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Messages - slaveofpeon

#1
Releases / Re: [1.2] [KV] RimFridge [ModSync RW]
September 04, 2020, 02:17:50 AM
Yeah, this hopper idea is great, but its bugged the fridges in yours and deep storage to only be placeable next to structures requiring a hopper. I have two placed from before the update, but I cant place any anymore.

Figure its gotta do with how the game recognizes hoppers?

I attached two screenshots where I have tried to place a fridge, and showing where I have my previous fridges.
#2
Seems to be an error with the mod on steam after the Mar 29th update of Rimworld. Defensive Positions throws an incompatible/corrupted/mod conflict alert upon activating it. I removed all but Hugs, Harmony, and Defensive when i was checking. Otherwise I don't know whats happened.
#3
Aww, I rather liked Astral, even if it felt long. Always made me think of open skies and barren plains, when the sun rises on a new day. Made it even more special when it was one of the first songs upon popping the first escape pods. Like opening your door and just seeing the Australian Outback first thing in the morning with a cup of coffee. 
#4
Sorry, I was in a bit of a rush earlier to get to work, and just did a quick copy paste on my issue in my earlier post. To be clear, I wasn't using Enhanced Defense and Combat realism together, the issue is that when I use EdB Prepare Carefully with Enhanced Defense, or EdB Prepare Carefully with CR Defense, that the embrasures act like normal walls, instead of walls with shoot holes in them. I remove EdB Prepare from the mod load and start a new world, and all problems are solved.

I know that EdB is in Alpha 13 beta right now, so there are bound to be issues, but i figured that i would comment on here in the case that it was CR not playing nice with EdB and not EdB causing the issue. Hope that makes things a little more clear.
#5
Anyone else having issues with edb-prepare carefully a13 beta causing embrasures, Ive tried embrasures from Enhanced defence and Combat realism defence, to stop working properly and become glorified walls? Its the only mod that fixes the issue when removed from my load order, and idk if thats a known bug or i am an idiot. Whether User error (possible) or Beta bug i cant seem to find any other instances of this happening.

my basic order that triggers it is:Core, CCL, Com. Real. Core, Comb. Real. Defence, EdB-Mod order and EdB-PC,
all of which are up to date on my end as of this post. I checked that first.

(posted to EdB-PC thread first, figured i would post here as well in case it was a CR issue instead, im new to trouble shooting conflicts so any help/advice would be appreciated)
#6
Anyone else having issues with edb-p.c. a13 beta causing embrasures, Ive tried Enhanced defence and Combat realism defence, to stop working properly and become glorified walls? Its the only mod that fixes the issue when removed from my load order, and idk if thats a known bug or i am an idiot. Whether User error (possible) or Beta bug i cant seem to find any other instances of this happening.

my basic order that triggers it is:Core, CCL, Com. Real. Core, Comb. Real. Defence, EdB-Mod order and EdB-PC,
all of which are up to date on my end as of this post. I checked that first.
#7
General Discussion / Re: Forum rules and guidelines
March 12, 2015, 05:38:50 AM
Yeah, so whats the strike system used for enforcement, since i got rule 6'd and wanna know how deep in it a "warning" is.
#8
Just going off your messy chart, but it made me wonder, why is stone cutting a pre-req for crems, and not something like the elec furnace, or even both? Melting metals and melting people couldnt be too far removed and different, could it?
#9
Yeah, about an hour after I made the post, I saw the original Eons. Thought something fishy was going on until I saw the abandonment issues it had. Well, you certainly have your work cut out for you. I hope to see where it heads, when it gets going.
#10
General Discussion / Re: What is Rimworld?
March 11, 2015, 02:49:24 AM
Any conversation is worth having, its whether or not the participant is worth having around.

That being said, I feel you are right to a certain point, but as with 99 percent of people, we humans feel the need to categorize pointless things, and have the need to add sub tags upon sub tags to items, animals, plants, people, etc etc. Look at the Scientific Classification System. Who cares if there is some animal that is closely related to Canis Lupus Familiaris, but only differs by the Genus classification? Me, cause thats the difference between getting a dog or a cat. Same applies to music, and video games. I like Dubstep, but hate Drum and bass, but both are a form of techno. I like RTS games, but hate tower defense games, but both are strategy.

We strive to label a amoebic entity such as rimworld and dwarf fortress and minecraft and dayz, etc etc, because we as individuals in society have a free will based system of likes and dislikes and hates. the classification system that we are discussing, yet you, Boboid, feel is not worth discussing because we have two choices (even though you list three) in your opinion, which btw, is also part of that societal need to classify something, which you did in the negative.

I tend to buy/rent/try games that share the same genre because there is a general trend to those games being something that interests me. thats why i put my two cents in to state my opinion on what and how i classify this amazing game as. and as Darkhymn stated, Sci-Fi fits it quite well, though personally i would be wary as a new user if i saw Sci-fi, since the "sci-fi shooter" known as defiance let me down, even though i like sci-fi, and the tv show Defiance.

