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Topics - windruf

#1
Ideas / Please no more caravan request with apparel.
December 09, 2018, 04:23:59 AM
1 get caravan request with 50+ apparel
2 use dev tools to get yourself enough
3 send caravan
4 try not to kill someone, when you come to other village and you counted wrong  ;)

possible solutions:
remove apparel from list of possible caravan requests
add filtering to item transfer screen
add filtering based on current caravan request
#2
Steps to reproduce:
1 place conduit and vent on the same tile (order is not important?)
2 when building colonist will put steel for both, then remove one steel for conduit and build vent.
3 conduit is never build until you order it second time.

works the same with autodoors, coolers and other things, that need steel to build.
#3
Ideas / Petition to Stop autoroofing!!!
August 25, 2015, 12:21:39 AM
Autoroofing is way to unpredictable [censored][censored][censored]!
#4
Ideas / "Any Stone" and Hauling Priority
July 15, 2015, 08:34:50 AM
1. it is PinA to count stones if they are enough for a building
now idea: new options for material menu
"anystone" - option in material list for a building means i don't care wich stone will be used.
"stone mix" - uses mix ot of awailiable stones HP is based on weakest stone used. and look is as if you build this wall from different stones. (f.e you build a wall tile from granite, other from marble but they all look the same and theyr hp will be based on marble)

2. it is painful to see colonists hauling steel and ignoring meat until it roots.
now idea: better haling priority
1 everything, that roots (corpses (excluding mechanoid corpses) meat, potatoes...)
2 everything, that gets damaged outside (weapons, apparel...)
3 everything else.
#5
General Discussion / Traiding system to test
February 05, 2015, 02:11:47 PM
a standalone trading window for playing around.
just unzip and start TraiderV2.jar or start.bat
and sorry it needs java se 1.8 to run so go to java.com

now what we got here: it is an standalone trading system demonstration. it has nothing to do with Rim World, except i'd like to see it in Rim World.
now to controls:
at the top there are your silver, balance and trader silver.
just below are 3 filters: Type, Material and Quality.
after that there is list of all goods. it can be scrolled up an down with mouse well or slider bar at the right.
every list item has 4 buttons (yellow triangles) buy/sell one/max.
buy/sell one just add/subtract 1 from numbers of your and trader's goods and change balance. but if you type a number in the text field between them, you can buy/sell exact number. typing a 0 into this field and pressing one of them will reset this position.
buy/sell max allows you to buy or sell a position complete in maximal 3 clicks:
1. if you have bought/sold something you do not want - press sell/buy max and it will be resetted.
2. if you bought/sold and want to buy/sell everything - press buy/sell max and it is done. or almost.
3. sometimes you/trader cannot afford your entire stock and buy/sell max will stop by amount you/trader can afford. click one more time buy/sell max to buy/sell complete stock but your/traders silver will drop under 0 so you have to sell/buy some stuff to get it over 0.

UPDATE
added a version, that will run on 1.7

[attachment deleted due to age]
#6
Ideas / changes for hauling and crafting
December 29, 2014, 04:59:24 AM
1. separate hauling into "bring it there" and "put it on tile" bringing reserves not a real tile but virtual space:
f.e a stockpile 20 tiles can hold steel, cloth and weapons. now it contains 20 steel, 30 cloth and 1 weapon -> so it has 17 virtual tiles and because there is no one who hauls something to this stockpile, real and virtual amounts are the same.
a colonist starts hauling a weapon to this stockpile -> now it has 16 virtual tiles(real there are 17 because colonist is still hauling) in witch tile he will put this weapon will be determinated when he arrives.
another colonist starts hauling 50 steel to this stockpile -> now it has virtual 70 steel. not enough to get over stack limit so there are still 16 virtual tiles.
third colonist starts hauling 50 cloth - > virtually it becomes 80 cloth and goes over stack limit so it will use up a virtual tile and there will be only 15 virtual tiles.

this will solve two problems:
a: "5 potatoes on 20 tiles" it happens often with grownable resources: colonists will bring them in small amounts and because there are many colonist, they will bring them to different tiles, because they are "reserved" and spread stuff over half stockpile even it this can fit on one tile.
b: "go to hell and bring me 5 potatoes" it happens all the time: a colonist goes to a stock, takes 1 (with words one) steel and hauls it to stockpile even if there enough space for ten stacks. more "funny" it becomes if you want to bring a stack of survival meals from siege camp... you send one hauler to bring a stack and he brings one meal because there was a place in one of stacks. you send him one more time and in the time he gets there someone eats one meal and your hauler will again bring one meal...

