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Messages - Astral

#1
Help / Re: UI Mod for Operations - Possible?
April 13, 2020, 05:21:59 PM
Thanks for confirming LWM - I think at least to start it would probably encompass just baseline humans and possibly androids, as those are the only mods I play with currently, and they have a pretty static part selection. As long as the hediff is identifiable I don't see any reason why it wouldn't work for other alien races, but that's well out of the way of my current scope for it.

As I envision it, it would have a split on the left hand side for skeletal structure and external parts (limbs, eyes, ears, spines) and a right hand side for internal parts (lungs, heart, ribs, brain, etc.) along with any conditions that might be caused by them (brain damage, frail, bad back). I think having it as a separate button would probably be better, so that it could be used alongside the normal operations tab.

I'm not much of a UI person, preferring to dig more into the guts/back end of things, but that this bothers me as a UI aspect is telling :)
#2
Help / UI Mod for Operations - Possible?
April 13, 2020, 08:52:50 AM
Hello,

I am looking into the basics of modding for Rimworld, but I've found most of what I want to do tends to have something already out there.

One area that is sorely lacking is the surgery UI for installing parts - after a certain point, it becomes a convoluted mess to work through due to the number of options present (especially when adding mods like EPOE and Genetic Rim). Dub's Mint Menus helps alleviate the problem somewhat from a searchability standpoint, but still isn't ideal.

This is all a long winded way of asking - is it possible to override the Operations UI (or append to it)? My initial vision of this mod would be somewhat similar to the RPG style inventory mod, where you are given a visual display on parts making up the pawn, and can click into each piece for options to replace it, or operations that can be performed (e.g. right click the leg, get a list of leg implants and ability to remove).

I'd just like to know if it's even feasible currently before investing too much time into trying to make it, as I don't think I've come across anything quite like it yet.
#3
Releases / Re: [A16][MODLIST] Glitter Tech
December 25, 2016, 11:58:05 AM
I really want to try my hand at making a compatibility patch between Glitter Tech and Combat Realism, as they're two of the mods that I find it hard to play without. I do miss the Arbitration mod collection, but some of that is more easily replicated by starting out as a tribe.
#4
For the most part I've built a wall around the thing, established it as a roofed-in area, put some wooden chairs down, and sent one useless brave colonist to throw the molotov and run. If they don't make it out, they're a hero! And generally it will burn long enough to kill the mechs.
#5
Steel Vests and Composite Vests experience a similar issue to that the Basic/Smithed/Advanced tools had in .06: When deconstructed at a textiles bench they yield no steel. Maybe a way to smelt this and other armors (such as power armor) at the electric smeltery can be added?
#6
I noticed another oddity with sieges in the most recent version - they drop in what appears to be miniature mortars, as seen in the screenshot. There doesn't appear to be a way to get rid of these, nor do they seem to affect anything...

[attachment deleted by admin - too old]
#7
Found an odd (and hilarious) bug with bots: One of my colonists started a social fight with one of the hauler bots due to the bot slighting them as a lazy worker vs a hard worker. They also attend marriages/parties.

Colonists and robots also can get stuck in a Stand position, which requires either a lot of time or a manual order to take care of.

Also noticed that carts occasionally are dropped off at ammo storage boxes. If they are dispensed from these, they disappear.

I feel that the ammo storage crates take far too much micromanagement (especially if you maintain a variety of ammunition types and calibers), and would like to see the normal quantum storage show up as a researchable option in the mid-late game. Ammo storage also doesn't follow the "Build until you have X" type of crafting to ensure a steady amount of ammo.
#8
Very odd indeed then. I'm currently under attack by 30 odd manhunter wargs so it was a bad time to find out about this sort of bugginess, but any idea why it might end up as the case in the attached screenshot? The only other mod I use (aside from the No Raider ATVs and No Infestation submods included in the main post) is EdB Prepare Carefully, as it can be annoying to start with colonists woefully unprepared, or spending 30 minutes rerolling until you do.

The funny thing is it worked previously when I had a lower tech solution (gatling guns) but after rebuilding it with the sandstone versions and powering to ensure well lit conditions, neither the auto-turrets nor the colonists can fire from behind them.

Edit: A further test revealed that I could have the pawn shoot at the embrasure, and bullets would fly through it hitting the wargs behind them, however turrets are unable to target embrasures as well. Very odd.

Edit2: The "Software" research notes that it unlocks the Power tab; is this supposed to be a new button along the bottom? I don't see it if it is.

[attachment deleted by admin - too old]
#9
I did notice last night that while steel embrasures worked as advertised, sandstone ones acted as blockers; you could not fire through them at all. Turrets tried to aim and fire, then couldn't find a firing solution, and repeated this until the target left their range.
#10
I've noted an issue with the advanced energy buildings, in particular fuses and circuit breakers, which don't appear to work as advertised. I have rows of 4 batteries connected to a breaker like so, where B = Battery, C = Circuit Breaker, and I is Conduit:


BBBBC  CBBBB
    I  I
BBBBC  CBBBB


With this being the format of all of my batteries, no battery directly touches a conduit, and they should all run through the breakers. However, if the bzzt event happens, it discharges everything from every battery, and doesn't appear to flip the breakers at all.

Edit: The above may be due to it only working for 3 batteries. I have some further testing to do.

I would also like to see some way to melt down or recover parts from carts, ATVs and trucks, if there isn't already. The biggest annoyance of ATV raiders was having so many of the things stuck around my base.