Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - LittleGreenStone

#1
Help / Sticky plans
January 31, 2016, 04:27:01 PM
I place plans, but once colonists do some work on tiles with plans (i.e. colonists mining out rock), those plans disappear. I'd like them to stay, unless I use the "remove plans" feature.

Would it be possible to change it?
#2
Help / Auto-shoot burning enemies?
January 25, 2016, 02:43:52 PM

Enemies come, and drafted colonists and turrets start shooting.
Burning enemies come, and neither drafted colonists, nor turrets start shooting.

So far it wasn't (much) of a problem, but with Zombie Apocalypse, it is a major pain, as zombies don't really care if they're burning, they'll just attack anyway.

I'd like to know if it's possible to disable it, and if it is, how?

Side note; Centipedes don't really seem to have a problem with MY colonists burning. One with an inferno setting s**t on fire, another with a minigun shredding my burning colonists.

My colonists need Your help!
#3
Mods / [Request] Single-purpose droids (exclusively)
December 15, 2015, 01:34:04 AM
There are MD2's droids, still out of date,
Halpo's MAI, which is more like a colonist in a different form, with a lot of extras,
and More Mechanoids.

Unfortunately, none of the three is compatible with the popular mod called Combat Realism,
neither they offer droids only.

Haplo's hauler and cleaner droids would have been sufficient, but again, it comes with a whole lot of other (to me undesirable) things also.

Would anyone consider making a mod that adds but a few craftable single-purpose droids, and those only?
#4
Help / Def (xml) content explanation?
December 09, 2015, 02:12:49 PM
I've been trying to modify Defs, and some things are self-explanatory, but some things aren't really.

Is there a site where things are explained?
Or are some things hard-coded?
e.g. I'm trying to add a creature, and so I copied an existing creature's def, and am modifying it now.
What is <baseBodySize>? What does it affect? How do I increase or decrease meat yield? And total "health", the resilience of a creature? Offspring count?
How do I change carrying capacity? Because there's nothing like <carryCapacity> or <meatYield> to find.

Answering these questions would be appreciated, but again, I'm primarily looking for a site, or a downloadable Readme or something, where such things are explained. If there's such a thing.

Thank you!
#5
It's quite a headache trying to make my handlers not use fertilized eggs as a taming tool, not one method I thought of so far was free of extra micro management (TL;DR at the end).

1) If eggs are laid outside of the home zone, they're forbidden by default, but then colonists cannot interact with these items at all.
If laid outside (of an enclosed, roofed building), carry them under roof for them not to degrade and vanish, or be eaten by wild animals before hatching is a must.
Inside a building or out, in the end certain pawn-related automatic features (such as cleaning or putting out fires) are disabled, leaving the need for more micro management...

2) If eggs are laid inside of the home zone, they're unforbidden, and so tamers just feed them to animals.

3) Restrict handlers from that zone; handlers are responsible for training (or just slaughtering) chosen animals, but most I had are capable of  hauling (eggs, hay, animal corpses) and cleaning; completely forbidding them to go anywhere near the egg-laying animals' zone leaves me with more micro management, and possibly more problems:
If I want pawns to tame animals in the same zone, I can't,
and since pawns are usually capable of multiple things (see above, hauling), restricting them from the animals' zone increases the workload of non-restricted non-handlers.

4) Allowed zone, but not "home zone";
Eggs are forbidden which is good, but if this zone is outside, the same degrading issue comes up,
but even inside, colonists' auto-features (putting out fires, for example) are disabled still.

Perhaps there are many more problems and/or options, but I'm tired of thinking about it, so here's the general idea/suggestion and

TL;DR

Restricting colonist(s) to use certain types of things (like forbidding them to wear certain kinds of apparel) would be great when it comes to animal husbandry, for example.
Not only would it save fertile eggs from handlers, but often meat is hard(er) to get than anything green, so again, tamers giving meat to an omnivore is but a waste.

Other applications of this feature would include (but probably not limited to) anything pawns otherwise use automatically (consumables) to be preserved; selling beer or other things would become much more profitable.
#6
Help / [Solved] How to set a fabric's colour?
May 23, 2015, 11:13:08 PM
Cloth is light grey, so is the colour of furniture and apparel made out of it, the same applies to synthread, devilstrand and hyperweave.

I am trying to add a new fabric, an inflammable one. So far I've managed to copy hyperweave and tweak it a little, but I just can not set the default colour of the products (clothes, furniture) using it -everything's the same "hyperweave" blue.

I've tried looking through the defs, I only found "Items_Resources" at \Defs\ThingDefs, which didn't seem to make it work.
Did I just miss it, or is it impossible without tinkering with the .dll things?

Thank you!
#7
It is my opinion that recruitment system (and management) needs some refining, sooner than later.
I have been shaking my head for a while now, so I've decided to collect my thoughts and come up with a (bunch of) suggestions.

------------------------------------------------------------------------------------------------------------------------

First, we all had these "wanderer decided to join you so suck it up" kind of events, adding cripples to colonies since too long.
I've just had an abrasive, pessimist wanderer of 50something age join my soon-to-be Shangri-La, with weakened manipulation and moving, at the beginning of a game (2 weeks in, tops). Slept outside, disturbed sleep, pessimist, in constant pain, naked, didn't take 2 days to break and attack my other colonists.
...Not sure what I expected.

