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Messages - Dave-In-Texas

#1
Quote from: Alenerel on December 30, 2016, 03:13:08 PM
If you made wall torch why not wall lamp?

because the electric wall torch is a fancy lamp :)
#2
excellent idea.. post this in the mods section though man..
#3
Quote from: Daguest on December 30, 2016, 05:37:52 AM
Since a few updates, I've noticed several changes have slowly pushed myself (and others by reading reddit/forums) to "'trick" the game, in a very videogame fashion.

Example : striping a downed raiders so you don't have the "dead man cloth" penalty. Also, killing him on the ground so you're not annoyed by the whole "kill a prisoner". Or let a drop pod pawn die because you don't want him to join. Avoiding convent child/sheriff like the plague, kill pessimist/too smart on sight, and since the drugs update, chemical fascination. Or the notorious "infestation spawn in the middle of your barn and kill all your animals, lol funny right ?", which is worth a topic by itself.



Now, I'd like some changes so I'm not feeling "forced" to do something unrealistic and very "gamey" to avoid something else. Dead man clothing is stupid, most of the clothes are tattered and useless anyway (representing the "full of bullet holes"). Infestations needs some work. Auto-join pawn on rescue need a player input (this guy want to join, do you accept ?). Bad traits need an incentive to have them (too smart for example can be valuable, chemical fascination, pyromaniac, pessimist ? Not so much). The "can't do dumb labor" need some rework to, because I feel like that's half the pawns.

I look at these as driving the player to be creative.. which in your case is to just kill all of them.  ahem, no comment.

I do find some of the stuff like can't do.. as annoying but heck, the game is in alpha :)

wearing dead peoples clothes, when YOU killed them is creepy as f***.  the debuff makes sense.  tailoring makes a lot more sense.
#4
damn, this is a great addon, i wish i'd installed it long ago.

Thank you!
#5
Quote from: MikeExp on November 07, 2016, 01:07:09 AM
NPCs normally have an additional tab where you can edit settings like whether to try to recruit them or not and stuff. This tab is completely missing. Also they choose the wrong room as guest room, not the one with the guest beds but my diningroom.

I'm glad to report that I don't have this issue :)
#6
Outdated / Re: [A15] RimFridge
November 04, 2016, 06:50:04 AM
Quote from: jmababa on November 03, 2016, 07:42:17 AM
could you make this to take all medicine I want my gleamcap med not to expire from caveworld flora mod https://ludeon.com/forums/index.php?topic=13172.0. Great fridge compatible with fishing mod takes every fish now peeps won't have to eat it raw corpse if can't build large freezer

first, I want to say thanks jmbaba, i'd forgotten all about that mod - i'm definitely going to add it for my next colony.

second, as an FYI you can the edit the files yourself in notepad, wordpad or something fancier.

the file you want to change is in RimWorld1284Win\Mods\RimFridge\Defs\ThingDefs_Buildings (there is just the one file in there)
everywhere in the file that you mind <li>HerbalMedicine</li> insert a new blank line and paste this: <li>GleamcapStem</li>, there should be two :)

since i'm not currently running the flora mod I don't have an edited version to share.
#7
Quote from: Dingo on November 04, 2016, 02:42:02 AM
I'm afraid I don't fully understand what you're trying to say. Either way my code shouldn't do anything to zone priorities.

i'll try again :)

Hauling from a lower priority zone to a higher priority zone is now done (apparently) absolutely last.  I can manually force the haul, so its not a configuration mismatch.

I've observed some more and its the change to raw vegetable matter.  There literally are more things ahead of it in the queue (a ton of rice specifically LOL).  is it possible for you to make zone prioritized hauling (perhaps for zones >normal) a higher priority?  I set the priorities up because we feel its important after all, and to reduce not increase micromanagement.

so you may not have changed anything to do with the zone priorities themselves, it sure seems like there's something happening to the hauling between zones.
#8
LOVE these mods.  hand me that brick is so.. meta and awesome!

I use a lot of mods but these is the only one affecting the haul priorities, so I suspect is refactored work priorities as the culprit:

I tend to use 'stacked' stockpiles; i.e. for kibble I'll have a zone outside the freezer for the pets to eat at Normal and a zone in the freezer set at Low.  Vanilla behavior ensured that the outside zone was kept full for them.  Now however,  If the kibble is in any stockpile zone if is valid for, no matter the priority, the workers don't haul it unless manually forced.  I am assuming it is placed at a low low priority but cannot really confirm this as I honestly don't think I've ever exhausted the hauling opportunities in this colony :)

Is this something you explicitly coded or a 'happy?' accident?
#9
Releases / Re: [A15] Quantum Cooling
October 04, 2016, 01:15:02 PM
I love it, adds a dash of buck rogers to the game.   I added the foilowing to my copy

    <requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
    <requiredResearchFacilities>
      <li>MultiAnalyzer</li>
    </requiredResearchFacilities>

#10
A pawn (npc or colonist) with the killer backstory gets  +4 Melee and +2 Medicine and then the skill Doctoring is disabled.

