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Messages - samuk190

#1
Releases / Re: [1.0] Multiplayer
February 24, 2019, 06:27:22 PM
Quote from: cppdude on February 23, 2019, 05:15:34 PM
Quote from: Bozobub on February 23, 2019, 11:06:29 AM
You're not very smart, are you?  Seriously, posting the crash log from a pirated game on the devs' server is incredibly boneheaded.

I mean, for it to be boneheaded there would have to be some sort of repercussion, right? What's the dev gonna do, suspend his game license? Btw I don't mean to support piracy here.

I dont think piracy is bad as people say..
the dev vs piracy costs more money than the piracy itself.

I pirated the game, but I bought it later to help the dev.
#2
I WANT SO MUCH THE NEXT UPDATE u.u GO GO POWER RANGERS!
#3
Quote from: dubwise56 on August 07, 2017, 02:58:06 AM
Quote from: samuk190 on August 06, 2017, 06:55:54 PM
what you think?  you understand? its not too hard

hmm it may not technically be too hard to do that kind of system, but its actually more complicated than anything else in this mod, and would require fiddly harmony injections into job drivers for consuming meals and i don't really want to add that extra layer of complexity if it isn't necessary.

So the hydration need that i may, maybe, might have just made works quite differently, it isn't going to be about collecting and storing water or constantly looking for a drink or carrying canteens or any of that trivial stuff, its just about extreme conditions and adding a bit more flavor to moods and hediffs but in a way that most of the time you wont even notice is there, like the space or comfort needs but deadlier if you really fowl up. It is working as a separate bonus mod which requires the base hygiene mod to function so if you don't want it you can skip it

Its based on the current bladder and hygiene needs, bladder falls at a rate based on the current food level, more food = faster bladder reduction, the hygiene need tries to reach a target level of hygiene based on current conditions which include cleanliness, temperature, and what kind of work they are doing. Imagine they are drinking small amounts of water with their meals, the thirst need will target the current food level and seek to match it, if food is 90% thirst will rise to match it, if food is 20% then thirst will fall down to 20% at a rate based on how hot it is and what kind of work they are doing. This means that in normal conditions in a mild or cold climate the water they get from meals should suffice, but if they are hot or there is a heatwave and they have thick clothes on or are doing hard manual work or are dying in a fire or some combination of all of these, then it could push the thirst down faster than food consumption can keep it up, in this scenario they will seek a source of water to drink which will top up only the thirst need, imagine it more like drowning your face in a bottle of water after digging holes for 8 hours in the sun, rather than going to the water cooler once every 15 minutes for a sippy cup and a natter. If the water source is clean then all is well, if its scooped out of a latrine or some pond out back where you dump your sewage then diseases and deaths should be expected, there's a dehydration hediff to go with it but that will probably only kick in if they are left starving and have absolutely no access to water. It doesn't include any water collection devices like rain collectors its just using the same inlets and plumbing as hygiene will, again its not really about getting the water its more about the extreme conditions leading to thirst and other problems, and the knock on effects that lead to old jeff with the bad back cracking under pressure and taking it out on fred with a club.

Nice idea, thumbs up,  I agree and tell me when you're done with that. (Oh dont forget about water tank(capacity) and all stuff you talked before that i loved :) Thanks for everything bro, you making the game more and more funnier!
#4
another suggestion is : real time sewage.. like if a pawn use the toilet, you can see sewage working.
#5
Quote from: dubwise56 on July 31, 2017, 01:48:28 PM
Ok I read all the comments, thanks for all of the positive feedback, bug reports and suggestions. I shall now explain, in detail, my plan.

tl:dr water capacity + better central heating split off for a18 + bug fixes

First off the research for everything will all be completed by default on classic start or higher, only tribals will have to research it, it makes more sense like that because you start with air conditioning on classic starts anyway. And the stats for bathroom impressiveness will be tweaked so its easier to get the mood buffs, i was lazy and ripped off the code for bedrooms and it requires too much stuff to get a good stat so just need to tweak it, i have also done some bug fixes which probably fixed some of the bugs people have been reporting, i was tracking and fixing them on the steam version.

