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Topics - AngleWyrm

Help / What does HeDiff stand for?
July 26, 2017, 02:17:47 PM

Heroic Diffusion?
Helmet Difficulties?
Heat Diffraction?
Helluva Differential?
Help / Emote text size/font
July 20, 2017, 07:40:32 PM
Is it possible to change the font and/or properties of text that pops up as a pawn emote?
Mods / Which surgery mod does this?
July 18, 2017, 12:33:38 PM
There was recently made a mod that produced a graphic detail of the doctor's chances in-game.

It was a little bar that broke the percentages out into easily read-able sections of success/risky/dangerous, along with a quip from the doctor giving an opinion on their skill with the job at hand.

Which mod is this?
Mods / [mod suggestion] World tile modifier
July 12, 2017, 06:17:44 AM
Roads appear to generate almost exclusively on flat terrain, and seem to even convert some terrain to flat type.

Things that I'd like to set rather than re-roll numerous worlds for:
  • flat, small hills, large hills, mountains
  • top three mineral resources
  • biome
  • local seasonal temperature range
Outdated / [A17] Mines - balanced mining
July 05, 2017, 09:35:32 AM

Mines ~ A balanced approach

Pawns working at these mines collect $7.523 silver/hour in resources.
You pick the resource, and the pawn will work for enough time to earn it.
Build as many as you like for all your miners.

Mines on github

Interactions with Help tab and Improved Work Bench produce errors when used with Mines mod

Public Domain - do with it as you please
Mod packs and alternate download sites are welcome.
Mods / What does an error box say?
June 30, 2017, 08:27:04 PM

Does this look like an act of haste to you?
Don't make me come down there :P

Help / Can in-game GUI objects be moved?
June 29, 2017, 07:16:21 PM
Is there some data structure, either as xml entry or as public class getters/setters that allows the programmer to adjust x,y position coordinates of the various GUI elements?

Hat abstract data type
Imagine throwing a bunch of names into a hat, and then drawing one out at random.

// make a hat
Hat<String> myHat = new Hat<String>();

// put some names in it

// draw a dozen names
for( int i=0; i<12; i++){
    Console.Write( " " + myHat.Get() );

Pretty sweet so far, but what if I want to add Daniel and give him more than one vote?
myHat.Put("Daniel", 4); // Daniel gets four chances

Then along came a spider... What if I already have a set of stuff all neat and tidy in an array? Maybe something like so:
String names[] = { "Amelia", "Bert", "Cherry", "Doug", "Erika" }

What I'd like to do is apply a probability distribution to that set without moving all that stuff around. For example, let's say a sort of bell curve like Amelia:1, Bert:3, Cherry:5, Doug:3, Erika:1.

// Making a probability distribution
Hat<int> myRandomIndexes = new Hat<int>();
myRandomIndexes.Put(0, 1);
myRandomIndexes.Put(1, 3);
myRandomIndexes.Put(2, 5);
myRandomIndexes.Put(3, 3);
myRandomIndexes.Put(4, 1);

// rolling the curvy dice against my pre-existing name set
Console.Writeline( names[ myRandomIndexes.Get() ] );
Scenarios / Outlaw - The toxic zombie wasteland
June 21, 2017, 02:15:57 AM

[attachment deleted by admin due to age]
General Discussion / Forum color palette
June 19, 2017, 04:38:11 PM
The forum has a color theme of greys and yellows, and it's legible and pleasant to read.

But the color choices most readily available to the forum user in the "change color" drop-down box are of a generic nature that don't fit well with the forum's color scheme. If someone wishes to post in blue, the version of blue they get clashes with the background.

Here is the set as it is currently given for forum users to post in

beigebrowntealnavymaroonlime greenwhite

Of that color set, {black, blue, navy} don't work well with the theme background.

People do what's easiest, which is to select from the Change Color drop-down menu, and so those are the colors that appear most often on the forum web site.

