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Topics - letharion

#1
Currently, using ItchyFlea's Map Generator Pack, and playing on a snow world, the notifications in the top left are often unreadable.

Since all the non-underground world is very close to white, the text doesn't show. If one doesn't hear the audio feedback, one won't even know there was a message.

Given the recent change log entry: "Biomes stubbed in and generated on map: tundra, boreal forest, temperate forest, tropical rainforest, desert.", this is bound to become a problem in the base game as well I guess.
#2
Bugs / Please improve debug output
July 09, 2014, 06:33:10 PM
I have a game running with multiple mods. After a long time, a couple of bugs have emerged. Some are big, some are small, some a clearly mod related, some might not be.

Since there are multiple mods and multiple bugs involved, it's not obvious how I go about effectively reporting the bug.

Please make it easier to figure what went wrong and why.

Suggestions:

  • Strip the absolute paths from the back trace. Seeing that the code was residing on C:\ when compiled only takes up space. Removing this information would improve readability.
  • 1. Make it simple to copy the back trace from a log message. This makes it easier for me to read it as I can reformat it, and allows me to post it to mantis or the relevant mod topic.
  • Include more information in the back trace. Currently when reading my back traces, I find nothing that's really helpful in determining more than "something broke". I see a couple of function names, but they all look completely generic "GiveJob", or some such. Perhaps including function arguments could be a way forward, though I realize this might have a massive performance penalty.
  • I have no idea how this would work really, but there's probably lots of RW players who can't meaningfully read a back trace. Adding some kind of tools for them to help report problems better would be good.
#3
For example when an escape pod crashes in the area, one can choose to either "arrest", or "capture" the crashee (is that a word?). Both the individual actions make sense, but I find it confusing that both actions are available at the same time on the same NPC.

What's the difference? As far as I can tell both actions do the same thing.
#4
Ideas / Terran calendar
June 23, 2014, 03:22:46 PM
To add a bit to the difference between "our world" and "RimWorld", I suggest the game adopts the "Terran calendar"[1] as the in game calendar.

   1: http://terrancalendar.com
#5
Ideas / Consider colorblind people
March 27, 2014, 04:20:25 PM
Seeing
QuoteDifferent teams have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.
from todays changelog, I though it worthwhile to point out that the red range may not be helpful at all to some people.

FWIW, here's two interesting links on the topic as it relates to game development:

Is there an optimum set of colors for 10 players
What is the best way to avoid colorblind issues
#6
The mods list only lists 16 mods :(

so if you have more, then you can't see them, and you can't enable them.

One way of getting around this is to add the mods in reverse alphabetical order, such that "Wood economy" can be enabled, then pushed of the list when other mods are added, but still remain enabled. This is less than ideal however.

Is there a XML file somewhere listing the modules and their state? Until the UI is improved, this would be useful.
#7
Bugs / Unable to close trading window
March 08, 2014, 12:39:09 PM
Occasionally the trading window cannot be closed.

After finishing my trading, I click the "Close" buttom, and/or the X in the upper right corner.

Most of the time, this works just fine as one would expect, but occasionally, nothing happens. Clicking multiple times can help, but sometimes that doesn't help either.

Unfortunately it's not reproducible in any way that I know of, so uploading a save probably isn't helpful :(

The one thing I can think of is that I don't remember it happening before I lowered my resolution. I've had the resolution so low that the edges of the trade window appeared outside of the game window. Might or might not be relevant. I've upped the resolution now to see if it happens again.
#8
Following on this post: http://ludeon.com/forums/index.php?topic=2402.0 it would actually be really cool to have rimworld on a mobile device. With the 2D graphics, I could see it work really well on something like a Nexus 10 or Ipad.

I realize it's a lot of work, but perhaps something for Tynan to consider, if he hasn't already.
#9
Having become a huge fan of RimWorld, I now wish I could play it on the go.

What game(s) are similar to RimWorld, but work on mobile devices?
#10
Bugs / [M|0.0.363] Completely fails to start. [Solved]
February 26, 2014, 02:49:56 PM
I downloaded alpha 2. Deleted alpha 1. Unpacked 2, tried to start it by right clicking and choosing open.

OSX gives the standard unauthorized app error, and I confirm I want to start the application. The bottom bar for a brief moment appears to be starting a new a new app, as space is opening up for a new icon, but after a split second, it reverts. I assume the app either crashes or just exits here.

Remove alpha 2, unpack again.

Remove zip-file, re-download the game. Unpack, try to start again. Same issue.

rm -rf ~/Library/Caches/unity.Ludeon\ Studios.RimWorld/
rm -rf ~/Library/Saved\ Application\ State/unity.Ludeon\ Studios.RimWorld.savedState/
rm -rf ~/Library/Preferences/unity.Ludeon\ Studios.RimWorld.plist


Issue still persists.

I'm not aware of Rimworld producing any logs, nor do I know how to launch OSX apps from a shell to see if they output anything interesting.

Whine in the forum, but be secretly happy that you may be doing something productive this evening :P
#11
The current shell script starts the "from the current directory", like this:
./$GAMEFILE
this is fine in itself, but fails if my current working directory for some reason is not the directory of the gamefile.

If the shell script were to begin with:
cd `dirname $0`
it would change into the appropriate directory by itself.

dirname prints the directory of it's argument, and $0 is the file being executed.

Please consider adding this. :)

(Yes, some people really are weird enough that they use the terminal to start their stuff, and this tweak is helpful to us ;) )