Water & Sewage
You have a sewage grid and capacity and a water grid and capacity, you can place the sewage outlet on rivers, lakes or oceans and it gives you capacity, you can place a sewage drain on land which has a circle that expands over time, every x00 ticks it will push some sewage into the sewage grid within that circle, the sewage grid wont change the appearance of tiles and will be displayed with an overlay by clicking on any sewage drain or outlet, a steady cell effect function on the map component will constantly reduce the sewage value in random cells, the amount reduced will be multiplied depending on the tile so water tiles will be very fast. If you deconstruct the sewage drain or outlet the sewage will clean up over time. The total value of sewage in the grid can be used to trigger incidents like bad smells or disease.

For fresh water capacity you place an inlet on rivers, lakes or oceans, or you place a water tower on land, the water grid will show you the location of ground water where the tower can be placed, for sea ice it will let you place it anywhere just to keep it simple. The ground water isn't used up and does not need replenishing from rain or rivers, and no units of water are tracked or stored in tanks. The important thing will be to avoid overlapping water intake with sewage outflow, which will pollute the water and then trigger bad smells or disease. The water treatment system will then become useful as a way to convert sewage capacity back into water capacity, to balance that out it will need to be very large, smelly and use lots of power.

Once all of that is done the mod should be somewhere between the sims and sim city, sims scale hygiene and bladder needs with sim city scale water and sewage capacity, i prefer that kind of setup over a survival game style where you have to collect every drop of water using rain collectors and such, and its the easiest way to get it working on all biomes.

Central heating
The radiators in the current version actually have a pretty serious bug when it comes to checking room size, the bigger the room the less units of heat they use because i missed out a divide by cell count, but that's all fixed now because i have re-coded the whole thing.

Instead of being units of heat that get pushed around, its more like the sewage with a percentage capacity, the radiators then have a flat heating rate that is multiplied by the current capacity on the pipes, so 50% capacity means the heaters heat output is halved. They also take time to heat up and cool down, so when a heater is turned on the radiators quickly heat up to the current capacity, then when heaters are turned off it slowly floats down to 0. The immersion heater has a power setting of 250w to 3000w in steps, I added a thermostat which you place in any rooms that are critical or central to your base, you plumb them in and set a minimum temp, when the rooms temp falls below the minimum it will turn on any immersion heaters on that plumbing network until the target temp is reached.

This new setup makes it much easier to check whats going on at a glance, and is obviously extremely efficient because its just short spikes of power to reheat all of the radiators on demand, then they continue to produce heat on their own, and if you want you can get nerdy about exactly how much power you need and where to place thermostats and so on, or just skip the thermostat max out the heater and run it 24/7. The duel fuel stove doesn't have a power setting its just a flat value and will have enough capacity for something like a large cabin in the woods. I haven't worked out exactly how I'm going to do the solar heaters + storage tank yet but it will probably be simple.

The central cooling will be the same capacity based system, it will have its own pipes and thermostat, but because it cant store cold air you will either have to run it constant, or set a max and min temp on the thermostat, so it could cool a room down to 15c and then switch off, and then only switch back on when the temp is above 25c.

I am aware that redist heat has been updated and there is also another mod out for climate control, i haven't actually tried either of them so i don't know how similar they are to what i have talked about, but since the central heating part of this mod is optional, and not required for heating the water supply, you can choose which one you want to use. I planned on splitting the central heating part of this mod and making it standalone for A18 so you don't have to have to have hygiene. Some people want water heating as a requirement for hot baths and showers, i may be able to make it so if hygiene detects my central heating is installed then it then requires a heat source to have hot showers else it just ignores it.

That about covers it  ;D

And i loved your idea to make this mod more like sim city than survival, and I agree, can you add another pipe ONLY FOR HOT WATER? to go through showers? what you think about hot showers(give more mood to pawns) ?
#6
Quote from: dubwise56 on August 02, 2017, 09:17:41 AM
A hydration need is outside the scope of this mod and probably outside the scale of Rimworld itself, I have already cogitated on the subject of drinking water. I know some people would like to micro manage every litre of water, but i prefer to focus on things that make the experience closer to something between the sims and sim city but grim and with guns, rather than a survival game like dayz or project zomboid. And you tend to only see water needs used in those kinds of hardcore survival games, because you have 1 player character and nothing to do other than make a little shack in the woods and survive the night, and even then they overdo it and make you get sick and die if you don't glug 2 gallons of purified water per hour, when the reality is that you are so much more likely to die to a zombie or a fall or a bug in the first 7 days that drinking water is a non issue, and as a game mechanic it doesn't actually add much other than a requirement for healing, a fuel tank for running great distances, and adding a sense of urgency, like for example, "oh god i have to find a can of peaches in this next house or i'm going to die of thirst before i find any ammo", but Rimworld doesn't have those first 2 requirements and does the urgency in other, more interesting ways, which is why i prefer it over survival games.

