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Messages - 1BadPanda

#1
Ideas / Re: Your Cheapest Ideas
October 03, 2016, 01:27:19 AM
Quote from: blub01 on September 18, 2016, 11:50:00 AM
Quote from: 1BadPanda on September 17, 2016, 11:35:28 PM
Would it be easy to have the material count of architect jobs listed with the types you can build? 

Example: I want to build a wall but don't know what type of stone blocks I have.  Have the count listed next to each wall type when selecting?
there's a list of everything you have in the top right. just use that.

That's not always expanded, but since it is already a variable it should be pretty "cheap" to include a number on a tile, or maybe a hover-popup of all of the ingredients?  It saves time doing things that aren't "fun" like opening a tree list and it happens enough that I think it would be a valuable addition to the overall game play and interaction with the user.  Lets also get serious for a second, the list in the top left isn't exactly a professional looking HUD (even for a 2D game).  Yes, it is intuitive and easy to use, but it's bulky in that it shows too much information for the screen real-estate it takes up.

Also, are you facilitating ideas, or managing them?  If you're trying to get ideas from a community via a brainstorming session, squashing ideas doesn't incline people to suggest more.  Good ideas or not... 

Reference:
http://www.seedsforchange.org.uk/facilwsh.pdf
#2
Ideas / Re: Your Cheapest Ideas
September 17, 2016, 11:35:28 PM
Would it be easy to have the material count of architect jobs listed with the types you can build? 

Example: I want to build a wall but don't know what type of stone blocks I have.  Have the count listed next to each wall type when selecting?
#3
Quote from: skyarkhangel on May 10, 2015, 11:40:32 PM

For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config


You can use windows variables.  Could you please update the location above with:

C:\Users\%USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld\Config
#4
I agree.  Maybe make it so that grass grows on the grave (possibly gives a debuff for unkempt grave), or make the grave gradually deteriorate.
#5
I'll let you guys determine if this is a bug or not, but graves aren't flammable and they don't deteriorate.  Perfect for fire prevention around a geothermal generator and the exterior wall of the colony.
#6
Bugs / Re: [M 0.12.906] Cook Stove requires materials
August 23, 2015, 07:56:41 AM
To get to a save game:

While in the game hit Esc (or get to the menu where you save your game).  Click "options", then "open save data folder".  They need both the savegame - which is in the Saves folder.  As well as the world - which is in the Worlds folder.

The forum has a 600KB limit to what you can upload.  If you zip (compress) the file it will fit with the log.
#7
So... I tried to shoot him to get him to see if I could rescue him again.  My colonist automatically put him in my prison as a prisoner.
#8
Sorry, forgot to put the "W" in the thread title.  I am using windows.
#9
Sorry, forgot to put the "W" in the thread title.  I am using windows.
#10
Bugs / W - 0.12.906 Dogs Can Eat Chocolate
August 23, 2015, 07:48:50 AM
-What the circumstances were.
I put a dog on an island using the debug menu.  I placed chocolate all around him.

-What happened.
The dog ate the chocolate and lived.

-What you expected to happen.
The dog should have at least gotten sick.

-How we can reproduce the bug.
Placed a dog in a confined area with chocolate.
#11
-What the circumstances were:
I rescued a visitor who had been beat up by his own tribe after going berserk. 

-What happened.
Upon rescue, my colonist placed him right next to a medical wooden bed.  Now my colonists can't interact with the visitor.

-What you expected to happen.
My colonist should have placed him in the bed.

-How we can reproduce the bug.
Unsure.  Attached save game and log file.  Ensured I still couldn't interact after loading savegame.

Ignore the dog in the bottom right corner.  I had him eat some chocolate.  I'll post it as another thread.

[attachment deleted due to age]
#12
Not sure if it is a bug, or feature.  I tamed a boar and had it following my pawn.  When I attacked an untamed boar it decided to retaliate.  When doing so it made near-by boars retaliate with it, including my tamed boar.

Raymond didn't survive.
#13
Dazed animals wander, but still haul. Not sure what else to put as it is self-explanatory.  Can someone confirm?
#14
It would be nice to know what I am signing up for before I do so, but I love the game, and Ty is the only developer to give a record of daily updates for what he is working on... so sign me up.

I'm not sure how this (regression?) testing works, but I am a network engineer and I understand change management and I'm sure the process would be similar.  I just brushed up on a a couple white papers for software testings so if the questions below are answered on the public tester forum, please disregard. However, in my opinion, expectations for potential testers or any job posting for that matter, should be clearly defined (in a hyperlink if it's already written, like this: https://ludeon.com/forums/index.php?topic=513.0). 

To ensure proper testing is performed, I need to know:
1. What am I trying to achieve?

1a. Are bugs going to be assigned to people to test?
1b. Posted to a forum and people can test at will?
1c. Or is it more of a 'here's a list of added features, check my work'?

2. How do I record my actions taken to best provide results? (Examples are nice)

2a. Is there a format to reporting bugs, or key questions I should answer about a bug that make a report useful?
2b. Are my bug reports going to be tested again by other bug testers? - What's the process?
2c. What metrics/information should associate with my bug report? (CPU utilization, memory and disk usage, PC hardware)

I want to ensure all the possible data is available to developers teams for them to understand and reproduce errors easily.  I absolutely hate wasting time, either mine or yours and we have just over a week to test.  Having the process defined clearly from the start, in my opinion, would be crucial. 

3. Is there a data model that shows the the code dependency tree?  I don't expect this but maybe there is something similar that a game developer uses and my question can jog some memory.  Rimworld is object-oriented programming, isn't it?

I live in Washington State and work night shift, and I keep my schedule on my days off.  If it takes me some time to reply I am probably sleeping - which is the primary reason I am asking these questions out the gate.  Every question I ask I will likely have to wait a day to get answered. Given the time constraints, that can hinder my ability to help.  Sorry if this may seem redundant or answered in a prior reply.  I'm at work and don't have the time to read through everything on my break.

Also, shout out to Blitzkriegsler.  If not for him, I wouldn't have known you were looking for bug testers.  I don't usually browse the general discussion threads.

References:
a. http://origsoft.com/wp-content/uploads/2014/08/software-testing-lifecycle-poster.pdf
b. http://www.belatrixsf.com/index.php/functional-testing-best-practices
c. http://www.cisco.com/c/en/us/products/collateral/services/high-availability/white_paper_c11-458050.html - Change management for network engineering / the process I am familiar with (and currently working on at work).

Edit: I'm reading through some posts and am finding the answers to some things I am asking rather quickly.  I'll probably find everything once I get home to look around.  Sorry for the repeat questions!
#15
Mods / Re: [Request] Cleaning robot.
April 23, 2015, 04:21:10 AM
Like a roomba!