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Topics - Gabriel_Braun

#1
Ideas / Feature request: Material properties
November 29, 2014, 01:59:14 PM
"Items and people will now burst into flame if in an extremely hot room."


Could you possibly expand on this idea Tynan by adding properties to stuffs?

While steel melts at around 1,370�C it begins to lose its strength at a much lower temperature and in fact Steel can be elastic at 538�C.  Also materials lose structural resistance to stress fracturing at low temperature while becoming more rigid thus leading to fatigue
#2
Help / Question regarding windows passing sunlight
September 03, 2014, 10:16:10 AM
Okay so I'll skip the list of endless things I've tried to get this working as it might be actually impossible in the current build but if any of you .DLL crafters understand the way solar generators could you tell me if it's theoretically possible to create a similar class of object for windows in walls whereas they only emit light based on an inverse of the status of sunlight?

Right now the solar generators somehow know what level of sunlight is reaching them to produce the appropriate output during day/night cycle as well as lightning events.  Is it possible to create a window object that is impassible but still permits a limited amount of light to diffuse during darkness but also has an inherent glow property based on the above?

Does that make sense or is my brain finally fried? :D
#3
Ideas / Aim to misbehave
August 12, 2014, 12:55:16 PM
"You can now grow cotton plants. Cotton plants yield cloth."

Browncoats next plox! :D
#4
Help / Weapon firing mechanics
July 06, 2014, 03:58:11 PM
Hey Tynan;

It's been bugging me that I don't actually understand one of the combat functions and can't find the answer anywhere else so I have to ask you personally;

When a weapon is fired what variables are counted and in what order?  Specifically; when the warmup expires and the projectile(s) are fired, is the actual target cell decided when warmup began or the location as warmup ends?

Does the accuracy calculation take place before or after the final target cell is determined in either case?

Finally, how do the pawn 'shooting' skills apply to the overall process and at what point is it applied?

Example:
Dave is hunting a Muffalo with his R4 charge rifle.  As the R4 has a range of 24 he shoots as soon as he is this far away from his dinner target.   During the 108 ticks that pass between his beginning to fire and the actual weapon discharging the unfortunate muffalo moves two cells closer to Dave's firing position.  Three rounds aimed by a shooter with a mediocre skill in firearms fly toward their destination but probably all but one will miss the beast and so Dave continues the process until it dies.

I'm only curious about the above mechanics but actually in this short time Dave has probably killed multiple squirrels, some other muffalo and accidentally downed a fellow survivor before detonating a random boomrat that burns the unconscious colonist to death just before they could be rescued! That's Rimworld all over but Dave doesn't care, he has some important mining to perform after dropping the corpse off! 

Note:
That last 'flavourful' section was meant just for fun and should be taken lightly and not as a complaint regarding the dynamics of the game in general.

The events described are based on a true story.
Any likeness to actual people or places is unintentional.
There were no animals hurt in this retelling minimal animal casualties during the recreation.
#5
Ideas / [Balance] Wood
July 02, 2014, 08:20:06 PM
Does 6 wood per wood wall piece seem a little excessive given that it's only 4 metal per metal wall segment?  Wood takes longer to harvest than metal deposits take to mine and I end up ignoring the wood economy stage in favour of just using it for furniture?
#6
Ideas / Hunting Zone
April 19, 2014, 09:51:54 AM
It would be great if we could designate a hunting zone for colonists like we do other zones, this would also allow the base perimeter to be defended against raging animals by designated hunters :D