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Messages - LouisTBR

#1
Ideas / Health Tab/Bar
November 26, 2017, 09:10:37 AM
Simple suggestion:
Move the health bar from the main info box on a pawn into their Health Tab. Recolour it so it is more visible, and have various stages below which the health bar turns Red/Amber/Green, with thresholds (similar to that of break thresholds) to show at what Health Percentage they will be incapacitated and dead.
#2
Ideas / Steam Workshop Achievements ;)
November 10, 2017, 06:50:44 PM
Rimworld, more than any other game, has the potential for great Steam achievements.
Started a Colony
Have over x amount of wealth
Loss
Lose your first colonist
Incoming!
Survive your first raid
Homesteader
Sustain a single colony for over x years
Goodbye
Escape through building/travelling to a spaceship
--------------------------------------
Basic stuff. Now, a few hidden achievements:
It's probably beef.
Butcher a human corpse
Ate Without a Table
Have a mental break triggered by the "Ate without a table" debuff (Reddit legend)
Don't stop, never give up
Give a colonist Luciferium.
I'm like, so high right now
Store 420+ Smokeleaf at any given time
Meta. Neat.
Acquire the "Tynan, Game Dev" colonist.
What else are they for?
Harvest 3 organs from a single prisoner
Fine Addition
Tailor a human leather tuque at the Tailoring Bench (Reddit Legend)
#3
Bugs / [A18] Colony Saves Lost - Please Help!
November 06, 2017, 12:35:12 PM
Attached is a screenshot of the error message appearing when I try to load my save file. I have a backup which is saved each time I exit the game along with my main save, both are not working. I am running with modlist:
Core
HugsLib (Alpha 18 Updated)
Refugee Stats - A18
Rimfridge - A18
Trading Spot - A18.
The save files have been working perfectly up to now. Please help.
Exception filling window for RimWorld.Dialog_SaveFileList_Load: System.Xml.XmlException: Document element did not appear.  Line 1, position 1.
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at Verse.ScribeMetaHeaderUtility.ReadToNextElement (System.Xml.XmlTextReader textReader) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:259
  at Verse.ScribeMetaHeaderUtility.ReadToMetaElement (System.Xml.XmlTextReader textReader) [0x00002] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:243
  at Verse.ScribeLoader.InitLoadingMetaHeaderOnly (System.String filePath) [0x0003d] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:79
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:199)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


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#4
(See attached)
This came up when trying to look at the description of a Shoddy Slate Grand Sculpture.

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#5
Bugs / [18] Trait + Backstory inconsistency
October 28, 2017, 11:25:22 AM
His Childhood Occupation describes him as "not particularly bright or nimble", however in his traits he is listed as "nimble". I know 'Nimble' trait was added in A18 which means this was not previously a problem, but it just seems like the backstory could be tweaked a little.

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#6
Ideas / Re: Comments to news
October 27, 2017, 08:12:55 AM
What do you mean? I'm intrigued
#7
Aha, I just noticed 'Average Disease Frequency' in the World Terrain Info. That's a useful addition if ever I've seen one ;)
#8
General Discussion / Re: Predict the name for Alpha 18
October 27, 2017, 07:58:15 AM
Quote from: SpaceDorf on October 27, 2017, 05:24:35 AM
Quote from: ReZpawner on October 27, 2017, 05:04:30 AM
I'm loving how the previous updates have been so good that this one is a disappointment by default.

I have to disagree .. I read the changelog and checked so many feature requests and player suggestions that my collegues around me actually asked what made me so happy.
The amount of fluff content that got added is great and don't underestimate the technical changes and additions required for those features, they are not really visible but the hardest work. That and bugfixing.
Agreed. When there's not any huge additions like A9 'Tales O' Drinking' or A12 with Animal Husbandry, we forget that this means bug fixing and under-the-hood changes are numerous.
#9
Ideas / Re: A18 - A few ideas
October 27, 2017, 07:25:12 AM
Quote from: SpaceDorf on October 27, 2017, 05:16:39 AM
1.) Fences - Funny Thing about fences is, they work as you describe them in real life as well.
A curtain made from wire makes everyone walk around, even it is easily destroyed.
With different variations ( wood, wire, razorwire topped ) it is pretty useful.
Even though it prevents passing for everyone. If it has nearly no cover value and is easily destroyed by either stray shots or even melee it is no alternative to walls.
All it needs to avoid the mentioned issues so far is a little tweak in the raider AI, not the Pawn AI in general, because friendlies and stupids should respect your fences.
- Fences don't count for Raider Pathfinding and if encountered get destroyed by a few melee attacks. Which opens up tons of bad situations for the player  ;D
The same could be used for Manhunting Animals. And Animals could gain size-dependent abilities : Squirrels, Rats, Boomrats .. don't care about fence at all. They move right past it.
Elephants, Rhinos, Thrumbos .. don't care about puny fences either.
So, yes, please Fences.
Agreed. As with real life, a fence has effectively no stability and can be easily broken, but no-one in their right mind would do that just to walk somewhere.
Friendlies realise that it is one of your structures, therefore (As they would with walls) they would path around them. Larger animals would smash a wooden fence, but as you research sturdier fences (electric, perhaps), they will not.