Now if i didn't think about what i was doing and added it anyway the first issue is that pawns only have so many minutes in a day to get jobs done, and people already complain that stopping to go to the toilet once or twice and take a shower, makes it impossible to get anything done in some situations, so adding breaks for water on top of eating standard meals would be time consuming and unnecessary, i have heard suggestions like a canteen system where they just need to top it up once in a while and then sip from it over a couple of days, but then you may as well just consider the need bar itself to be the canteen and then its just a bar that you forget about unless you live in a desert biome or on mars.

Canutes idea of adding water to the cost list of meals sounds like a better option, but then you would need to add it to every modded meal that anyone ever makes and in the right quantities, mostly in a colony at the scale of Rimworld you only need large quantities of water for things like cleaning, processing and farming and really in a real survival situation you don't actually need to drink water all the time or add it to meals, you could get just enough to survive from food sources unless you were in a very arid biome or nuclear wasteland, so water would only really be a problem if you run out of food in a desert, at which point it would only act as a way to delay death from starvation for a little bit longer. You could say well rice would have a pretty low water content so lets just start tracking the water content of every type of food and then add that to to meal during cooking and then the hydration level during consumption so that they have to drink extra water with meals, but then if strawberries have really high water content you would only ever grow strawberries so you don't have to worry about wasting time collecting water, Ok well strawberries wouldn't provide the colonist with a full spectrum of essential vitamins and minerals so lets start tracking every water and fat soluble vitamin and stop! its turning into dayz! if your game is starting to look like dayz then you are going the wrong way!

Some other uses for water that i personally think fit into Rimworlds theme and scale a bit better, and seem more realistic in the context of day to day life, could be cleaning and hygiene, tick! Making soups to ration food like nutrient paste but without the big green box, and which wouldn't require a whole extra need or modifying everyone else's recipes. Making tea and coffee or other herbal brews for mild drug effects possibly with light addictions. Washing dead mens clothes, which is frequently requested. And irrigation which is already in MarsX.

Please let me explain a better idea?
What about drinking water in water machine? THERE's NO MODS IN RIMWORLD THAT ENABLES WATER SYSTEM. So please do something "little" just to satisfy our needs?Please! please!

Yeah! Pawns doesnt need to drink water alot, but they will drink in toilet, with water machine.

AND OBVIOUSLY ALL MEATS HAVE WATER INSIDE, 20-40% so just use some RANDOM METHOD and pawns will recover water need based on quantity of meal eat, and not on meat type.

Just make water as complementary and not " a real need" like if you drink alot of water you need to eat less ( because eat only gives 20-40% water) so to recovery 100% water need, need to eat more meal, so having water in the colony will make pawns eat less food, just that!

what you think?  you understand? its not too hard, and you will not have to modify every food, just put a random method like, eat something = 10-30% water recovered.


And obviously this will not damage raids, because the raiders have food inside their inventory so they will not die by thirsty, they will just eat more often.
#7
Ideas / Re: More/better positive events
August 01, 2017, 10:00:06 PM
Quote from: Locklave on July 31, 2017, 09:22:49 PM
Positive events are too rare and have too little impact.

Where are the
- 24 hours a day sunlight events
- longer growing season events
- mechanites/natural event causing crops and all plants to grow super fast across the map

Tons of effort went into negative events and clearly very little went into positive events. We have multiple negative events wiping out all plant life on the map, if it was like this then the planet would have been a dead toxic/poisonous rock long before we crashed on it.

- Alpha beavers are just cancer, talk about an overused event.
- Toxic fallout, turning your rain forest into a barren wasteland.
- Volcanic eruptions, darkening the skies and preventing all growth.

I haven't been able to enjoy this game in a long time because it's steadily turning into a spanking simulator. How about some good with the bad.

Supported! Thumbs up
#8
Ideas / Re: Water System In Rimworld
August 01, 2017, 09:58:48 PM
Quote from: Lightzy on July 29, 2016, 03:25:46 PM
I think water doesn't necessarily have to be a need for the colonists.

But.
Would be cool if you could use water as part of other systems already in effect.
Fishing seems obvious.
Using water for cooling+mood buff on hot days



Regarding development priorities and vision for the game:

I think water as suggested above is a good addition to the game. So what if colonists have a lot of work to do? make the day a tiny bit longer and add another system. It's fine. That's what you've done so far.
Thing is, it's a natural addition to a planning/building/surviving sim. If that's the direction it's a good addition.
If the direction is "build tanks and conquer enemies" then yeah, it's not that brilliant.

