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Topics - A_Soft_Machine_Man

#1
Mods / Variable Projectile Velocity
January 30, 2017, 06:34:26 PM
Hey guys,

So I'm trying to get into modding for myself from scratch, rather than just altering someone else's assets to suit my own tastes. I ultimately have two ideas in mind, one I'm 99% certain will require some C# trickery while the second may be (hopefully) managed with only a little work in XML.

Long story short is I want to add in variable projectile velocity and an armor set which allows for short range teleportation.

Focusing on the former, I know Plymouth already made a thread about it but got no replies. My question is can it be done purely in XML, or would it require some baseline alterations to projectile behavior in C#?

As for the latter, I know this will require some C# trickery. The basic Idea I have is that the pawn wearing the armor set would have a commanded ability to teleport within a limited radius (think the standard command for directed shooting, but instead instantly altering the pawn's tile position). Any and all help/advice would be extremely appreciated
#2
Stories / Keeping it in the Family
April 17, 2016, 09:26:45 PM
Who knew Rimworld Cougars actually hail from the American Deep South



God, I love Rimworld breeding mechanics
#3
General Discussion / Joy Optimization
September 09, 2015, 07:48:22 PM
Hey everyone, ever since the joy mechanic has been introduced 90% of my failed colonies have resulted from people breaking down, usually due to being joy deprived combined with other factors (people need to stop being so whiny about dirty floors, heh).

I've tried several methods of ensuring my colonists get enough joy, and so far none have really worked out. I've tried setting restrictions so colonists are forced to engage in joy at least eight hours a day, but that didn't work, and I've tried the other extreme where I set all restrictions to "do anything" all the time, hoping they'd be able to take care of their own needs based on their respective priorities. This also failed.

I'm really curious as to what you guys due to ensure your colonies don't implode under the weight of their misery and what I'm doing wrong as far as ensuring that doesn't happen.
#4
Mechanoids dropping upon us for an immediate attack!



Eleven centipedes.



Zero problems with no killbox needed.

(Mods used: EdB Prepare Carefully, EdB Interface Mod, Rimsenal by rooki1)
#5
Ideas / Hydroelectric/Biofuel Power
January 19, 2015, 08:32:29 PM
Hey everyone, not sure if there's already been a thread on this (my search turned up nothing but some general brainstorming in, well, brainstorming threads) so I apologize in advance if there has been.

Basically I  want to see even more diversity in the power situation, as I often find that having nearby steam vents is integral to any successful colony, unless you have a ton of open space for solar/wind farms capable of running a late-game colony.

So, to this end I thought up a few ideas, one that's a bit more specialized and one that's general purpose.

For hydroelectric power, I had two ideas. The first is more or less like a geothermal generator, as it gives a lot of power in exchange for only being useful in certain situations. Basically it's a giant turbine powered by falling rain/slow, but can be hooked up to resevoirs that collect any unused rain so it can run for a bit longer. Of course, this isn't really useful outside of rainforest or other high-precipitation colonies.

The other idea for hydroelectric power I had is a small generator (roughly the size of the current in-game solar panel) that *must* be placed on water, with deeper water providing more energy.

As for biofuel, I was thinking of a huge (about the size of a geothermal plant) combined generator/converter that eats plants and corpses and gives a steady supply of energy so long as its tank is full. Just an idea I had to make even greater use of otherwise surplus foodstuffs and all those pesky raider corpses that otherwise just go to waste in the furnace.