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Messages - isistoy

#1
Oh!  :-[
That's a good workaround and I didn't check it was possible in the game's options.
Thanks :D
#2
Ola,

Subject
This is a suggestion for the Resource Readout Pane on the left side of your screen, which is basically your colony inventory.
There are 2 modes for it: flat or treeview.

Actual situation
Right now, in the treeview mode, you need to click on any node's arrow to collapse it.
I find it near impossible to click this, without having the view to auto-scroll to the left.

Suggestion
Adding the collapse action on nodes name textboxes, allowing the view to stay static when doing so and so, making our colony manager's life a little bit easier in there, 'cause this world is pretty harsh enough, already! :D

Hopeful a wise and kind soul will hear this loud call for help :)
#3
Quote from: XeoNovaDan on June 06, 2018, 06:32:32 AM
There's always the RimWorld Dev Tracker so you can see all public statements from devs without having to visit each and every site listed.

Thanks for this :)
#4
It would mean quite a bit of coding and testing work to add pressure calculations for the whole system.
A while ago, I was involved into a mod that was creating pressurized gaz networks (a bit like power nets), with temp., volume and pressure calculations. But this is different yet.
Just to comment on the fact this is no small feat, particularly now, in the current state of the game.
#5
Hey, sounds interesting :D. I like the idea too.

Though, where you would place the position reference for the game to filter sounds? Center screen tile, maybe?
Then, it would just need applying some sound effects/filters properly, but I don't think it would be a big deal.
#6
That he just did. At least, that was my understanding too.
Politics really shouldn't be a discussion topic, in these forums...
#7
alright, alright! Very nice detailed rod control system you got there.
So, you managed to get a specific powernet class system, with IDs (RedistHeat similar approach, I believe, to split nets).
Steam flow also seems to be done with that Net classes similar approach, right?

Solid fuel still. I'm a big fan of the liquid molten salt designs and particularly Thorium/Neutron thermal spectrum/integrated chemical separation and fissile breeding, thus me asking if you were thinking about these for a future update.

I'm very much interested in the work you already did there though :)
#8
fast breeders... mehh  :P.
You don't want these passive safe/heavy-chemical things in there? Easy to say on my side of things, probably a lot harder to program and possibly less fun to micro as a player :)

Good job anyway!
#9
Amazing!
Did you think of other Gen IV designs as expansions, like MSRs in particular?
#10
QuoteYou mean like going for Fallout and add something like RadAway and RadX?
Sthg like that, name is just a detail.

Some med or treatment to take pre/post exposing to toxic fallout effects.
I suppose post exposing, due to the fact you did the suit to prevent toxic buildup for later on.

This would allow a temp. solution to be there (at a cost) before you got research done and some suits built, in case of a "normal" run.
It's just an idea...
#11
Releases / Re: [A13] Toxic Fallout Protection Suit
July 15, 2016, 05:21:18 PM
These are nice :)
Anti-toxin med may also be a good item addition to this...
Meds to be used pre and/or post exposition, maybe
#12
Support / Re: steam API problems
July 15, 2016, 03:19:26 PM
Yep, apparently, that solved it.
Some steam hiccups, possibly...
#13
QuoteTynan Sylvester ‏@TynanSylvester  41 minutes ago
RimWorld is the #1 global top seller on Steam. Thank you everyone! :D

Like you said: holy meat balls
#14
Top 1 here today, for now
#15
Jeez mannnn!
Hype was real on steam. And that Valve bug made it dramatic as well, lol :P
By the way, Skully... Did you get a key? :D