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Messages - Falc

#1
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 24, 2016, 12:24:58 PM
Quote from: notfood on September 23, 2016, 01:03:24 PM
You can't compile CCL under Linux. As far as I'm aware, C# 6 features are not available in mono versions under 4.

No, Linux sysadmin is my day job. I play on Windows.
#2
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 23, 2016, 12:55:17 PM
I have experience programming (but in python, not C#). I have managed to set up a compiling environment for a personal mod, based on an existing mod.

Linux sysadmin so I do have skills making tools and whatnot.

So is there anything I can do to help?
#3
Okay, so I have a Heat Wave going on, outside temperatures are reaching 50°C.

I have 4 Industrial Coolers in a 3x9 room, bringing the room to -40°C, more or less, with 9 Duct Intakes.

I have ducts bringing this cold air to a 5x11 freezer room and a 5x7 hospital, using Smart Outlets. The ones in the freezer are set to -9°C and the hospital is at 21°C.

And while the hospital is stable at that temperature, the freezer just won't go below 3°C...

I'm thinking the issue stems in part from the fact that the temperature in the duct channel keeps fluctuating a lot and rapidly, starting at about 15, rapidly going to -3 and then jumping back to 15.

Am I doing something wrong?
#4
Minor nitpick: your 15b version still says 'for RimWorld 0.14.1249' at the top.
#5
Help / Re: Patsch problems.
August 31, 2016, 05:03:32 PM
Workshop files are located in your Steam folder, then go to steamapps/workshop/content.

There you will find folders with long numbers as names. These are the numerical Steam IDs of the games; RimWorld is 294100.

Inside that folder, you get pretty much the same thing, this time using the mod ID number as name.

So if you want to find a *particular* mod, you will need to either browse the workshop and find the mod ID in the URL, or run some sort of text search on the whole folder, since the mod name is stored in some of the XML files.
#6
First of all, unfortunately, the very existence of the Steam Workshop means that the audience for such a tool shirnks, significantly. The only true way to get interest in a new tool would be to have additional functionality. With the current version change, there does seem to be a clear demand for a version-controlled delivery method, but to a large degree, you could already solve that by having mods hosted on GitHub.

Now, here's something you might not know: you're perfectly capable of browsing the Steam Workshop without an account. Yes, you cannot download anything, but it's a better interface to searching mods than just a forum, and most if not all mods have links to this forum or to a straight download.
#7
Ideas / Adapt storyteller to scenario
July 31, 2016, 04:45:38 AM
I've tried to like the new scenarios, but I feel that right now the storytellers simply aren't that well adapted to them.

The worst example, I feel, is the Rich Explorer. One single person against the entire world? Yeah I wanna try that, I want to see how long I can last when I have to do everything 'myself'. This'll be fun!

And inevitably, within a day or two, "Wanderer joins!" happens. No longer alone. One game I even hit Alt-F4 right away in disappointment when the wanderer who joined my intrepid explorer... was his mother. Yeah that really wasn't the game I wanted to be playing...

So I tried the tribe start, more people but less tech, yeah okay this'll be interesting. Again a wanderer joins within a few days, bringing a Pistol with her... And she was even a Brawler so she didn't want to keep the damn thing herself!


All in all, this just leaves me with the feeling that some work should be put into adapting the storytellers for these scenarios. Or give us more storytellers, or give us a bit more settings to tweak for each storyteller...

How do other people feel about this?