A typo perhaps? Seems like social would go along with the killer mindset as described.
#11
Baconbits, I love your mods - at least fireplace and wall torch that i've tried, thank you for them.

I like your wall lamp texture better than the default standing lamp so I spent a few minutes and made an electric version which glows the same color as the torch but a slightly smaller radius, complete with colored variants (red/blue/green/white).  The base for it was the a14 version (which worked in a14) and all of my stuff is in a separate file 'EWallTorch.xml' so it should drop into your latest version no problem.  feel free to include/use or not - just wanted to give back a bit.

screen shot:
Link to ss

Link to Dropbox/Wall Torch Modified
#12
Quote from: Serenity on September 02, 2016, 10:07:57 AM
Beer doesn't really have that much alcohol though. If there was distilled alcohol, then sure.

Quote from: Dingo on September 02, 2016, 10:10:49 AM
I think herbal medicine and psychoid leaves is a pretty good start. I don't think Wort makes too much logical sense, though. Having said that, I do see a simple solution - some alcoholic drinks can be made from fruit (including berries).

I suggest you add a crafting recipe to the brewery called "ferment fruit" or "make alcohol" and use its product + herbal medicine + psychoid leaves. Seems fair to me, and I think it goes along your current train of thought.

You're both doing what I did.. over thinking it.  for this we need the 'squint your eyes and see jesus on that piece of toast' kind of imagination :)

Thanks for the conversation, I know what I'm going to do, althought i've got my hands full in RL.

offtopic:  I've been homeless since mid-may and i'm moving out of the transitional shelter i've been in all that time, target is next friday, so thats going to take a large part of my focus, i think understandably.

Quote from: Deimos Rast on September 02, 2016, 08:07:34 AM
Speaking of which, why are you using word pad by the way? I would think on Windows you'd be using Notepad++ or Atom (I prefer Atom, cuz Linux).

I've had a lot going on (see above) and I didn't feel the urge to code until the other day.  I will download something on this thing soon though as i don't think i'll be establishing internet immediately so this laptop and starbucks it is :)
#13
Quote from: Serenity on September 02, 2016, 06:26:31 AM
Making it overly complicated isn't good, but it can't be too simple either. Getting non-herbal medicine should be an investment. Either in time or money. On the other hand, neutroamine is pretty cheap to buy and plentiful, so if you make crafting too complicated it's not worth it.

In my last game I was dirt poor so I couldn't afford to call traders, not and buy anything. lol
#14
Quote from: Dingo on September 02, 2016, 12:05:20 AM
Why beer, though? When I made my suggestion I was thinking about making it more equivalent to reality, hence the morphine analogy.
In its current form I'm now thinking that I don't want to add a resource anymore.  I'll leave that for the more complex mod thats currently lurking behind my forehead.

As to why beer.. my thinking goes "alcohol acts as a solvent in many chemical reactions.  So it allows the herbal medicine and psychoid to react properly".  I would love to be able to make MediWort and ferment it in a barrel, lol.

After a nights sleep, beer takes too damn long to make.  Perhaps I'll just use Wort+Herbal Meds+Psychoid leaves.  Takes 3 crops that already exist and adds a dependency on Brewing.  Still too complex?
#15
Quote from: Dingo on September 01, 2016, 06:27:53 PM
I've been thinking of trying this mod but the whole "plant essence" thing is really bizarre in my opinion. I do think it should be a process including multiple ingredients but making essence out of food crops seems illogical.

I think Neutroamine can be equated to morphine in some ways. Maybe there should be a new crop equivalent of poppies, that you can distill in a drug lab into its "essence" and make Neutroamine out of that. That would be a more logical chain of production IMO: you grow this specific plant, distill it, mix in one or two more ingredients and get Neutroamine. This mod is very close to that, maybe you could consider it?

I just now realized you'd posted when i checked email, lol.   

ultimately I envision having the distillation variations like cutting stone chunks and then have uses for them each.  I thought about it tonight after dinner and i'm wondering if I instead went with  herbal medicine + beer + psychoid leaves would be a more logical progression.  except beer takes an unholy long time now :)

I also thought about having a fermentation barrel that ferments herbal medicine (or a new wort that is hops and medicine) but I can't find enough info to begin to get a handle on that.  yet.. :_p