2. add a minimum and maximum skill required to bill config gui so you can say: this bill can only be done by a colonist with skill level 5-15 and this one with 18+ and this one is for people with maximal skill level 5. there are moments when you need more than one crafter for small tasks like stonecuting and smelting and don't want an low level crafter to do task that need high level crafting skill to succeed like weapon crafting and you do not want your high level crafter play around with low level tasks, when there are swords to smith.
#7
General Discussion / about heating
December 24, 2014, 02:08:55 PM
does every impassable object count as "outside" that draws heat?
#8
Ideas / skill decreasing owerhaul
December 19, 2014, 11:45:53 AM
add "maximal reached level" to every skill and gain and loose of experience will be based on difference between "maximal reached level" and "current level". the bigger is this difference, the slower you loose your exp and the quicker you get it back.
f.e
exp=exp-expLoose/(2^(maxLvl-curLvl));
and for exp gain
exp=exp+expGain*(1+.2*(maxLvl-curLvl));
#9
Ideas / Rare Book
November 16, 2014, 04:16:15 AM
rare book can be found in caves, fall from sky, bought from rare goods trader or found in an expedition.

first it needs to be translated(research option) then it gives you:
children book, manga, jocks collection: gives happy though when read
romance: when read higher chance for new relationship or makes stronger one colonist have
XXX adviser: gives a bonus to work like better quality speed and/or quantity for named job. (f.e "sword smith adviser" gives higher chances for crafting superior quality swords and "seasoning adviser" doubles time meals need to root) only one copy gives this bonus. other you can just sell.
science book : gives you new research options
XXX for dummies: when read, gives colonist  EXP for this skill up to level 10.
XXX for master: gives EXP to this skill, when skill is at last 10.


what it gives:
-researcher are useful in later game
-an activity for idle colonists
-funny moments, when your colonists go on expedition and after loosing two people bring you only an rare book, and it is a stupid manga.
#10
Bugs / hard lag caused by stockpiles
November 02, 2014, 03:06:40 PM
had a extremely hard lag (one second every few seconds) caused by AI (cos it disappeared when i paused) and it is gone after i sold good part of stuff on my stockpiles. so i think it is caused by workgiver who tries to find a place to put some stuff and for every damn thing that can be put on this full stockpile it checked every tile if there is place to put stuff on it. so two standard trading stockpiles X over hundred weapons and even a high-end PC is in trouble.

maybe you should add an flag "full" to every stockpile and check this every time workgiver will try to put something on this stockpile.

and apropos lag: can you please make that there is only possible to have no more than 100 visitors/attackers per visiting/attacking side.
#11
Ideas / Dear Santa
October 26, 2014, 09:22:39 AM
Dear Santa, for this X-Mas i wish
Unforbid tool
KillThemAll tool
Health Overview
Gear Overview.

i hope i was nice this year, so i get them ;)

unforbid and kill them all tools are the same like "Harvest" or "Haul" tools. first unforbids everything and second orders your hunters to kill incapped enemies

overviews are like work overview just showing
health of every bodypart for every colonist in color: blue-enchanted, green-ok, yellow-light damaged, red-several damaged, gray-destroyed.
gear every colonist is wearing.
#12
Bugs / Dancing Fire Bug
October 17, 2014, 11:58:09 AM
Fire Jumps around and throwing lots of exceptions
reload didn't help

P.S
it is PinA to get screenshot under 300 KB

[attachment deleted by admin: too old]
#13
Ideas / new trading system
October 12, 2014, 03:49:15 AM
to be blunt: it sucks.
it is the same old trading system only now everything is small and altogether. and because silver is too on list, it will disappear when you scroll down and you have to scroll back to see if you haven't gone over your credit. or trader's. and the worst thing there was on old trading system is there: the damn selling tons of stuff is still long patient winding.

now suggestion:
put silver on frame, so you can always see it
add filters: so you can choose, what you are looking for instead of scrolling complete list
add a way to enter number of items we want to sell or buy: for example: click on number will open small dialogue where you can enter a number and press "sell" of "buy"
or "buy max" or "sell max" based on number items trader has and your silver or vice versa.
#14
Ideas / Overwhelming Forces side B
July 15, 2014, 01:19:47 PM
like ianfkyeah i had a problem with overwhelming forces but another way.