I like to read what others think, just because it helps me to realize what my tastes and feelings about an item or subject is. Thats why this is not a pointless discussion.

Besides, if you dont genre-lize things, then all you are left with is the mentality of "a game is a game is a game, and games make you have fun, because you either like games or you dont", which seems rather dull and boring to me

Post edited. User was warned for this post. Rule 6.
#11
Tech Tree Minami did a quite similar thing, back in Alpha 7 and earlier, but Minami is having some IRL trouble and so hasnt updated in a while. Take a look at it, steal some ideas, etc etc, https://ludeon.com/forums/index.php?topic=3464.0  Maybe you can create something better, or what some of us are itching for from the void that TTM has left for us. Be Forwarned, that TTM was quite extensive so that would be some big boots to kick aside (i believe it even rebalanced a few other mods and techs they added as well)

I am down for tryin out what you are dealin.
#12
Ideas / Re: Chronomographier
March 11, 2015, 02:11:17 AM
I think it would be uber Overpowered, but make the availability of year increments show as multiple choices. Like, pull up the drop down with a char, and have the option for 5, 10, 20, 40 years, or make it calculate for ONLY a total reversion/acceleration to age 15, at a slight variable of 1-5 glitz meds per year reverted/acceled. So it would be cheaper to retire an old folk and accel a child to working age, but if you had that one colonial you were attached to, you could revert them to 15 for a greater price. like, 15 glitz meds for a kid to age forwards, but 40 for a elder being reverted, numbers for example only. Definately would need a cost balance, and as stated, kids....
#13
Well, I like the idea of what you propose, my question is, what was the status of the project before deciding to rework? Is it Like TTM where it revamps the system, or more like EDB's Scenario System?

As for eras, the best would be to do like civilization or age of empires, and do the major ones, Stone, Bronze, Iron, Dark, Industrial, Nuclear, modern, Information/Computer, Cybernetic/Bionic Ages and maybe a soft endgame being called Interstellar, (where you incorporate the already implemented offworld transport system). The basis of each Age sounds pretty self explanitory, and Google always provides decent examples if you are confused upon what a specific age would be.

It would help a bit more to know what your goal(s) for ages are, and what in specific you are looking for insight upon from the General Public.

Well, I am a wonderful Idea guy if you need someone to bounce ideas or thoughts off of. And when the time comes, I would be totally willing to be a Mod Breaker Play Tester for you. both with other mods and straight Vanilla with your mod.

I will definately be checking in on this for status updates on progress, because you my friend, have piqued my interest.
#14
In regards to the poll, I tend to not use the fan or heated floors, mostly because i get by just fine by tossing one of the coolers and one of the heaters in a room and set them to the same temp. Its a great concept for both items, but i tend to just go overkill on them and it works fine for me. I'm still new to it, so I may not understand efficiency values to them and I am too casual to know what i would be looking at if i opened the mod files, so forgive me if I am noobish about not using those two for some awesome benefit idk about. 

I enjoy the mod thoroughly and just wanted to say, as of yet, I have had no bugs, everything works well and as expected (least i assume that the slight fluctuations in temp that i notice is from doors or walls losing the heat and not bounce around from the mod)

Good work!
#15
General Discussion / Re: What is Rimworld?
March 11, 2015, 01:32:41 AM
To me, I would have to say that the genre isnt any one or three genres, as these days there are very little that qualify for any single tag. If anything, I would say it is a Rogue-lite, Tactical Adventure Colony Micromanagement Simulator with light Story-driven elements based on a futuristic cataclysm/catastrophe scenario (due to the fact that the story canon is that its the future where there are variable levels of technology, and humanity tends to nuke itself in someway or another and restart, etc)

Overall, i would say that the scenario is the setting, the tactical adventure colony micromanagement sim is the basic genre, and the rogue-lite element is more the world generation. People throw rogue, rogue-like, sandbox, openworld, etc around like they are genres, but in reality, they arent truly genres, but subgenres of mainstay genres like action, adventure, RPG, sims, etc. At the least they are more of world generation descriptors for the main genres.

For example, when you hear RPG, you generally think of WOW, Final Fantasy/almost every square/enix/soft game in existance, D&D, elder scrolls, etc. all of which have some form of these subgenres. Now if i tell you I was playing an open world game, you think of everything from Rust, Gary's Mod, Skyrim, MMO's of one or another, The Crew, etc etc, but not of any specific genre. But if i said Open world Medeval Fantasy RPG, you then think of things like skyrim, or Might and magic. See where this goes?

Overall, I think it, like many games, are an amalgamation of many different genres and their features. One could even argue that there could be puzzle elements to the game(how to i build building A close enough to building B but far enough from my corpse pit so travelers dont get neg emotes sort of puzzle aspect).

But at its basest i think  Tactical Adventure Colony Micromanagement Simulator  fits it best. But thats me and my reasoning behind it. Take it as you will.