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Messages - xiongyiwen

#1
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict
#2
Quote from: Grogfeld on December 02, 2015, 07:15:45 PM
Quote from: xiongyiwen on December 02, 2015, 05:56:40 AM
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict

I would love to see backpack as standalone mod. Idea of this mod is so great but it has so many issues with other mods. It would be very practical with Combat Realism, onetime use grenades,rocket launchers, and other stuff like knifes as a secondary weapon...

Special forces carry dagger, rocket launcher, pistol, submachine guns, sniper rifle, medical kits, compressed food, that is in the first blood Stallone ah!
#3
Suggestion: the backpack alone a MOD.
Tools for haul. Not practical, there is a shortcut key conflict
#4
Quote from: midaw on November 13, 2015, 04:21:20 PM
https://github.com/BBream/ToolsForHaul/issues/20
Character ignores the exclusion zone in the presence of objects in the backpack

my patch for v1.5d in attachments.
three checks "is forbidden" in the patch.

Excuse me,What position??
#5
 :'( :'( :'(Every day waiting for updates. :'( :'( :'(
每天都要刷新几次啊!
#7
A10 ??I hope this MOD can continue to update, the intelligent game。
#8
Quote from: MarvinKosh on February 23, 2015, 01:01:51 PM
From what I can gather, you're suggesting adding a hierarchy to the colony, with particular types of colonist occupying particular zones, with different luxuries afforded to them depending on their status.

Sounds interesting. Don't know if it's practical on a rimworld, but it would make for a very different story if it could be done.

Crafting grade 10 make swords
Crafting grade 8 make clothes
Crafting grade 6  scrap metal recycling
Crafting grade 5 make stones
The other colonists, handling, planting

Human resource allocation better
#9
Quote from: tommytom on February 23, 2015, 02:01:32 PM
Sounds like a cheaty way to make use of frail/badback/brain damaged colonists to work in a tiny cubicle 24/7.

I don't mind restricting several people to a certain area. Like making 2-3 bases with enough colonists to support each. I haven't tried it yet though and may already be possible. When you are mining out a mountain, it gets silly for someone to run the length of the map, break two blocks, then get hungry/tired/hot and run all the way back.

My point is not on the slave
Manpower allocation but better
#10
stockpile ( low- normal ....critical)
add home region (low -normal ....critical)
#11
The nobility and jewelry workshops in the inner city, slaves and the farmer in the outer city, the farmer to make jewelry is wasted, the nobility to farming, is also a waste, similar to the rich areas and slums
#12
The bed is in the high priority in the living area settlers, have more work priority, and the priority to enjoy delicious food, medical, beer
This can avoid making skills are low colonists, a waste of time, waste materials, and finally make the garbage, such as sword
#13
The proposed increase  living area priority classification function.
Priority classification similar to the storage area, the high priority areas of life, give priority to the fire, the production task, cleaning, take off the clothes of corpse.
Secondly, the same living area bed and production tasks, bed owners have priority to complete the production task (the same task, near the preferred) which can not only make the colonists to job close to home, still can make manufacturing skilled colonists high value production tasks, so that the production personnel to get more experience, won't appear so low skill immigrants material waste, a waste of time.
Similarly, more obligations Be equal to more Right, high priority areas of life to the colonists, delicious food, beer, enjoy the treatment, have the priority
#14
The proposed increase in state of war, the opening state, only activities in the area of life.
Suggest increase the overall task priority, can switch, open, all settlers in accordance with the task priority work the same.
#15
Ideas / Plan when counting and statistical area
January 25, 2015, 10:22:41 AM
Plan when counting and statistical area