27 colonists, lots of turrets, city wall and about 200 tribals(managed to chose about half of the bodies on the ground -> 80*2=160 and some more have runaway)

have won. but my quadro core with 8 gig RAM and NVidia GeForce GTX 560 was hardly able to show me those attacker and do more than 1 FPS.

i thought about do quality over quantity:
5 levels: peasant, warrior, elite, champion, warlord. every next level has better stats, armor, weapon so it can do about same damage as 2 of previous level.
warlord=2 champions = 4 elite = 8 warrior = 16 peasants.
so instead of 160 peasants you can send 10 warlords. it should stay challenging for player and not for his hardware.

for example for tribals
1 peasant: collector, stonethrower.
2 warior: hunter(bow), warrior(pila, letherarmor)
3 elite: berserker(axe, shield)
4 champion: warpanter
5 warlord: warmufalo rider

[attachment deleted by admin: too old]
#15
Ideas / Work Manager AI
June 23, 2014, 01:49:42 PM
damn! 11 idle colonists and Rimworld becomes turnbased! to many looking for a work and too often.

idea is to make an AI that manages list of works: looks for more, gives it to most suited colonist(better skill, closer) and if colonist want a break, it can give work back to work manager.

pros:
1. lookForAJob method will be called less often.
2. this method becomes resource eater cos many works can be added to the list directly(building, mining, hunting...)
3. better priority management
4. no more carousels
contras:
don't see any
#16
Bugs / Turrets don't target over obstacles
June 11, 2014, 08:31:19 AM
turrets don't target over throughshootable obstacles, even if colonists do. if there is no clear path between turret and raider

on the first neither turrets nor raider attack
and on second, when i made a hole in back wall they start atacking

[attachment deleted by admin: too old]
#17
Ideas / less random please
January 30, 2014, 06:34:10 AM
testing the new version
biggest problem so far is to get some decent colonists, that will do work without exception.
can we PLEASE have the possibility to choose backgrounds, traits, gender, look. 
#18
Ideas / new building algorytm
January 06, 2014, 02:07:10 AM
we all know the situation when a colonist stops to work and go away and after a while another colonist comes and finishes the job. or they do firefighting and stop it unfinished cos someone else is already doing this (he is just on the way) and they do not care if they will be done even before he will arrive.

now suggestion:
step 1: combine many equal tasks to a job
step 2: send a colonist to do a job not a single task.
step 3: determinate time of completion: time to get here + time to build.
step 4: after arrival colonist will chose a task he will do.
step 5: another colonist, if he wants to do this job, have to check if he will arrive before this job will be ready.

second variation:
allow a colonist to take over other colonist's task if this colonist to far away.
#19
Ideas / New AI Storyteller Swenn Soap
November 20, 2013, 12:57:35 AM
was visiting mom this weekend and seen her watch soaps and then like boom! got idea: a new storyteller Swenn Soap.

she plays like Poebe Friendly except of lots and lots of social events written with so much drama, that your palm automatically covers your face.
like:
amnesia - all skills are 0 and incapable of almost everything.
he forgot about me thought - if there someone with amnesia whom this one likes.
colonist A start to fight colonist B for love of colonist C...
colonist D has seen a squirrel and remembered her son who is now far-far away on a distant planet...
colonist E and colonist F want to live together...
a raider said to colonist G that he is his father and now he things what that means...
colonist H is sad cos it is valentinsday and no one has given her any chocolate...
and so on...
the more cliché it is and the more drama it has the better.
and every sneezer you make can start an event:
for example you sell a gun:
a) how dare you sell my papas gun!!!!
b) good we sold this damn old thing! we are lucky this thing didn't blow up in our faces!
c) ohh! we have money! can i buy a new dress?
...
when loosing is fun - loosing with fun is even better ;)