The dev mod of bad hygiene is doing water system, :D
#9
Quote from: dubwise56 on July 31, 2017, 01:48:28 PM
Ok I read all the comments, thanks for all of the positive feedback, bug reports and suggestions. I shall now explain, in detail, my plan.

tl:dr water capacity + better central heating split off for a18 + bug fixes

First off the research for everything will all be completed by default on classic start or higher, only tribals will have to research it, it makes more sense like that because you start with air conditioning on classic starts anyway. And the stats for bathroom impressiveness will be tweaked so its easier to get the mood buffs, i was lazy and ripped off the code for bedrooms and it requires too much stuff to get a good stat so just need to tweak it, i have also done some bug fixes which probably fixed some of the bugs people have been reporting, i was tracking and fixing them on the steam version.

Water & Sewage
You have a sewage grid and capacity and a water grid and capacity, you can place the sewage outlet on rivers, lakes or oceans and it gives you capacity, you can place a sewage drain on land which has a circle that expands over time, every x00 ticks it will push some sewage into the sewage grid within that circle, the sewage grid wont change the appearance of tiles and will be displayed with an overlay by clicking on any sewage drain or outlet, a steady cell effect function on the map component will constantly reduce the sewage value in random cells, the amount reduced will be multiplied depending on the tile so water tiles will be very fast. If you deconstruct the sewage drain or outlet the sewage will clean up over time. The total value of sewage in the grid can be used to trigger incidents like bad smells or disease.

For fresh water capacity you place an inlet on rivers, lakes or oceans, or you place a water tower on land, the water grid will show you the location of ground water where the tower can be placed, for sea ice it will let you place it anywhere just to keep it simple. The ground water isn't used up and does not need replenishing from rain or rivers, and no units of water are tracked or stored in tanks. The important thing will be to avoid overlapping water intake with sewage outflow, which will pollute the water and then trigger bad smells or disease. The water treatment system will then become useful as a way to convert sewage capacity back into water capacity, to balance that out it will need to be very large, smelly and use lots of power.

Once all of that is done the mod should be somewhere between the sims and sim city, sims scale hygiene and bladder needs with sim city scale water and sewage capacity, i prefer that kind of setup over a survival game style where you have to collect every drop of water using rain collectors and such, and its the easiest way to get it working on all biomes.

Central heating
The radiators in the current version actually have a pretty serious bug when it comes to checking room size, the bigger the room the less units of heat they use because i missed out a divide by cell count, but that's all fixed now because i have re-coded the whole thing.

Instead of being units of heat that get pushed around, its more like the sewage with a percentage capacity, the radiators then have a flat heating rate that is multiplied by the current capacity on the pipes, so 50% capacity means the heaters heat output is halved. They also take time to heat up and cool down, so when a heater is turned on the radiators quickly heat up to the current capacity, then when heaters are turned off it slowly floats down to 0. The immersion heater has a power setting of 250w to 3000w in steps, I added a thermostat which you place in any rooms that are critical or central to your base, you plumb them in and set a minimum temp, when the rooms temp falls below the minimum it will turn on any immersion heaters on that plumbing network until the target temp is reached.

This new setup makes it much easier to check whats going on at a glance, and is obviously extremely efficient because its just short spikes of power to reheat all of the radiators on demand, then they continue to produce heat on their own, and if you want you can get nerdy about exactly how much power you need and where to place thermostats and so on, or just skip the thermostat max out the heater and run it 24/7. The duel fuel stove doesn't have a power setting its just a flat value and will have enough capacity for something like a large cabin in the woods. I haven't worked out exactly how I'm going to do the solar heaters + storage tank yet but it will probably be simple.

The central cooling will be the same capacity based system, it will have its own pipes and thermostat, but because it cant store cold air you will either have to run it constant, or set a max and min temp on the thermostat, so it could cool a room down to 15c and then switch off, and then only switch back on when the temp is above 25c.

I am aware that redist heat has been updated and there is also another mod out for climate control, i haven't actually tried either of them so i don't know how similar they are to what i have talked about, but since the central heating part of this mod is optional, and not required for heating the water supply, you can choose which one you want to use. I planned on splitting the central heating part of this mod and making it standalone for A18 so you don't have to have to have hygiene. Some people want water heating as a requirement for hot baths and showers, i may be able to make it so if hygiene detects my central heating is installed then it then requires a heat source to have hot showers else it just ignores it.

