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Messages - mangalores

#1
General Discussion / Re: Long-winded Rant/Critique
July 26, 2020, 09:04:36 AM
It seems the game goes a bit in a wrong direction concerning "emergent gameplay" because seasoned Rimworld players complain about things being too easy. And yes, once you know the game, it is not difficult regardless of biome. Some biomes are rng if you crap out but once you climbed past a certain level everything goes well.

Thing is this kind of reward should be part of the gameplay loop. You should not struggle with the same problems in mid game as you did in early game and the same for late game. Like in a RPG a giant rat might be your first monster at level 1 you do not want to find that a life threatening encounter at level 20. Getting a rich, advanced colony is the reward of being good at the game.

While I think there could be expansion in the late game it should not be by curtailing stuff, but by adding game mechanics. And even in reverse if nothing is added there is no need to "fix" issues like enemy pawns surviving battles or man hunter meat decay. That adds no feature, it adds grind and if that is no challenge to the player, that kind of should be the reward for playing the game well.
#2
Quote from: Cpt.Ohu on January 03, 2019, 01:35:19 PM
Well, I made some progress recently. A proper 1.0 release is getting closer now.

As always, there's no ETA. It' done when it's done. If you are interested and don't mind being a tester (with the risk of breaking a savegame) you can go to the Github Page. There you can download a current 1.0 build that allows the most basic mechanics, travel and trade.

Wish you luck! Checked out the source code to see if one can quick wire the mod to work with 1.0 but the errors just escalated. Looks like a lot of rewrite/adjustments to make it work again.
#3
Releases / Re: [1.0] Cargo Pod Transport
January 04, 2019, 04:16:29 PM
mod is fine. Small nitpicks would be that I'd prefer an icon that fits the world map instead of the cargo pod graphic and a fancier graphic.

But overall this is a nice transport connection for my high tech colony branching out. :)
#4
Quote from: viperwasp on October 23, 2018, 02:30:05 AM
Does anyone know if this mod works for Hydroponics? Like taking crops from them like how they would a field?

They don't work with hydroponics. What you can do is put storage with the same settings and priority in or near your hydroponics and have a puller empty it onto your rollers to your target storage (e.g. barn/freezer). Pawns will use the closer storage, it will be emptied by your puller and as priority is the same they won't refill it if your target storages aren't full. I have six hydroponic bays running like it and while not as fast as emptying a growth zone it allows pawns to skip a lot of walking time.

Possibly it would be even a tad less exploitative if that behavior were the norm about it. :)
#5
Quote from: Madman666 on December 31, 2018, 11:01:07 AM
Nope. This is bionics oriented mod. What you want is a way to buy\craft natural bodyparts to replace lost ones - there Questionable Ethics or Harvest Organs Post Mortem mods for that.

Kind of the question why you have stuff like the tissue printer etc. then. And the topic then would be transhumanism and not bionics because it is transhumanism which is about artificially improving the human body, not just fixing it.
#6
Great mod. Small thing I noticed is that those work benches cannot be reinstalled like it is now the default for all 1x3 vanilla work places. Would be nice to have that, too.

Oh, and is there a body purist compatible way to replace/heal destroyed body parts?
#7
Hi!

Am I missing something with the form caravan functionality because it appears there is no scroll bar for your colonist selection which means you can only awkwardly try to find the right ones via sorting?

Thx for pointers.

#8
Just as a small and simplistic explanation. The reason the toils cannot be decompiled by the programs is because they are built as implicit iterator sequences via yield return aka they are executed at runtime and don't exist within the source code without execution, it only knows of code references about an iterator that could have a dynamic number of items in its set to be executed there.

It's a way to write dynamic code sequences (e.g. the same Job could create one time 3 toils and another 6 based on code inside the toil creating classes).

Thought this might give some more insight, but I'll cease my necromancy here
#9
Quote from: Kirby23590 on December 17, 2018, 07:08:56 AM
Is there someone maintaining this mod or something?

It's been a while... I really do hope that this mod is still being continued on!!

It sad if it's abandoned... :(

I think it would need a full rewrite given the core game now covers the pregnancy part.
#10
Help / Inheriting Class from Def Parent
December 15, 2018, 11:51:00 AM
Hi, just playing around with a personal mod of mine, trying to get it up to version 1.0 of Rimworld.

The most vexing problem I faced was that a Custom HediffDef Class I defined was not found anymore because I only had it specified in an abstract parent def.

Anyone know what changed here? The fix was to add the Class Attribute to all concrete Hediffs, but I just wondered why the inheritance seems to skip Class names now.
Everything else seems to work.

Example xml
<HediffDef Name="BodyPartBase" Abstract="True" Class="CustomHediffClass">
...
</HediffDef>

<HediffDef Name="GroupPartBase" ParentName="BodyPartBase" Abstract="True" >
...
</HediffDef>

<HediffDef ParentName="GroupPartBase">
...
</HediffDef>

Had to add the Class attribute here to make it work despite it inheriting everything else.

Mainly curiosity where one can find such changes. It was a bit of a cracker in the sense that inheritance is such a basic thing I did not believe that that was the culprit,
#11
You could maybe create a Thinknode that checks the temperature somehow and based on that gives a base chance of triggering a Job to go fetch ice if available.

I'd think you need code for that though.

Other idea:
You could check into the widthdrawal system for drugs and see if you can make that conditional to your needs. It at least would have the aspect of the pawn trying to fix the withdrawal by taking more drugs aka in this case ice cream. It might hijack the system to much but the functionality at least is similar already.
#12
Help / Re: Pointers on modifying UI?
April 07, 2018, 02:41:49 AM
Thanks. Figured that going through decompiled code to get a grasp on things were the only way. Found some easy solution for one use case, still checking on some other.

#13
Help / Pointers on modifying UI?
April 02, 2018, 05:55:49 AM
Hi, I want to extend some UI elements in Rimworld (Prisoner management, Jobs) and wondered if there are any tutorials/hints on how to approach this.

The main issue is extending an existing object. Where do I find the existing elements or IDs to inject my added options?
#14
Help / Re: Multiple Hediffs per bodypart?
March 30, 2018, 07:13:25 AM
nvm. As stipulated in duckdriven development I immediately stumbled over the section of code in my test that prevents multiple hediffs for a bodypart...

Typical. ;)
#15
Help / Multiple Hediffs per bodypart?
March 30, 2018, 07:01:17 AM
Hello,

basic question but I fool around with some C# modding of Rimworld and experimenting with hediffs and a basic understanding I'm currently missing and couldn't find spelled out anywhere was whether every body part only can have a single Hediff effect at a time?

Specifically I'm using the method:
public void AddHediff(HediffDef def, BodyPartRecord part = null, DamageInfo? dinfo = null);

And adding several hediffs this way only adds one (assuming the first). Mainly wondering because injuries can stack and you can add multiple disease effects, I think. So what are the implicit rules with above method or with hediffs in general? Does anybody know?

Thanks for some clarification!