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Topics - DNK

#1
Help / Can't get leafless tree graphics to work
November 16, 2018, 05:24:24 PM
I've tried every which way to make it work.

Current folder setup is:
Textures/Things/Plant/barepoplartree/barepoplartree.png

Def setting is:
<leaflessGraphicPath>Things/Plant/barepoplartree</leaflessGraphicPath>

Just red X boxes.

I tried adding a _leafless on to the end of things, in case that was part of the magical invocation that allows you to see them: nope.
I tried adding an additional "/barepoplartree" to the def line: nope.
I tried removing the folder and just leaving the images in the Plant directory: nope.

What gives?
#2
Ideas / Non-lethal weaponry
May 04, 2017, 05:45:11 PM
That basically. It'd take longer to neutralize an enemy (3x time?), but they would receive limited injuries. Would be extremely useful for breaking up intra-colonist fights too.

Think of all the slaves rescued and released frenemies you could have!
#3
Just thought I'd gripe a bit. I'm playing Phoebe as usual, fairly hard difficulty, and most of the raids are easily handled, albeit with a bit of injuries.

For instance, a group of about 8 poorly armed outlanders did a siege, I think I got one stab from a shiv and killed 5. Another was mechanoids, which took a lot of patience with a sniper rifle (my only one) but was handled eventually. Only one man lost a leg, not too bad.

So my tribals with 1 sniper rifle, a mech minigun, and 8 axes then gets assaulted by about 30 boomrats.

What the F? How is that remotely in line with the other "big threats"? I had absolutely no way to survive that encounter. I had to reload an earlier day, it was a literally unwinnable situation. There is no vanilla way to handle that as a tribal start.

But just about any massive (and laggy) manhunter pack is going to do that, when it spawns like 3-5x my number of colonists. Boomrats obviously are pretty bad. But it felt like a very Randy situation, and I shouldn't get those as Phoebe or even Cass.
#4
Ideas / Colony Culture based on player decisions
April 17, 2017, 06:46:59 PM
The basic idea here is that a player's decisions will alter a "colony culture" variable that in turn has impacts on how pawns feel about certain events, each other, and could have a variety of minor nerfs/buffs to things like weapon usage, negotiation, recruitment, etc (all within the realm of 5-15% at most).

This is a form of dynamic feedback for actions a player takes.

For instance, executing or harvesting captured prisoners would shift the culture towards "sociopaths", along the sociopath-empath spectrum. On the sociopath end, all colonists would have a slight decrease in pro-social attitudes towards each other (more insults, more drama) and a much harder time recruiting the few prisoners they didn't want to eat.

A colony that routinely does "catch and release" after a nice chat and a cup of tea for prisoners would see buffs to socializing, recruitment, and so on.

Another cultural spectrum could be war-peace. The more a colony trains for battle (mod currently, but I hope this makes the final game), and the higher %age of attackers killed, the more a colony kills fallen attackers (rather than just leaving them or rescuing them), the farther on the war side it is. This would give bonuses to combat stats and speed up leveling, while a more peaceful colony would see increased traders coming by and a small mood buff "peaceful colony +5" or some such.

You could have a few major spectra, each shifting based on player choices. This doesn't create a "best" way to play, just tradeoffs and specializations.

It's sort of like how the new Dishonored has the world subtly shift based on the player's approach. I enjoy that sort of feedback, but it doesn't need to be anything major, just little things, subtleties to player strategies.
#5
Ideas / Education = Increases Tech Level
April 13, 2017, 06:32:41 PM
Basic idea: colonies can buy books for a given tech level. Pawns can spend time studying books, which raises a "knowledge" skill.

The colony's tech level is an average of this skill for everyone in the colony. Also the math for research penalties can be more flexible, since you just multiply based on the [average skill] rather than a simplistic "level 1, 2, 3" thing.

This has the added benefit of allowing a colony to raise its tech level just by letting in more knowledgeable newcomers (or reducing it if you add in a bunch of tribals).

At the very least, this should be easily modded I guess.
#6
That's basically it. I want to do a nature mod, and Shutterstock has a ton of great pictures I can use. I read through their terms, and it's not really clear to me, not being a lawyer. This is obviously non-commercial use. I would be editing the images, of course.