Removing this feature isn't what I'm talking about, but maybe the choice to actually let them join or not would be great... Sure, one could always make such newcomers attack muffalos, boomrats or other, presumably dangerous animals on the other side of the map, make them charge raiders naked, accidentally drop some roof on them, or just asking another pawn for an afternoon murder, but a more simple and clean solution would be great: Yes or no.

Still, why would a wanderer just decide to join? And especially at the very beginning?
Maybe my colonists are psychopath cannibals preying on wanderers, and they just come ready and willing...?

Instead of that, wanderers could move around alone/in groups and visit your colony (much like other factions' visitors), then, or after they (/he/she) left, one could come back and *ask* to be allowed to join the colony, if they fancy it so much.
That could happen based on the colony's wealth increase in a set period of time, based on the total beauty-rating of the colony, or just randomly after X ticks, because who would want to join a colony consisting of 3 sleeping spots and an outside stockpile?

------------------------------------------------------------------------------------------------------------------------

Escape pod! Free colonist! IF YOU WANT IT! Perfect. Or is it?
The option to rescue such escapees is great. You treat them and they leave without a word...? Preposterous!
Of course, one could always imprison them but why would you, if you had any other ways to convince them to join your cause?
If I happened to crash on a nowhere planet and a group of nice people would treat my wounds, offer me a badass gun and a fluffy bed, maybe I would like the idea of joining them more than if they shacked and imprisoned me. A small feature that wouldn't change the gameplay much, but the atmosphere of it, based on players' will.

------------------------------------------------------------------------------------------------------------------------

Visitors! Visitors come, sometimes to aid you, but more often just to chill in your freezer, eat at your table, and sleep between doors to ensure your colony is getting enough fresh air, even if it's -30�C outside.
Sometimes they are wounded and require help, which you can provide!
(I rarely bother with it, does it increase their goodwill at all?)
Then they leave. Outrageous behaviour, they have no shame.

So, arresting one (possibly more, never tried), and making that faction your enemy is an option.
The possibility of convincing them to join, with less goodwill damage would be great (already suggested, I know),
and how about the possibility of them deciding *asking* to join you because, well, you just saved their lives?

------------------------------------------------------------------------------------------------------------------------

Raiders! Raiders come and burn your crops and eat your colonists!
Repel them and they'll come back, again and again. Good, wouldn't be very interesting any other way.
But that's all they do. Come, attack, get killed/try to flee.
Occasionally a raider (be it a heavily wounded one or even a healthy one) could just surrender, as a different kind of "wanderer has joined you" event. Okay, maybe not, but another kind of "potential colonist" event.
Of course, a raider on the other side of the map surrendering wouldn't make a lot of sense, it could happen in case the raider is inside the "home zone", or within X tiles of a colonist.

------------------------------------------------------------------------------------------------------------------------

These, and likely other people's suggestions give a good variety on how-to-get-more-colonists.
Possibly it could be balanced out, or alternatively, people could lose potential colonists too (among other things).
Losing a pawn who was part of the colony for a long time was annoying (I'm looking at you, ex spy/traitor event),
but it is my opinion that losing, or to be more precise, the chance of losing only a potential colonist, namely a prisoner, wouldn't be that much of a party pooper.

For one, prisoners could try to escape when colonists sleep, unlocking the prison's door (/and removing the shackles), without a big, flashy warning they could just stroll out casually (already suggested, but I felt I should add it anyway, for the context).

Escapees (from escape pods), wanderers and visitors could outright refuse to join, whatever, or after a few days they could decide to try their luck elsewhere,

wanderers could also turn out to be thieves, taking food or other item(s) from the colony,

and raiders surrendered could be a deceit, busting themselves (and possibly others) out,
and/or trying to attack colonists in their sleep.

------------------------------------------------------------------------------------------------------------------------

That's all, please do share your thoughts on the matter.

Thank you for reading, have a nice day.


E: Tried to remove grammatical and spelling mistakes.
#8
I might have noticed something, that wooden walls let temperature equalize better than stone walls, based on a ~5 colony experience.

I always start out with a 7x7 sized refrigerator room made out of stone, one cooler was always enough to cool it to the set temperature (usually -10) in but a few moments, even with the outside 20°C.
Now, as I was forced to use wood instead, I noticed that not one, but even 2 coolers struggle to keep the temperature under 0 in my wooden refrigerator room, in lower outside temperature.

Does heat magically flow through different walls differently or am I hallucinating?
Also, what of roofs?

Thank you!

To prevent...weird questions:
Yes, I have sufficient amount of electricity
Yes, the room is roofed and have walls too (I'm such a pro)
No, the temperature on the other side of the refrigerator's door isn't extreme (20), I know heat flows when the door is constantly open.
#9
Ideas / Research tree, planning and pause
May 02, 2015, 09:43:22 PM
I'd really like to see a "research tree". I'd like to see it literally... ^^

I had to play for a while with vanilla to remember it, even though it is rather simple and not much to begin with, but some mods do, and perhaps later on Rimworld itself will have a more complex research tree(s) you have to go through to unlock further technologies.
Right now people can see only what's available, though some mods give a hint what it unlocks.

It would be great to be able to see what comes next, to pick the subjects(!) I wish to research and queue them up, so that my pawns doing the science will unlock them one after another, without having to tell them every time.
This could (and in my opinion, *should*) apply to not-yet unlocked researches as well, thus the need for a visible research tree.

Of course, especially this would require a pause button, otherwise people would have to open the overview's work tab to deselect/change the priority of research, every time, in order to stop them.



I'd like to hear your opinions.
Thank you