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Topics - MarvinKosh

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1
Video / Inferno RimWorld
« on: September 22, 2018, 08:06:24 AM »
Hey guys!

Yesterday I continued my on-stream playthrough of the new Inferno Planet scenario included in the B19 test version of Solar Apocalypse & Rogue Planet. It's a variation on the Naked Brutality scenario, with five contestants of a brutal reality gameshow cast down on a rimworld to search for or build a ship to escape, while every day the temperature slowly rises.

It was a fun stream, with some moments created by Randy Random's odd sense of humour, some from just RNG.

I'm looking to continue it soon, I'll get a video up which will provide a recap for those who missed the stream.

2
Suggestions / Improved hauling
« on: September 11, 2018, 01:33:37 PM »
So, I don't know if it's a bit late for 1.0, but one of the things which is still lacking in Beta 19 is the hauling AI.

Specifically, I'm talking about haulers dragging a small amount of ingredients from a low priority stockpile to a higher priority stockpile. Because not every player builds a gigantic freezer next to their kitchen.

The RimWorld Search Agency mod does a great job of reducing this silly behaviour by adding a slider to stockpiles which controls when a cell in a stockpile needs to be refilled by haulers.

The benefit of this is that haulers can haul in other general things instead of repetitively dragging from a storage building to the kitchen storage. Outdoor deterioration can be quite pronounced when you factor in rain, and there's nothing in the hauling routine to tell haulers that some things don't react well to being left outside. Having haulers being effective while cooking is happening makes a significant difference.

3
Mod bugs / Exception ticking Prisoner when attempting prison break
« on: August 30, 2018, 09:56:55 PM »
Posting this here because I'm running B19 with mods.

I ran into a curious error which seemed to indicate that one of my prisoners was trying to prison break.

Code: [Select]
Exception ticking Coyote (at (173, 0, 107)): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.WildManUtility.WildManShouldReachOutsideNow (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.Building_Door.PawnCanOpen (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.Building_Door.CanPhysicallyPass (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Verse.AI.PathFinder.GetBuildingCost (Verse.Building b, TraverseParms traverseParms, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.PathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.RoomsAreCloseToEachOther (Verse.Room a, Verse.Room b) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.StartPrisonBreakIn (Verse.Room room, System.Collections.Generic.List`1 outAllEscapingPrisoners, Int32 sapperThingID, System.Collections.Generic.HashSet`1 participatingRooms) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.StartPrisonBreak (Verse.Pawn initiator, System.String& letterText, System.String& letterLabel, Verse.LetterDef& letterDef) [0x00000] in <filename unknown>:0
  at RimWorld.PrisonBreakUtility.StartPrisonBreak (Verse.Pawn initiator) [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_GuestTracker.GuestTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Full output_log is attached. Mods? I'm running Combat Readiness Check, Solar Apocalypse & Rogue Planet, and Set Up Camp. There's some debug output from one of my mods in the log, just so you know. I don't think it is a mod bug, but obviously I haven't been able to reproduce it in vanilla yet.

4
Unfinished / [B18] [Testing] Milk Close to Stockpile
« on: June 09, 2018, 10:08:08 PM »
v0.9.1 "What do you mean it's not finished yet?!" test version

Download from Dropbox: https://www.dropbox.com/s/8z4gejfyc584bep/MarvsMilkCloseToStockpile091_TEST.zip?dl=0

Description:

Hey guys, if you have muffalos or boomalopes in your colony, here's a mod which might help your handlers and haulers out. It could use some further testing. I haven't had any major problems with it and it should be compatible with other animal mods, but it could probably use some refinement.

Changes:
- Colonists will only milk animals when they are relatively close to a stockpile which is allowed to contain their milk product (so, in theory, this works with any animal that can be milked, like boomalopes for example).
- Animals will in turn move to a place near to those stockpiles and in their allowed area when they are ready for milking.

Known issues:
Wild animals will wander around at a fast pace, regardless of whether they can or need to be milked.