Quote3.) Immunizer - In general you mean painkillers, anti-inflammatories and antibiotics ?
Yes Please.
Yes, but rather than having many different drugs to combat different things, I'd go with Immunizer = Antibiotics for wound infections, and Penoxycyline = Prevention of random diseases.

Quote4.) Floors - yes please, researchable better flooring in both directions : more stable like asphalt roads and concrete. More Beautiful and Useful on the other hand .. thinking how much the flooring of a room effects it's usability and climate I think this is a good one.
( hardened mud floor for example, prevents growing stuff in your early huts and looks a bit better than loose dirt. )
Yeah, packed dirt or something of the like would improve tribal, camp bases, high-tech flooring for large bases etc.
It would just flesh out the decoration choices and give more realistic, suitable flooring for different scenarios.
#10
Off-Topic / Search 'Gobsh**es' on Google Maps
October 27, 2017, 07:18:19 AM
Title explains it. This is brilliant #NSNO #COYB
#11
Ideas / Re: A18 - A few ideas
October 27, 2017, 04:17:46 AM
Quote from: Daimonin on October 26, 2017, 08:09:01 PM
Quote from: LouisTBR on October 26, 2017, 10:39:36 AM
Blast Doors:]
On the subject of Structures, a door that has considerably higher HP than both regular and autodoors, but costs more and is slow to open. Would provide a thick defence for prison cells and entry-exit points.

You mean granite doors? Those are in the game already.

In case you didn't know, you can make doors out of more then just wood. Steel opens just as fast as wood but is much harder, various stone types give even more HP but at the expense of opening time. There's your blast door.

PS: Looking at Limstone door in my current game: it has 390 HP and a 45% opening speed.
Wooden door for reference has 100 hp and 120% opening speed.
I don't have any granite ones right now but IIRC they have around 450 - 550 HP.
Yes, believe it or not I'm aware that there are different types of door materials. I'm not suggesting a granite door, I'm suggesting a researchable blast door which has higher HP.
#12
General Discussion / Re: MUAHAHAHA Thrumbo
October 26, 2017, 12:40:04 PM
Quote from: Canute on October 26, 2017, 12:38:20 PM
LOL, that trick don't work anymore since a few releases, i think since A16.
Visitors,caravans and animals will dig their way out if you build walls around them.
I should have known it was too good to be true...
#13
Quote from: TheMeInTeam on October 26, 2017, 12:27:11 PM
Quote from: LouisTBR on October 26, 2017, 12:05:53 PM
Tornados sound like the worst thing that can happen, but realistically, I have found them to be docile, and a sort of 'Oh thank god it wasn't a Zzzt' thought comes up. They tend to stay away from my base, and often dissipate or leave the map very quickly, making the damage limited to cracked stone and a few dead critters.

Yes, they often wind up doing nothing, but can instantly kill someone without counterplay depending where they form.  This is not a good event.  It could be a reasonable one with some tweaks (stone walls/doors ignore damage, roof protects but only below a certain size while larger roof areas get stripped, damages materials stored outdoors or unroofed but not materials that remain indoors + roofed, grace radius to prevent spawning right on top of entities and instantly killing them).

If you do do the suggestions about, you get a mechanic that:

- Does not instantly kill people without agency
- Makes the player evaluate which resources are important enough to wall in vs just cover
- Makes the player consider a tradeoff between small vs large rooms (this has real life basis in tornado safety too, in Florida where basements are not an option you pick the smallest, most centralized room in the structure).

Zzzzt is 100% preventable by either avoiding batteries or avoiding conduits.  The latter is plenty possible for non-mountain bases with planning.  As such, the player has real tradeoffs regarding design of base and what power to research vs alternatives.  This is quite different from tornadoes or cargo pod telefrags.
I'm aware of that, but avoiding batteries and conduits is worse than preventing zzzt. I don't want to build new power plants every 7 or so tiles because nothing can directly reach them. My point was that, at the moment in my game, Zzzts have done more damage than tornadoes. Therefore, "I have found them to be docile" and "They dissipate or leave the map quickly, making the damage limited to cracked stone and dead critters" is a perfectly accurate statement of my experiences.
#14
General Discussion / Re: MUAHAHAHA Thrumbo
October 26, 2017, 12:31:15 PM
Damn it. The bloody thing escaped.
#15
General Discussion / MUAHAHAHA Thrumbo
October 26, 2017, 12:28:20 PM
After about 5 minutes of trying, the thrumbo finally fell asleep in the wrong spot, and I managed to capture it.

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