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Topics - TheNewTeddy

#1
Scenarios / [A16] It's raining men (and women)
January 03, 2017, 09:28:03 AM
http://steamcommunity.com/sharedfiles/filedetails/?id=828172688&tscn=1483407010 

Every 10 seconds a pod crashes with a refugee.
Everyone has a 50% chance of being a cannibal
You start alone, with no weapon, resources, or equipment

(for extra fun, try this mod on an ice sheet!)
#2
I'm playing tribal, but I've noticed both flood lights and heavy power conduits are things I can build.

The problem is I'm running numerous mods, including 3 core libraries.

1 - Where can I find out which mod these 2 items are from
and
2 - How can I edit these 2 items so that I am unable to access them until after inventing electricity


1A - I know one way to do it is to turn off all the mods and turn them on one by one. I'm doing this as we speak, and, likely, will have this process finished before anyone responds to this thread; but in the future, and for other players; is there a better way to do this?

2A - In particular, how would someone unfamiliar with modding find specific entries or files relating to single items they may not like so they can edit these things themselves.


Edited to add
I found the mod containing these items; but I wont list it here as that's not the point of the thread - the point is what is a better way to find it than turning on and off all my mods, and, how can I edit these items now that I've found them.
#3
If you put everyone into a single caravan and they die on their journey (IE from heatstroke) the 'your colonists have all died' prompt never shows up.
#4
General Discussion / clearance/cramped changed?
July 21, 2016, 03:18:39 PM
I've been noting my colonists are seemingly more fine with smaller bedrooms now; has clearance/cramped thoughts been changed?
#5
Help / how would I create a "cut and haul" mod
July 20, 2016, 01:07:58 PM
Frequently, I'll be desperately short on, for example food.
So I'll send some folks out to harvest/cut nearby bushes. They'll do so....
then rush back to base to eat what little remaining food I have left, and go to bed.

What I want is that every time they cut a bush, or a tree, that I can order them to "cut and haul" - that is, the moment you are done cutting this, haul back whatever it is you got out of it.

ideally I could turn it off and on for every situation, so that if I wanted them to leave behind their gains they can; as this could be very annoying when mining steel, but I'll accept if it has to be always on, especially if I can have it work for bushes, and usually for trees as well.


But I've never done ANY rimworld modding before of any sort... so, uh, how on earth would I pull this off
#6
General Discussion / wrong appid (bug?)
July 20, 2016, 01:02:48 PM
Not really a bug report, as I have no clue what causes it, but I play with dev mode on, and two times now the debug log has opened up telling me "Got a result for appID 394360 but our appID is 294100" and I'm wondering what's up with that?


edited to add:

I've looked into it and 394360 is a game I also own, and (the only) one I purchased in between adding rimworld to my wishlist and rimworld being released.

It does not really seem to impact anything, it's just extremely strange.
#7
General Discussion / Your first day (and days)
July 20, 2016, 11:43:24 AM
Despite playing rimworld for some time, I've never been able to do well at all, ever. More than half the time I cheat, using god mode, and dev mode.

My problem is that first day. How the heck do I get past that first day? Most of the guides I've seen are very lax on details, telling you do do X, Y, and Z, then showing a picture of a base after a week, where Q, J, and P have been done, despite not ever being mentioned.


My questions are:

Where do your colonists sleep the first night?

Possible answers:
On the ground outside
In a sleeping spot on the ground outside
In a sleeping spot on the ground inside, all together
In a sleeping spot on the ground in individual tiny bedrooms
etc etc etc
right up to in royal beds in individual large bedrooms with gold tile floors.

I've never figured this out. I always feel I'm spending far far too much time building my base and not nearly enough doing everything else.

Any advice would be great.
#8


current version (the one that ends in .1234), steam

1 - I've done minor testing, this pops up any time you play as tribals, and any of your members has nothing to do. If you order them to do anything (like haul something) things work, but the moment they get a second of free time, they bug out.

2 - I play in dev mode so that I can use cheats to have fun; what happens is the bug panel opens up and the game pauses. If I try to skip though it, I find all my folks (who have nothing else to do) just standing. not socializing or skygazing, but standing.

3 - They'd wander around

4 - Start a new game. Do anything to get tribals (easiest to just pick the default tribal scenario). Start up the round and wait 5 seconds.


I'm hoping the details in the image are sufficient, but I'll do more testing and grab the logs if that will help.
#9
Support / steam API problems
July 15, 2016, 02:07:39 PM


unsure if this is the right place to report this?

yes steam is on, the overlay is on.
#10
I have a mod request
I want a small wood burning power generator. Throw wood into it every day to keep it working, and in turn, it provides a stable source of power that can provide 200W. while it could, and should provide some light and even heat, we can skip that for now until we have a working power generator. Creating it should require steel.
I also have a request; do it now.

Since that's unlikely, I am very open to making this myself, I just need to know how. As such, if someone could point me to the "how to make a mod without screwing it up" guide, I would be greatful.

PS
I do have a few ideas on how to pull all this off. One idea is to simple combine this with a campfire. As such, you'd create a boiler with two interaction squares (like how vents have 2 interaction squares, or campfires have 1) and if a campfire is in one of these squares, it activates the boiler.
#11
Off-Topic / Are games a Gamma?
February 24, 2015, 04:41:14 PM
So, before a game is released, before it's officially "done" it is in Beta.
And before it is in Beta it is in Alpha

Therefore
If after Alpha is Beta
Does Gamma follow Beta?