That about covers it  ;D

PLEASE WHEN??????????HOLY IM ANXIOUS!! I WANT WATER SYSTEM, OH YEAH!! AND MAKE A OPTION TO DRINK WATER TOO? like I'm thirsty. Please! PLEASE !! I NEVER ASKED SOMETHING!! THANK YOU!
#10
Can't explain... a game where you build your base, with solar eletricity(plus WIND), food, alot of systems, easy mechanics and

WAVE of PIRATES....
this was my dream some years ago...

the possibilities...

AND MODS, I never seen so strong mod community as it is on Rim world!
I have downloaded 156 MODS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
in RIM WORLD i can do anything, build like I want, and alot more...

ohh but rim world is a game that is great now and it will be worse in future... -- NO!!!! THE UPDATES ARE AMAZING!!!
Only 2 devs working and the game GET CONSTANTLY UPDATED!!! with updates that make you cry of happiness!!!

The creator deserves every penny... Thank you!!!!!!!!!!!!!
#11
use gpu for distance math/character processing.
Not only for rendering/graphics...

This will make the game run much smoothers in strong videocards, like gtx 1060, rx 470/480... and it will enable possibilities of a big map
#12
Quote from: legendary on October 15, 2016, 09:37:14 AM
Cupro, please update "BrainMod". Thank you!
Warzone 2100, LOL i played this when i was kid. I liked your signature. Sighh
#13
Quote from: Zhentar on November 18, 2016, 10:11:21 PM
Caching paths is one of the approaches I considered. But ultimately, I rejected it because RimWorld isn't very well suited to it. There are a number of problems that reduce the effectiveness of it. There are different sets of rules that apply to different pawns, or the same pawns in different circumstances, so you would have to save half a dozen different types of paths, and even within a single group of pawns, the optimal path depends on the pawn's move speed (terrain adds a fixed number of ticks to the movement cost, rather than a percentage as the UI suggests, so for a luciferium enhanced bionic jogger it can be faster to take a much longer path across paved tiles, while it's faster for the stoned peg legged geezer with a bad back to cut through a swamp to move fewer tiles), and path costs are highly dynamic (holding open a door, dropping a stone chunk, etc., would affect optimal paths), so your path would be invalidated frequently. And on top of that, the most expensive paths are rarely taken; calculating the shortest path from the freezer to the dining room is easy so caching that doesn't help much.
Thanks for the answer... so there's a way to make the game run with more fps and taking it all circumstances? I have a fx 6350 and the game starts to be laggy after 25 colonists...
#14
Ideas / Re: Multiplayer
November 19, 2016, 03:56:44 PM
Quote from: Galileus on December 28, 2013, 09:21:54 PM
Solution to time control with multiple players (a HUGE problem!), encoded save system, mods detection, multiplayer mods implementation, in-game chat system, bigger maps, net-code, multiplayer balancing, cheat protection (especially with how easy it is now), multi implementation to every module yet to come...

So yeah, just wanted to point out it's a tad bit more complicated than "just put two players on one map" ;) If multiplayer was a throw-away feature, Tynan would make one already. Unfortunately, it's nowhere near that.

Anti cheat system is for the server. The server will develop this.
#15
Shared world! Buy and sell items from global shop network. Available with or no mods.

Big Shared Online World.
Connect to server's and create your colony in a big online map. Offline for much time will erase your colony. +Morechallenging as pause = off.
Server CAN or NO disable/enable custom anti-cheat to prevent cheating. It will work fine as admins can kick/ban.
Big Raiding system. Send raids to other online people in the world. And get their resources! Ohh.
What happens if your colonists don't come back... a big failure of course.
or if they come without a kidney? hmm thats a $ loss..
and finnaly..
[THIS CAN BE DONE IN 150 HOURS (for alpha)] It's not easy, but is not hard as ppl think. Pro Devs can create a mod for this... They just need to be motivated to do this..
Coop - 4 Players in a 400x400 map.
Building shared... Stockpile shared and much more..   :-[
It will be awesome!..

Tynan would you make us happier more  than everything?
What you think of  the concept. it will make rimworld much more funny.. With multiplayer i think it will have +- 20.000 people buying rimworld each hour, and more than 50.000 playing online.
Please invest in this suggestion after expeditions. Thanks