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Messages - Jin Hai

#1
Bugs / [1.1] Electric Smelter Bugs
February 18, 2020, 06:33:50 PM
The electric smelter does not seem to accept any clothing for smelting even though filters are open and clothing is available (says "Need Material" no matter what filters are set). Minor issue on an otherwise incredible patch, hopefully can be resolved soon :)
#2
Quote from: Telefonmast on January 11, 2017, 03:15:14 PM
That is weird. Also normally mods don't belong into the AppData path - but I suppose you got some sort of mod pack so that might be the issue. But try to delete the already existing folder and paste in the new one.

With a bit of fiddling I was able to install the mod in pieces, and found the specific file I've been getting the issue with.
TiberiumRim-1.1.0\Assets\ObeliskOfLight_Back.png
There are two of the same files with the exact same name in the .zip. One "Back", the other "back". Dunno if anyone else has been having an issue with this, but was very confused for a while at the least, lol.
#3
Keep getting an error on install. Putting it in the mod directory but it asks if I'd like to replace a png in my AppData and is constantly "busied" (can't click on anything). http://prntscr.com/duc0k2
#4
Outdated / Re: [A16] Psychology (2017-1-4 v2)
January 04, 2017, 10:55:59 PM
Amazing mod, just got two questions.
Is there anyway the Kinsey scale could be compatible with Prepared Carefully?
And is there any definition on Default, Central, and Polarized settings for it?
#5
Ideas / Diagonal Wall Textures
June 27, 2016, 04:41:22 PM
Considering that walls are total functional at a diagonal angle, along with doors and anything else (as far as I'm aware), I think we could use some different textures when a wall is connected diagonally. I've got a base setup trying to be a efficient as possible, and angled walls are a must. But because I also enjoy things looking nice, the diagonal walls do not what so ever. It's an extremely minor thing to add (or possibly mod?) but I think it'd at least open people to the ideas of diagonal walls. As it stands, I only do it when I really have to because of how crap it looks, haha.

Cheers,
Captain Jin
#6
Ideas / Re: Multiplayer
May 16, 2016, 01:41:19 PM
Quote from: blub01 on May 16, 2016, 05:32:42 AM
as a minor addition I would suggest being able to see what is going on in another player's colony, and possibly calculating the overall resource output of a colony when a colonist goes offline, and using that to predict the state of the colony when they come back (or simply only allow palying when all players are present). also, what do you mean with raids?

Raids as in they send their own colonists to harass and reap player Colonies for weapons, items, anything of relatively high value that could be set by the raiding player. Clearly you'd need a pretty high population to do it frequently/effectively, but considering other Factions do it all the time this seems like it would kind of be a necessity for multiplayer. Clearly would be very hard to do effectively, but not impossible.

Also, in regards to the resource output thing, I sort of understood it as "when the player goes offline, his base is effectively paused where it was". Unrealistic, but as simple as it could be.
#7
Ideas / Re: Multiplayer
May 15, 2016, 03:35:19 PM
The simplest multiplayer between 3+ players:

-Friend 1 hosts a server. This is as vanilla as the game can possibly be. Makes a world, chooses a spot, loads up everything to the colonists crash landing, and plays the game like you normally do.

-Friend 2 joins the server. Picks his colonists like normal and chooses an area to drop down on that is not the same area as Friend 1. He starts another Colony, and Friend 1 gets a notification of another Faction on the planet. With a Comms console each, they can start sending supplies, prisoners, animals, etc to each other. Maybe they could send AI traders with exchange rates/items and a muffalo for hauling (little more complex than desired, but a fun idea).

-Friend 3 joins the server. Picks his colonists like normal and chooses an area to drop down on that is not the same area as Friend 1 or Friend 2. He starts another Colony, and Friend 1 and 2 get notifications of another Faction on the planet. On the opposite spectrum, they send raiding parties at Friend 1 that are AI controlled and given one of three potential raid types with equivalent resource costs (Assaults/Sieges/Sappers).

-Friend 1 requests aid from Friend 2 to send over colonists to help defend/work at the Colony. Either AI controlled or temporarily controlled by the receiving player until time expires or the threat is gone, like NPC faction allies.

Careful what you send when aiding/raiding though; if they die they do not return to the Colony. This makes sending colonists a bit more of a high-risk high-reward than just always sending out help/raids.
The AI controlled benefit is primarily being able to send it out at any time, and arrive a day or two in-game for the recipient. That way players don't need to be 100% in sync for multiplayer to work, and it could be more like sending out a mission than personally doing the job.
If a friend goes offline, their Colony is treated as Offline and is not interact-able purely for simplicity's sake. A friend whose Colony is destroyed or has not played for a long time is treated as "Lost Contact".
Faction-based coop is infinitely easier than same-screen Co-op, and has most of the same benefits. The only real downside is that it's a little distant to call it real "co-op", but it's the simplest possible implementation I think.

Also, note that this is literally just barebones multiplayer. There's no point in talking about balance or anything unless it were implemented for competitive use.
#8
Quote from: AllenWL on May 11, 2016, 02:58:49 AM
You don't need quivers for arrows, just like how you don't need magazines for the bullets.

To use a bow, just make sure the has pawn some arrows in there inventory, and make sure it's the correct type of arrows.
A short bow uses just arrows, a great bow uses great arrows. A shortbow cannot fire a great arrow, and great bows can't fire 'normal' arrows.

Finally, unless drafted, pawns will actively drop items in their inventory if it is not a part of their loadout. So for your pawns to actually carry around arrows to use, you have to give them a loadout with arrows.

Honestly haven't even known about Loadouts until you brought it up. But tried editing files, fixed it (by setting a magazine of 1 and a reload equal to warmup), saw your post, deleted edits, reverted to old save, and before I even touched Loadouts it's working. So... I'm happy and confused, but mostly happy. Lmao
#9
Tried giving all my colonists short bows to save guns for when I need them, but bows seem to be completely disregarded as weapons. I assume I need arrows, which I can and did make. But I'm also assuming I'm gonna need some quivers, but I can't find out how to make them what so ever. Any help?
#10
No offense to you Cala13er, but you're gonna need to show it off a bit better to get people interested. Closer screenshots, comparisons, give us a reason to pick this mod. I tried downloading it, but the link is not working. Up your presentation and get that download fixed, and I'll happily give it a try.

Cheers!
-Jin