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Messages - Trallhatt

#1
Help / Re: Retexturing the world map, help please!
June 08, 2019, 04:47:27 PM
there must be a way to search through the file content of the game to see if the files are referenced somewhere. maybe someone knows a way of doing that, or which files reference the various art files of the game.
#2
Help / Retexturing the world map, help please!
June 07, 2019, 05:16:27 PM
Why can't i change the textures in Textures\World\Hills ?

Whatever i do to these textures (the mountains/hills on the worldmap) they don't change in-game. I can change the textures in Textures\World\Biomes without problems. I've tried both .psd and .png (and my other png files works so i dont think its the format). I'm using the exact same size (128 px)..

I'm doing a more "realistic" (more detailed) overhaul of the world map (textures are used from the actual maps in the game) so i want to be able to change these as well, they don't fit in well for this theme.

I'm thinking these files perhaps have moved to another location as of late, so this hills folder is something old or perhaps just wrong (naming or location). Any ideas where i can look to see what the actual location should be?
#3
Help / Re: RimWorld core art source
June 07, 2019, 02:40:54 PM
Why can't i change the textures in Textures\World\Hills ?

Whatever i do to these textures (the mountains/hills on the worldmap) they don't change in-game. I can change the textures in Textures\World\Biomes without problems..

I'm doing a more "realistic" (more detailed) overhaul of the world map (textures used from the actual maps in the game) so i want to be able to change these. i'm thinking these textures perhaps have moved to another location as of late so this textures/hills folder is something old or perhaps just wrong (naming or location).

#5
In arctic climate, why not at least have a FEW trees, randomly 1-5 trees so at least there's a slim chance. Isn't that at least a bit more fun?

Not sure it has changed.
#6
yeah, i mean it's like a game of cards.. With the mod you suddenly get the option to have an extra card which can be whatever you want instead of carefully having to consider what to use.
The later makes far more sense in game of strategy. While some things make sense to be built around realism, combat specifically would really have to be super complex (on both ends, enemies would need to be super smart too). So imo the mod does not make sense, or rather it doesn't understand what the combat system is trying to achieve.




#7
Quote from: 5thHorseman on August 24, 2018, 05:15:53 PM
My best doctor does seem to tend to the wounded more aggressively.

In return, he's constantly starving and feeling deprived of rest and recreation. :/

Sounds realistic. Perhaps a mood boost for saving someone's life or tending to a serious wound could be added though.
#8
Quote from: Xgkkp on August 25, 2018, 05:13:48 AM
Quote from: DeadByBruise on August 24, 2018, 09:02:50 PM
  • Can we allow colonists to wear two weapons (maybe with a speed penalty)? This way you can use a sniper initially and when the enemy come close, switch weapon.
There is a mod for A18 that added this, SimpleSidearms, and it's great. It's always annoyed me that as soon as enemies get close I need to micromanage switching out shooting/melee pawns (also, makes pawns with melee *and* shooting usefully advantageous). I'd be happy if it just allowed melee/sidearms in the secondary slot.

Sounds like something that will make the combat really unbalanced. Things are like they are often because of balance and not because something is impossible to implement or make more "complicated". Does your enemies have the same advantage?
#9
Quote from: Ser Kitteh on July 31, 2018, 07:59:00 AM
Sometimes I wonder if you're being super vague so you don't spawn another 10 pages of theorycrafting Tynan lol

Have you ever written changelogs? It requires more effort than what it is usually worth imo, better to spend it on fixing stuff.
#10
Mods / Re: *textures/ resourses* - beginner modders
July 28, 2018, 03:48:29 AM
Any new link to this? Thanks!
#11
Quote from: iamomnivore on July 22, 2018, 12:20:16 PM
This is not at all true. I left some garden shears out on my back (covered) porch. A while later, they're rusted and quite unhappy with me. Had to oil those suckers. You must not own your own house ;)

Yeah i'd say very, very few items can handle being outside and not turn to crap. Clothing outside or weapons outside (i have experience with both) - it turns to absolute trash and it doesn't take that long either, doesn't take a genius to figure out what moist does, for example.
#12
Quote from: Broken Reality on July 14, 2018, 09:42:27 PM
People on mental breaks ignore forbidden things such as drugs and doors.

If you run the tutorial help-thing it even says it can happen (if i remember correctly, or i read it elsewhere), so its by design.
#13
General Discussion / Re: electricty questions
July 08, 2018, 02:04:28 AM
Quote from: mebe on July 07, 2018, 05:48:39 PM
Quote from: Trallhatt on July 07, 2018, 04:07:08 PM
the "grid" that can be created of wires (from the source of electricity), does that makes electricity more reliable or is that for drawing to several sources?

If I understand your question then yes, having a grid with multiple routes for electricity makes it less vulnerable to damage (enemies, zrrt, lightning etc) - if you lose a bit the electricity can still flow.

Ok. I didn't think it did a lot of difference to be honest, i thought it worked like that and did a lot of this. My camp was as constant zzzrrt, i think the camp fire was used more than the electrical stove due to this. Had plenty of (indoor) wood fueled generators, plenty of batteries (indoor too).. the only thing which was outdoors was wires, but it would make little sense if they need roofing..

Edit:
I see that in the latest build there's something called "waterproof conduit"? I don't think i've seen that before.

#14
General Discussion / electricty questions
July 07, 2018, 04:07:08 PM
do wires needs to be roofed? there's no explanation how they are drawn (under ground?) the graphical representation is rather meaningless and the game does not give any info about it (afaik).

the "grid" that can be created of wires (from the source of electricity), does that makes electricity more reliable or is that for drawing to several sources?

Wood fired generators, do they need to be roofed?

I read a thread on Steam, for every answer there is ~3 saying "yes, absolutely" and 3 saying "no! believe me, i know, i have xxx hours, you are soooo wrong". so there's no way of knowing who's right. No one seems to understand how it works to be honest.

I guess it could be figured out by doing a game where i just try it in various way and write down what seems more reliable etc etc.

All this could be fixed so easily by just like 2 lines of text in the game..


#15
About armor. In my play (of earliest 1.0 unstable) i crafted hi-end armor, not for everyone of my 10 colonists, but for the "tanks". Works fine.

Also, obviously i made sure to not use colonists lousy at crafting to create rather costly hi-end armor. I'm not sure why you would want to, or what you are thinking if you do. It's very easy to translate this to real life..