-huh, got it Chief. AI, set course to the nearest planet.

CHIEF OF SECURITY PERMISSION HAS BEEN GRANTED. COURSE  CORRECTION  IN  PROGRESS. INITIAL IMPACT DAMAGE PREDICTION VALUE HAS CHANGED FROM 30% TO 60% ON STRUCTURAL DAMAGE SCALE. NEW AREAS AFFECTED: MINING DRONE BAY #1,#2, URANIUM ENRICHMENT FACILITY #1, CREW QUARTERS #2,#3,#7,#8.

ESTIMATED IMPACT TIME = 34 MINUTES.

Chief, you heard the AI?... Rounding everyone up on pods... Crew first, Passengers second, Prisoners left to rot, got it... Let's get it rolling, then.

UPDATE ON STATUS OF HUMAN RESOURCES:

15. Andre Reynolds, Covnict - Killed by Wayne Saunders, Security Officer. 5 Gunshots. Area: Torso, Head.

15. Lupe Ratliff, Captain - Killed by Wayne Saunders, Security Officer. 1 Gunshot. Area: Head. 




To be continued.
#14
Help / Project Armoury Github help
December 30, 2015, 03:58:08 PM
Greetings!
It's a very tall request, but If you feel you want to help push this mod closer to release, I would really appreciate bugfixing help, because as is the mod is still unplayable for even the mod loader itself denies to load it due to some critical error. It is a big chunk of code and textures, but I would very much like to get someone bugfixing it, because after adding another ton of guns I feel completely wasted... I know it's a very bold request, but it will really speed up the release. Thank you everyone who at least takes a look here:
This is my fork of development, feel free to create your own fork based off of mine and beat it into working condition by extensively checking for what might be causing the fatal error, as soon as you find the damn bit, I can take over from there and do all the non-lethal bugs and stuff. Very much thank you, here's the link to my fork of dev:
https://github.com/JackVernian/ProjectArmory
And here's the link to original dev:
https://github.com/RimWorldProjectArmory/ProjectArmory
And please, when you decide to look into it, focus your aim on finding what might be causing the game to abort the mod load process.
#15
Off-Topic / The Great War
December 25, 2015, 07:55:45 AM
History of WWI in greatest details, the channel started on the date of the start of WWI and they plan release videos on history week-by-week on the events of WWI and what was going on, from 2014 to 2018. Extremely interesting, besides the main week-by-week events there's also a lot more details and other videos showcased.
https://www.youtube.com/user/TheGreatWar

Here's a playlist where it all plays in a chronological order what they've gotten so far:
https://www.youtube.com/watch?v=6FgaL0xIazk&list=PLB2vhKMBjSxMK8YelHj6VS6w3KxuKsMvT
#16
Help / Troubleshooting the mod errors
December 24, 2015, 12:44:19 PM
how do you troubleshoot the mod errors if the rimworld says it's corrupted and refuses to load it at all?
What the major issues might be? Is there any log of Rimworld trying to load the mod and utterly failing to do so? I really need information on why it doesn't work If I want to amke it work  :-[
#17
Help / Weapons don't show up
May 02, 2015, 12:09:25 PM
No XML errors, mod loads just fine, but weapons are absent from debug spawn list as well as from smithing menu. Can't figure out what's wrong.
#18
Help / Types of Damage
April 30, 2015, 01:56:17 PM
Good people!
Is it possible to create new types of damage?
if it is possible could you give me a template?

Thanks in advance!  :P

Cheers!  ;D
#19
Help / Quick qustion about gun tags
April 29, 2015, 03:04:40 PM
For example, If I write tags "Advanced Gun" and "Heavy Gun" will raiding pawn have to fit both of these parameters or only one of them to carry the weapon?
#20
Bugs / Graphic_Random
April 20, 2015, 07:23:57 PM
-I added multiple textures for a gun and set "Graphic_Random".
-Madly wild flickering happened instead of steady random texture choice. All textures rapidly cycled through, creating an animation.
-I expected the game to pick a random texture, not create an animation out of all of them.
-You can reproduce this bug by adding multiple textures for a weapon and setting Graphic_Single to Graphic_Random