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Messages - kfsone

#1
Quote from: bmrx on July 23, 2021, 11:01:26 AM
I've restarted countless times now and the roles preferred clothing keeps getting set to anything other than what I set it to.

It only worked once and I'm just getting frustrated with redoing everything.

Can I edit my save file to change this?

Thanks.

Yes; assuming you use powershell: $env:HOME/AppData/LocalLow/Ludeon Studios/Rimworld by Ludeon Studios/Saves

Look for the "Precept_RoleSingle" container for the name of your role. My leader is "Dish Washer".

I wanted both my leader and my guide to wear authority caps, but I just can't get that to stick. And getting it to stick for just the leader required me to add all the bodyPartGroupsMatchAny entries. I didn't do an exhaustive experiment to see which it was, but it wasn't *just* the last one I added (I did try that).


<li Class="Precept_RoleSingle">
<name>Dish Washer</name>
<def>IdeoRole_Leader</def>
<ID>2463</ID>
<randomSeed>-931479172</randomSeed>
<usesDefiniteArticle>True</usesDefiniteArticle>
<active>True</active>
<!--- the important bit ---!>
<apparelRequirements>
<li>
<allowedFactionCategoryTags IsNull="True" />
<disallowedFactionCategoryTags IsNull="True" />
<anyMemeRequired IsNull="True" />
<requirement>
<bodyPartGroupsMatchAny>
<li>Torso</li>
<li>FullHead</li>
<li>UpperHead</li>
<li>Legs</li>
<li>Arms</li>
</bodyPartGroupsMatchAny>
<requiredDefs>
<li>Apparel_AuthorityCap</li>
</requiredDefs>
<requiredTags IsNull="True" />
<allowedTags IsNull="True" />
</requirement>
</li>
</apparelRequirements>

#2
I figured you'd be able to make them part of (shareable) scenarios, but I'd also just like to save specific ideologies so I can bring interesting ones back to future games to play against them. Federation vs Empire vs Republic vs Alliance?

Are there modding hooks to generating them? (I might be missing it if it's documented)
#3
General Discussion / Re: give me my refund.
July 23, 2021, 08:12:30 PM
GoW was rated at 45 hours of gameplay for $59.95. 208 hours is literally either 13 days of 16-hour-a-day gameplay or if you're playing less-addict like hours after work etc, that's 34 days of play time, and if you're not playing it like a crack-ridden addict, just a few hours a night, that's 60 days or 2 months of play time.

But it sucks that his expectation was just to be poo-pooed for being challenged in ways he didn't like. Not sure he took the time to see that this is more of a helpful community than that.
#4
General Discussion / Re: Ludeon community rules
July 23, 2021, 08:04:39 PM
Quote from: Tynan on April 09, 2018, 01:40:58 AM
17. No content-free bumping: No posting of content-free posts in topics just to bump them to the top of the page.

What's the accepted way to give your support to a suggestion? It can be hella hard to tell what's a really cool idea nobody could give a rats ass about vs what's a tedious and dull sounding idea when you have to make the changes but every player on the planet would give an arm for you to do it :)

Because, the really good ideas often don't get any commentary unless people post "+1" and "yeah!". The hot-topic threads of hotly-contended ideas are usually the changes you're better off avoiding or quietly implementing sensibly and pretending you never saw the thread :)
#5
For reasons, many of my friends assume I will mod/customize/take over any game I play.

Well, I was stunned, shocked, and amazed to find yesterday that RW slavery coupled with male-/female-supremacy ideology is perfect for people of certain inclinations. Possibly the strangest way/reason-to discover that quite gal you've worked with on-and-off for 25 years is a part-time professional dominatrix who actively maintains an actual bloody hareem of "slaves".

And, the pictures...

I'm never telling anyone I play rimworld again. I don't. Never have. This isn't me.
#6
Ideas / Re: Your Cheapest Ideas
July 11, 2017, 12:53:30 AM
Tweak the 'Add Bill' button so there is less fiddle when there is only one bill available.


switch (bills.length) {
   case 0: addButton.set(text="No Bills Available", enabled=False);
   case 1: addButton.set(text="Add " + bills[0].name, enabled=True);l
  default: addButton.set(text="Add Bill", enabled=True);
}

#7
Ideas / Dividers/Privacy screens
July 11, 2017, 12:47:17 AM
It'd be really nice if there was some kind of wall-like that allows movement but reduces the likelihood of disturbed sleep in some situations, particularly the hospital setting. Maybe doesn't count as "cheap" because it might want a few points of finessing: it's not really going to do anything for construction, say.