Here's an example of what I'm after:



I know someone else is doing something similar, but I prefer it to my taste. I know it doesn't look great with the rock chunks drawing over the trees, but whatever, I still think it's better than vanilla.
#7
Ideas / Taller Grass
November 13, 2016, 02:12:42 PM
Currently, I think the grass in the game looks pretty... poor. Most of the map is brown dirt, even with "full" grass coverage, and of course after a year or two, some alpha beavers, the odd lightning storm, it's a brown mess.

I think the swaying vegetation is a real positive of the game's artistic style, yet grass, arguably the swayingest of plants, is miniscule.

Coverage needs to be fuller, as in the picture I made below:




I would argue that most of the plant assets need an overhaul to "fill in" their tiles. Perhaps this goes against the ease of quickly viewing and seeing what's in a tile approach, or perhaps it's all just a placeholder for now, but I'm sort of sick of seeing mud everywhere when the game looks so much better filled in with vegeatation.

PS: if anyone wants to make their game look similar, go to core\defs\thingdefs_plants\plants_wild_temperage.xml and change this under PlantGrass

      <visualSizeRange>
        <min>0.8</min>
        <max>2.5</max>
      </visualSizeRange>
#8
A simple idea, but if a trader comes buy and you buy them out of X, they should come with 2X next time. Reason being, you are building up a trading relationship with them, and as your needs grew, they would naturally want to supply you with more and more (that's their business after all).

Basically, for any given trader, they should remember past purchases and that should alter the amount they bring in the future.
#9
Ideas / Build Roof
April 15, 2016, 07:46:59 PM
Currently, the only way to build a roof is to ring a wall around an area. I would love to easily be able to add roofing to areas, like an overhang around walking paths or to make a gazebo-type building or an "open workshop" type building.

Obviously, there would need to be a supporting wall adjacent or connected to the tile by roofing.
#10
When mousing over a tile, the walk speed % in the lower left only indicates the tile's base walking speed multiplier. Trees, objects, grass, whatever, is not added in, although it is still affecting pawns' movement rate.

For instance, a tile with soil and a tree should be like 10% walk speed, yet it will just show 87%, which is the modifier for the soil base layer.
#11
Ideas / Suggestion for this subforum
April 10, 2016, 02:38:11 PM
It would be nice if this forum had a way to "like/dislike" a thread, so we could quickly see the community's feelings on a given idea. Might help Tynan figure out what the most-desired changes are.
#12
Mods / [Idea] Colony-wide Ammo
October 11, 2015, 08:59:23 AM
You can buy/loot/make ammo for different weapon classes (arrows, bullets, batteries, etc).
A script checks how much of X ammo type you have in your stockpiles regularly.
If a colonist tries to fire a weapon, another script checks if you have any of the relevant ammo type first.
If yes: fire, random ammo stockpile -1.
If no: cannot fire.
The end.

This sounds simple enough to me, and it adds a bit of realism/difficulty/management to the game.
#13
Support / 0 Downloads after downloading once?
September 29, 2015, 03:22:51 PM
I downloaded A12a once. I came back to the page today to get A12d, and it says I have 0 downloads left. What gives?
#14
Ideas / Pawns are waaay too slow
July 31, 2015, 01:23:08 PM
As it says in the title. I personally modified my game to make pawns something like 3x faster. It is SO MUCH BETTER. No longer does "picking up an item 200m away" take literally 12 hours. No longer does "going to the dining room to eat" take 4 hours. It just happens in a somewhat reasonable amount of time, and I don't have to worry that "mining that distant ore is going to cripple my colony" or that "a crashed space part is going to require me to starve 10 pawns for 3 days to destroy because it takes them 2 days round trip".

I know it removes a bit of the spatial challenge, and also it makes melee units a lot tougher (which can be made up for with faster gun fire rates), but I just got so tired of constantly being hamstrung by weak hamstrings.

Anyone who wants to experiment with this, there's a file under ThingDefs\Races_Humanoid.xml. Modify:

      <MoveSpeed>4.61</MoveSpeed>

To something faster. I am using 12.5, and it's very nice.
#15
General Discussion / Something new in the works?
July 16, 2015, 05:48:29 PM
From the changelog:
QuotePainted art for multi-analyzer, tool cabinet, vitals monitor.

Three new things, what do they do? They sound like the sorts of things that would be stationary and have a positive effect on workers and tasks done within an area/room around them. Say, like, an Area of Effect building.

#16
Ideas / More communications options for more traders
March 29, 2015, 02:04:29 PM
I'd like to see additional research open up higher level beacons/comms consoles that increase your comms range and put you in contact with more traders (ie greater trader frequency and more trade options).

