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

Messages - onenonlynova

#1
hey guys, is the most recent version from git playable? as i do not seem to be able to craft spare parts. i wanted to get one of the test versions because the animals are working in the git versions of the modpack.
#2
Tools / Re: RimWorld Manager (Mods+Modpacks)
May 27, 2015, 05:09:50 AM
Quote from: Sam_ on May 26, 2015, 05:11:44 AM
It looks very interesting indeed. I can't help but be reminded of the ATLauncher from Minecraft when you mention instances.

i was on the atlauncher dev team back when it started but had to leave due to lack of time.
that is what you guessed correctly the origin of the whole "instances" thing.
regardless, atlauncher did not invent this system as there are many tools for many different games using this technique.


Quote from: Alistaire on May 26, 2015, 05:51:52 AM
If you plan for the tool to autonomously download mods, I, for one, would like download statistics.

I'm not sure how you're gonna handle different mod versions + different game versions without having some kind of mod download server either. Some mod authors might completely remove old mod versions from the download locations.

there will be download statistics and there will be a dedicated file server handling all files.
i'm currently on reworking my database so that each mod/modpacks version is preserved on update (for backwards compatibility)

also i'm thinking of letting people share their mod compositions by a simple "hash-key" other users can enter
in the tool to get a new instance with the exact same mods + order

#3
Tools / Re: RimWorld Manager (Mods+Modpacks)
May 23, 2015, 09:45:33 AM
conflicts? are u refering to conflicts between different mods? that's not the goal of the tool.
you still need to know which mods you can put together and which not.
i'm planning to include some kind of blacklist so a mod author can select other mods he knows that are not compatible and those
will not be able to be selected than but that's just a planned feature and won't resolve all problems

this tool's main purpose is to give you multiple instances of rimworld with different mods/configs and a database to choose/download mods/modpacks from and even update single or all installed mods of a specific instance
#4
Tools / Re: RimWorld Manager (Mods+Modpacks)
May 23, 2015, 09:30:11 AM
hey everyone, client alpha version is almost done, next up is downloading + updating mods/modpacks
therefore i would like some of the mod author's to pm me so i can setup a user for them to enter+upload the mod data.

regards,

alex
#5
Tools / Re: RimWorld Manager (Mods+Modpacks)
May 20, 2015, 11:47:08 PM
[UPDATE] you can preview the web-backend which will also serve as a mod/modpack database for everyone here
Mod/Modpack authors can request a login - just PM me!
#6
Tools / RimWorld Manager (Mods+Modpacks)
May 20, 2015, 04:16:34 PM
Hey everyone,

i've asked a couple of mod/modpack authors if they would like some kind
of Mod-Manager and i'm currently thinking of making a rimworld instance manager.

The Manager would allow you to create instances. Each instance could have a different
Mod set or could be using Modpacks. You could also update indivudual instances Mods.

In addition to the manager which is aimed at playing users there would be a webinterface
for modders. A modder could create his Mod/Modpack there and supply needed infos, pictures
and upload mod files. After review that Mod/Modpack would be pushed to all client lists for use.

as pictures do say more than thousend words,
preview:

this is just a sample preview and does not contain actual data and functions.

As i'm going to spend a lot of time and resources on this project i'd like to know first:
if a) you players and b) Mod authors would be happy to use this tool.

i would have created a poll for this but it seems like i'm unable to create polls here

If you have any more suggestions or questions feel free to ask.

Kind regards,

Alex

[UPDATE] you can preview the web-backend which will also serve as a mod/modpack database for everyone here
Mod/Modpack authors can request a login - just PM me!
#7
@Rahjital: works totally great so far thanks for that Info!
#8
@Rahjital: great advice will try that later once at home. but that will disable enemies attacking all buildings incl. turrets correct?
#9
@Adamiks: yes they do have "<pathCost>30</pathCost>" but i even tried without the traps today and guess what - same problem :(

@harpo: i'm trying your tip right now, will report if it worked!
#10
hey guys,

thanks for the quick reply!
here is a screen of my base entrance: https://dl.dropboxusercontent.com/u/42381812/rimworld_attackwalls.png
changed it a couple of times but the enemies still walk up and just bash the walls all the time.
they very rarely path through the hallway to enter the base.
even mechanoids just bash on the walls.

i'm using the ultimate overhaul modpack. just testet a vanilla game with the same base layout and the same problem occurs.


regards,

alex
#11
Hey guys,

just wanted to ask if you could give me some advice on how i could achive that.
for my style of gameplay i don't want the enemy's to attack walls at all.
door's and everything else is fine but not walls.

is that possible and how could one do that?

thanks in advance,

alex