It would also be nice if anesthetized patients weren't "disturbed" by the doctor operating on them :)


#8
Ideas / Re: Your Cheapest Ideas
July 11, 2017, 12:43:17 AM
Privacy curtains or screens: something that reduces the likelihood of disturbed sleep in a multibed hospital.
#9
Ideas / Pawn grouping hotkeys
June 10, 2017, 06:18:19 PM
I guess my old RTS C&C, SC, WC etc background shows: I'm dying for the lack of pawn-grouping keys (and the inability to reorder the pawn bar).

Shift-1: Remember currently selected pawns as group 1,
Ctrl-1: Select all the pawns in group 1,

Bonus:
Ctrl-1: if group 1 is empty, select drafted pawns instead,
Alt-1: Add/remove the selected pawn to/from group 1,

Repeat for 1, 2, 3, 4, and 5.

Example use case:

Poison ship: You only want ranged users, so you go thru your pawns and draft all the ranged folks. You can either individually set them all to run over to the thing or you can go back and bulk-select them all.

I guess I'm going to have to start looking at modding :) I want to be able to see where other pawns are being sent while I'm directing pawns so I can avoid bunching them up or putting them in-front of each other.
#10
Ideas / Re: Temperature and food control related
June 08, 2017, 10:08:50 PM
Quote from: erdrik on June 08, 2017, 07:28:15 PM
I like the idea of task priority filtered doors, but...
I just use Airlocks to prevent temperature bleed.
Some people have the two doors of the airlock side by side, but I like to have empty tiles between them to act as a buffer.

With the below setup, Only the cooks and hunters ever go into the Ingredients Freezer(unless the colonist wants some berries) and Ive never seen the Freezers temp fluctuate more than 1 degree.(except in extreme temp situations like Heat Waves)

Interesting! Hmm - where do you do your butchering?
#11
Ideas / Re: Your Cheapest Ideas
June 08, 2017, 06:59:29 PM
"Fridge" - a shelf for food,

A range restriction on how far you can *bring* something to a storage area, making it possible to set up staging,

"Trade doors" - restrict doors to specific tasks (so you can set up an abbatoir that people can't stroll thru; up to you whether people on a mental break will ignore these rules)

#12
Ideas / Temperature and food control related
June 08, 2017, 06:54:01 PM
Trying to keep my refrigeration rooms cold. Foot traffic caused by the production conveyor belt makes this difficult, so I built a 3-chamber fridge. Corpses -> Butchering -> Production (I have other stoves outside the chain)



The problem is all the foot-traffic to get meals, wandering thru, etc.

Ideas:

- "Trade" doors - allow door access to be restricted to certain tasks. E.g only the butcher should be able to open the door between the ingredient and corpse rooms,
- "Fridge" - a shelf for food,
- "Heat Map" - like beauty map but for temperatures,
- Ability to restrict where people get their food from: Right now everyone just goes into the refrigerator,

It would be really nice if you could build a fridge either side of a stove, one for ingredients and one for completed products and if cooks would use the fridge ingredients before going elsewhere. This would let you set up an efficient workflow.

I had to restrict animals to not be allowed in there because they were continually flowing in, out and thru and frequently sleeping there after eating, but that also stops them from hauling food into there for me.

#13
Ideas / Re: Your Cheapest Ideas
April 06, 2017, 12:52:22 PM
My new-player experience was pretty amazeballs for a so-called "alpha", huge kudos. Gameplay: fun; Depth: Reasonable for /release/; Complexity: Manageable; Polish: Beta-quality.

I felt some tech-debt here and there, that might be worth attacking, like hitting 'esc' at the landing site selection screen taking you back to the main menu, etc.

Cheap ideas:

. Purely player-aesthetic windowed wall section, (damn it, I *want* to put windows even if they do zip),
  Future iterables: (not cheap?) happiness, illumination, destructable (enemies can break in via),
. Interior vs Exterior walls, interior includes built-in wiring,
  Future iterables: bonus to bedrooms with int walls, diff strengths/flamability, int/ext insulation,
. Allow gender, maybe name, fields to be locked during randomization,
. Add weighting for walk speed to your A*/Djikstra (if that's not cheap,
  you didn't say you'd hired monkeys),
. Wall upgrades (a build order that does an auto-demo with loss of mats
until you have chance to make it do demo-then-build, seems like mostly
ui work?)