And if so, does that mean officially released games are "In Gamma"
#12
Ideas / Force berry pickers to take stuff home
February 11, 2015, 02:00:10 PM
As it says on the tin. Annoying when after a large berry picking operation I come back to find the field littered with berries.
#13
Off-Topic / Star Trek
February 11, 2015, 01:57:04 PM
Didn't see a thread on the first page, and unsure this forum's policy about necro* so I figured I'd make a thread.

Curious who here is a fan of Star Trek. I'm a huge fan myself and can generally identify any episode by the teaser. I like TNG-DS9-VOY the best. TOS has not aged well, and ENT just has too many painful episodes, especially early on (for example episodes where they run in to species that the TNG crew knew nothing about)

I've even seen all TAS episodes; though only once, compared to the others where I've seen each episode two times minimum (with the possible exception of some of the more absurd TOS episodes)

Curious if other fans are around!



*I've been on forums that ban you for posting in any topic that's not had a post in 14 days, and, on forums that ban you for not posting in an identical topic that's not had a post in 4 years. Ironically the former in a Star Trek related forum.
#14
Ideas / Air Movements
February 08, 2015, 11:45:42 AM
One thing I'd like to see is each tile having it's own temperature, this would require some limited form of air movement modelling.

Space Station 13
http://spacestation13.com/about-2/
was originally created as an atmospheric-air movement test/sim that got out of hand and evolved into a full on game.

I suggest looking at how they did it for inspiration on how to model it here.
#15
Ideas / Move selected tile with arrow buttons in mapgen
February 06, 2015, 06:37:36 PM
When generating a map, or picking a site for a colony, allow the selected tile to move with arrow picks, or, WASD.

This will help sticklers like me who want to get that perfect tile and click on ~200 before settling on one. We can find an area we like and just go up and down and left and right all over searching for that perfect tile without tiring our poor little mouse clickers.
#16
Pets:
Cats, Dogs, and ____ (some alien thing)

Each would be able to do something. Dogs could help with hunting, while a Cat could sleep with you all night and up your mood. The exact "what they can do" can be determined later.

Perhaps you could simply domesticate existing animals, rather than adding new ones to the game.



Children:
Until they are of the age 15, they'd be pretty useless. The good thing is you could accelerate their growth



Temps:
I notice that all rooms keep the same temp. Fine for alpha, and maybe even beta, but IMO release should have temp calculated by tile.



Windows:
To let a little light in during daytime.



Power:
As mentioned in another thread, perhaps coal power and nuclear power, and even more.



More!

Wind direction and speed, air flows (even inside)

Multiple coasts (so you could be on an island) and boats

Raids on enemies. Like the old PC/SNES game Utopia, you'd not see it, only the consequences. Chances to steal resources and die.

Battery sizes. Small 1X1 would never overload, but store only a third as much as a regular battery. Large 2X2 could store 3 times as much, but could sometimes ___insert_something_bad

Roof supports, and thin walls. The latter would be very easy to destroy, and would delineate roofed in areas, but would be unable to support a roof. They would cost 1/6th to build. Great for starter bases.

Deep Underground. A dislike for being more than 10 spaces from the original mountain edge. You could still build a base underground, but this would make it a bit more difficult to hide the whole thing underground.



#17
Off-Topic / Star Command Galaxies
February 03, 2015, 12:40:12 PM
I asked a few people, a few weeks ago, if I should buy the above game, or, RimWorld, as I only had money for one.

You can tell how that feedback went based on where I'm posting this :P

But I'm wondering, nonetheless, if anyone here has played that game, and if so, what their thoughts are?
#18
Ideas / Roof view
February 03, 2015, 12:13:26 PM
A, I hope simple idea. Some way to view roofing. Perhaps a button press, or view-mode, that would show all tiles covered with a roof, and perhaps even differentiate between different kinds of roof.

I spent 3 in-game days trying to figure out why my new large room was still outdoors, and after a restart, managed to kill all 3 of my crew by having a roof collapse on them!

Oi, remind me to never become a roofer!
#19
So, I bought the base game for $30 as that's all my budget allows for; however, I'd like to have gotten the $45 package, and get my name (or some silly name like Fe-B "Feebz" Zed) in to the game.

I'm wondering if I can 'upgrade' next month for $15, or if I'm out of luck
#20
Ideas / Oceanic climate zone
February 02, 2015, 02:33:59 PM
I've noticed most places have wide ranging temps, IE from -20C to +20C, which is not crazy, per se. Toronto, where I live, goes from a median of -6C to +22C. Shanghai, as a random example, goes from 5C to 29C.

However one of my fav places in terms of climate have been those with narrow ranges.

You can find them on the map, but they usually have very low rainfall. Toronto's real rainfall is 831MM, Shanghai is 1166.

Auckland New Zealand is a good example of what I mean. Temps range from 11 to 19, and rainfall is 1212.

Another example, perhaps more apt to this discussion (IE survival) is the unknown but how-did-I-never-know-such-a-big-island-was-there large Kerguelen Islands. The temps there range from 2 to 7 with 708 percip.

I suggest adding this climate zone. Most other koppen climate zones from the real world are, I think, covered under existing biomes, though, perhaps an adjustment to allow more cooler places to still have high precip rates.