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Messages - cy-one

#1
Ideas / Small Tweak regarding the updated UI
August 25, 2015, 09:59:11 AM
While the non-game-pausing and non-blocking-the-whole-game "panels" are awesome, there's one thing I absolutely hate about them XD

When setting up new colonists (just landed, recruited, wanderer joins, etc), I loved to be able to have both the "Character-tab" with skills open in the background and the Work-tab in the foreground, so I can fine-tune which colonist does what.

Now I have to switch between both, as they can't be open at the same time.
Meh :/

Tynan, could you please do something small about that?
#2
Quote from: milon on August 14, 2015, 01:55:47 PM
How much power does it need?
Can you specify quality/health factors for the Convert bill?
Anything in particular it's not compatible with?

I think 2500
Yes you can ;)
At least no problems with the EdB-Mods, Industrialisation, Superior Crafting and a few other mods I have running.
#3
Quote from: Orion on August 15, 2015, 01:43:51 PM
Quote from: cy-one on August 14, 2015, 08:04:41 AM
I appreciate that and agree, but the frequency (at least in my game) just made them absolutely unworthy of the involved effort (aka, plasteel and such).
The next version will have a little bit slower deterioration and possibly it will be tweakable, if you're into XML modding.

As long as it's at least a little bit documented, I'll be fine :D
#4
I appreciate that and agree, but the frequency (at least in my game) just made them absolutely unworthy of the involved effort (aka, plasteel and such). It was actually a lot easier to just capture/recruit another raider and set him to only haul. He worked faster, way more reliable, and didn't cost anything besides a bit of rice - of which I produce enough anyway.

For me, at the moment, chipped mechanoids don't offer any... advantage, any real value. And with them being all Zzzzz-rebooty all the time (really, with 3 mechanoids, I could never find an opportunity to make a screenshot without one of them being in that state), even the "style/coolness"-factor is sadly not really a given.
#5
The situation I described had..... 2 Crawlers. Colony-wide. In a colony with ~10 people.

Brand new or freshly repaired crawler, didn't matter. They maybe managed to do ONE trip, after that the crash chance was way above 50%, and even that one trip usually had one or two reboots in it.

So... yeah... please do make them tweakable :(
#6
What exactly does the second research unlock/do?
#7
Is there a simple way (like, changing a value in a file) to lower the detoriation/crash chance?
Because for me personally, it's way too high. Brand "new" crawlers don't even manage to haul one single item without at least rebooting once. If not more.
#8
*sniff* no hivemind :(

Well, "crafted medicines" or something else it is then :D
#9
Same here, I get a "Blocked: May contain a virus or spyware"-message :(
#10
Help / Re: remove buildings via mod?
August 08, 2015, 06:14:48 AM
As i have no idea how to mod rimworld, I will take a look at ccl ;-)
Can you give me an example, so i don't have to search for long?
#11
Help / Re: remove buildings via mod?
August 07, 2015, 03:14:23 AM
Do i Neid the ccl for that, or. Can i do it without?
#12
Help / remove buildings via mod?
August 06, 2015, 05:01:59 AM
Heya,

I was wondering if and how it is possible to remove buildings introduced by one mod with another mod.
When mycomputer is repaired, I want to get back into rimworld. With mods like superior crafting, industrialisation, apothecarius and crafted medicine,  there will be quite some overlap and cluttered building menues.

Is there a was to remove tech and buildings with a patch-mod without changing the original mod (so i can update them normally)?
#13
General Discussion / Re: Mods in vanilla.
June 17, 2015, 10:32:36 AM
Quote from: Devon_v on June 15, 2015, 06:57:06 PMThe people who don't like them don't like them because they force them to play for real and not just use exploits.
[...]
That sort of depth also may not be what a player is looking for. Some people just want a casual game.
I hope you understand why I quoted those two parts. Regarding one "feature", people not liking it makes them lazy exploiters... Regarding another "feature", it's completely okay to not like it and makes one only a casual gamer? o.O
#14
@BBream, your mod is different, not worse ;) For people who don't like "High tech" solutions for their colonists, your mod is practically THE ONLY way to move larger amounts of items. There are several high-tech solutions (several Transporters, the A2B-mod, etc), but so far I haven't seen a low-tech solution like yours. So keep on modding ;)
#15
Quote from: Haplo on January 21, 2015, 01:26:30 AM
Yes, because how would you link them else? If there are more than two, it is rather hard to find the wanted linked.. So I only allow two at the same time.
I don't know how hard that would be to do, as I have absolutely no clue about RW-mods. Buuuut we already are able to set "block-specific properties" like in the RedistHeat (or CentralHeating) Mod, or even in Vanilla... Or in "PowerSwitch", all these Mods (or Vanilla) allow specific settings in the Heater/Vent/Switch-Block, to turn on at a specific in-game-time, or keep a specific temperature, stuff like that.
Utilizing a similar idea, one could theoretically have a button "Channel +1" and "Channel -1" to adjust a transporter's frequency and by that have more than one pair.
In addition, I'd find it very nice if one could have several senders to one receiver. If possible, the receiver should "block" the sender if the pads on the receiver are still full. Ideally only if the fields "clash" (for example, the receiver has a full field on the lower right, the sender only uses the two left fields... receiver doesn't block the transport, as the needed fields are free).
And while I do not know for what reason someone would want this, a "1 Sender, n Receivers (on same frequency)"-Setup could alternate (round robin) between the receivers.

Anyway, just a little food for thought ;)

PS: RedistHeat also uses duct networks with a network-specific ID