There are 140 named colors for html. Here's a sample of some colors that are easy on the eyes when presented on the forum theme background.

  • royal blue, steel blue, dodger blue, deep sky blue, cornflower blue
  • medium sea green, medium aquamarine, yellow green, light green, aquamarine
  • dark salmon, sandy brown, light coral, chocolate
  • dim grey, grey, slate grey
Mods / [mod suggestion] display weapon ranges
June 17, 2017, 01:01:39 AM
Mods / [mod suggestion] Training timer
June 13, 2017, 09:31:39 PM

Quality of life improvement

Taming countdown visibility
When a taming attempt ends with your favorite soon-to-be pet saying "But I'm still huuuuungry," then there's a count-down timer applied. Have to wait until next meal break, Bucky, don't wanna ruin your handsome figure.

Wouldn't it be nice to click on Bucky's info tab and see where it says "He's still got a couple hours to go yet."
Mods / Grumbling about getting healed?
June 13, 2017, 07:51:52 PM
A colonist finished healing up in the hospital, awakened and headed off to their bedroom for the rest of the night.

And they grumbled about being awakened, adding a disturbed sleep to recent memory. That seems like a mechanical failure rather than an intentional event.
Mods / Structured Chaos
June 13, 2017, 02:02:37 PM

Random Sorting

Let's say we have a collection of things with a weight property and some other data. Perhaps that collection got loaded according to a mod list, so the sequence starts in unknown state.

One method of returning a random weighted element from such a set is to make a speed/space trade-off: create an array that will contain only index references to the original set, and insert multiple references according to weight. So if the first item encountered in the data collection has a weight of ten, then insert ten index entries into the look-up collection that point to that first item.

During execution a look-up is very fast because it doesn't use any scan or looping mechanism:

index = lookupSet[, lookupSet.Count-1) ]
sampleItem[ index ]

The number of entries in the look-up table is the total of the weights in the original table, and could be an effective speed gain for space cost where that total is measured in dozens to hundreds.

For situations that involve using up entries like drawing cards from a deck, even more optimization can be done by first shuffling the index set and then popping the first entry out of the index set any time one is needed. Then there's only one call to the rng, during the initial shuffle.
Mods / [mod suggestion] mod loading timer
June 10, 2017, 03:54:53 PM
Tracks and assigns accountability to each mod for loading & initialization time.
Produces a simple report listing the set of current mods and the time in milliseconds spent in each one before getting to the initial menu.

Outdated / [A17] Tuning Fork
June 03, 2017, 12:28:30 PM

Tuning Fork
A collection of game tweaks that I enjoy
  • Shelf - vanilla shelf set to no storage options active when initially constructed
  • Allow Rotten - set the behavior of containers to start with the allow rotten setting turned off
  • Cassandra - set population preference to around two to four dozen colonists

Downloads on github

Public Domain - do with it as you please
Sharing - mod packs and alternate download sites are welcome
Outdated / [A17] Economic Stability
May 30, 2017, 01:38:53 PM

Tired of getting stiffed by traders?
Stiff them back!

This mod gives the player the ability to sell items at the same 50% mark-up to market value that other traders charge.

github releases page

Public Domain - you are free to copy, edit and learn from the source code
Distribution - mod packs and alternate download sites are welcome.
General Discussion / I've been weaned off of A16
May 24, 2017, 07:26:27 PM

You heard me right.

Will I miss some of the content?
Sure, but let's be honest -- it wasn't all peaches & cream.

Onward with progress and the beauty of better organization.
Help / Questions on backstory data
May 24, 2017, 04:06:28 AM
From this thread it is apparent that there are two classifications for work, <requiredWorkTags> and <requiredWorkTypes>.
  • What are the valid string enumerations for each of those fields?
  • There is a <workDisables> tag whose enumeration matches <requiredWorkTags>; is there a complementary but unused tag that might look like workTypesDisables?