5
I don't know if this is even possible, but it would be nice if the weather sounds were muffled by walls and roofing. At the moment, I can be looking at a colony which is deep under a mountain but the wind is howling away like I'm outside the colony.

6
Because having a single frail guy with a machine pistol trying to keep up with a normal guy with molotov cocktails is hilarious, but doesn't really accomplish the the job of escorting very well.

Also, the guy with the grenades doesn't really wait for escorts to catch up, leaving himself dangerously exposed in this circumstance.

7
Suggestions / Less random joy selection
« on: May 22, 2018, 05:16:43 PM »
If there are joy sources all over the current map, colonists will potentially pick one which is far away, even if there is an identical source which is closer.

Instead, I think that colonists should prefer not to spend too long getting to a joy source.

8
Video / [B18] Lost in a Cave with Randy Random (Modded)
« on: April 26, 2018, 08:16:03 PM »
Hey guys,

It's been a while since I did a RimWorld video or stream! Anyway, I'll be doing some streams on Twitch for a couple of hours at a time at https://twitch.tv/marvinkosh if you would like to stop by. Days still to be decided but I'm hoping to stream again soon. RL stuff is currently getting in the way.

If you didn't check out Parts 1 and 2, don't worry, nothing too exciting happened, but here's a highlights video:

https://www.twitch.tv/videos/267767303


9
Suggestions / Caring for elderly visitors
« on: January 22, 2018, 01:09:39 AM »
Today I had some visitors to my colony.

One of them was 86, and had Alzheimer's, Bad Back and Frail.

He got to my colony just in time to flop on the ground from trivial malnutrition. I only learned about it because I got a notification about a wounded guest being taken by his faction.

Anyway, here's my suggestion. Instead of letting these elderly guests walk under their own power, and assuming that they should visit at all, please please please can they be carried to their destination by one of their younger friends?

10
Suggestions / We have ways of making you talk
« on: December 21, 2017, 06:17:34 PM »
The quests system is fine and all, but I think you have to be allied to or friendly with other factions to get quests.

I was thinking that, in much the same way as you can get map information from prisoners in Dungeon Keeper 2, you could learn about item stashes and raidable outposts by talking to prisoners.

11
Suggestions / Insects in winter seal up entrances to protect the hive
« on: December 09, 2017, 06:04:08 PM »
When you have insect hives in mountain caves in very cold biomes, they can frequently die in the winter.

There is the obvious downside of a bunch of insects going nuts because their hive has poofed, but you also kind of wonder, how did these hives come to be established if it's so cold for a lot of the year?

What I suggest is that when the temperature starts to get cold, insects start to seal up the caves so that any heat generated (e.g. by body heat) stays inside the cave. And maybe the hives can produce something like glow pods which also produces a little bit of warmth.

12
Suggestions / Simulate passage of time for world pawns
« on: November 14, 2017, 11:59:26 PM »
World pawns are seemingly frozen in time.

If a refugee crashes in an escape pod and ultimately leaves the map, they do not join a faction, their injuries are exactly how they were when they left the map, and their needs are unaltered.

Obviously, it would possibly lead to reduced performance if they were continuously simulated in the background, but what about a rough approximation of that when they return, based on how long they've been gone?

13
Suggestions / Chiseled stone
« on: November 11, 2017, 05:38:17 PM »
In places where smoothed stone and stone tile flooring or flagstone meet, the transition between the two is a little bit ugly.

I suggest that smooth stone flooring should be able to be chiseled to better match tiles or flagstones.

14
Bugs / [A18] Possible oversight with the datbase tales list tool
« on: November 02, 2017, 09:26:14 PM »
So I was trying out the Database tales list tool from the debug logging menu.

I'd just banished someone, but there's no tale for banishment to guilt trip me later on. That seems like an oversight. :)


Moderator's edit (Calahan) - Split from the A18 feedback thread.

15
Stories / Banastra and her caravan
« on: November 01, 2017, 11:48:00 PM »
Banastra and her caravan visit a settlement named Mystic Caves. It's an electrifying experience. They buy four tubes of Flake, and then move on.

https://imgur.com/a/XAnta

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