Just a minor thought. I've already modded the game to have a higher trader frequency, and felt that it should be something you could unlock as you progress through the game, as I appreciate both the early challenge of few traders, and the later game benefits of regular trading.

I guess Tynan has said that the current system is a placeholder, but even so, whatever system we get, it'd be nice to have something progressive like this. Perhaps something that starts with just local trade and later unlocks trade with nearby ships, and with long-range consoles, truly intersolar shipping routes.
#17
In its current state, Rimworld is mostly a tale about a very small band of survivors who land on a planet and can generally rebuild advanced technologies rapidly from scratch and whose primary goal is to leave the planet within a year or two, not increasing their population much beyond a dozen members, and surviving a few minor assaults from locals.

While I enjoy the game as-is a lot, I do wish/hope/yearn for more, and feel that this is not living up to the game's potential. It works for this stage of development, but I want to see a lot more down the road.

For instance, I want to manage an actual colony (not just a group of crash survivors) that can grow to 50 or 100 or more, much like in DF. I see no engine limitations to this, though I suppose many lesser computers might not handle it as well.

Also, if we're going with crash survivors, I'd like to see rebuilding from actual scratch, moving from primitive techs and rebuilding civilization sort of, rather than just jumping to advanced stuff like hydroponics, etc, OR at least the ability at colony start to choose your starting tech position, allowing for a more challenging/long game for those who wish. A game where research was a very central part of your colony's progress, and measured in months rather than hours, requiring multiple benches and people eventually, a constant colonial investment of so many percentages of workhours to advance tech levels, with exponentially increasing research times for advanced techs to go along with vastly expanding colony sizes and economic output... and dangers as you make yourself more visible in the intergalactic trading markets (and pirate hives).

I'd like to see a game where "winning" wasn't just building a spaceship and leaving (I know this is a placeholder by Tynan), but building a fully flourished, advanced-world city capable of fending off massive mecha-pirate assaults and dominating your otherwise backward rimworld planet through sheer political and economic dominance.

Of course, my tastes might differ from others, and from the developer's wishes, but I'm just curious what others feel about the underlying nature of the game in terms of:

technological progression
size/scope
end goals.
#18
Ideas / Variable blood loss rate
March 25, 2015, 02:10:23 PM
Currently, it seems that blood loss -regardless of severity of damage(s)- is always about 3% per 15min tick. So, a guy with a scratch bleeds out at the same rate (about 24hrs) as the guy with 15 bullet holes and stab wounds.

Given all the detail given to bodies and damage in the game, this seems a rather large oversight and unrealistic and unnecessary given we already have bloodloss rates per differing damage types (which multiplies per wound).

I know there's some players that don't want to play a "hard" game where pawns could actually bleed out in a half hour after being shot 20 times, so perhaps just make it a toggleable difficulty option?
#19
Simple. I'm tired of having pawns travel halfway across a map to pickup a pistol, then having to come back and back again to pick up a few other minor items. Pawns have a certain carrying limit, but they can only carry one type of item at once, which makes raid/siege cleanup an utter nightmare, and makes everyday hauling a bit more of a PITA as well.

So, let's let them fill up their carrying "inventory" with multiple object types!
#20
Ideas / Nearby Worker Enhancing Buildings
March 23, 2015, 02:21:40 PM
Simple idea: buildings (like production/decoration/furniture) that improve worker efficiency/speed/quality within a given radius/room.

For example, you have a medical room with a medical bed. The bed already improves effectiveness, but wait! You've also got a "medical tray" in the room, which increases the effectiveness of any doctor working within 5 tiles. Also, you've got a "life support system", which increases the healing effectiveness/rate of anyone within 5 tiles.

Or, another example, you have a cook stove. Next to it you now also could have a "extra range", which increases your cook's speed by 10%, and next to that you have an "advanced cooking utensil container", which increases speed and quality by 15%, etc, etc.

The point isn't just to make things faster, but to create a new category of buildings (which modders can go crazy with) that serve multiple purposes:
1) obvious increase effectiveness of tasks
2) add something to decorate rooms fitting a given category (now a medical bay is more than just a medical bed)
3) add something that allows you to modularly improve your colony's effectiveness with lesser cost:benefit buildings
4) add something that gives additional research trees to allow the player to strategize more with his expanding colony's needs