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Messages - Wivex

#16
Quote from: Canute on June 24, 2016, 11:56:13 AM
Argl. why this tool thing ? Why can't use any colonist a invisible multitool belt what give a 80% overall workspeed?

I've been thinking about various ways of improving the tool system, like making some types of buildings and "tool based jobs" not require tool, but making tool only provide bonus to the job speed. I kust couldn't find a proper universal way to do that. Now i good solution for this problem came to me.  ;)

Quote from: Canute on June 24, 2016, 11:56:13 AM
Does the colonist automaticly switch to weapons on a attack ?

if it was carrying any weapon before, yes (in the new update at least, cause the inventory system has been implemented there).
#17
You need tools for building job. 2 multitools could be dound in drop pods crashed nearby.
#18
Ofc, bug reports would come in handy. And suggestions on changing things. I'm personally for the pre-A14 update too, but want to know other opinions too.
#19
Hmm, guys, i need your feedback for one matter. We are currently working on too many things at the moment, and since most of them rely on me (i'm actually working on all defs and code alone atm), the dev process is slower than expected. Anyway, core of medieval tech stage has already been made. Here's a list of various changes been done so far:


- all vanilla plants redefined
- plant designators change
- tool system tweaks
- game start event tweaks
- added meteorites to spawn some cobble stones
- added parka
- added clay plant pot
- chnaged torch texture
- added neolithic table
- added animal/human sleeping spots
- made neolithic beds buildable, instead of craftable
- added double hide bed
- replaced neolithic hammer texture to hatchet from NeoTech
- added turtle helm from NeoTech
- added flint sword from NeoTech
- added turtle shell item as butcher yield
- added cobble road
- added clay/sand textures
- added chop wood icon
- added collect clay/sand designators textures
- fixed stone subtype stuffs (not balanced)
- build designator now assigns available on map resource type as default, instead of random one
- stone processing into cobbles and blocks now works properly (but A12 style, without "do until ..." available)
- added increase/decrease range gizmo textures
- added coal (no way to acquire it yet)
- added brew
- changed wood log texture
- added various medieval armor from Ish Medieval mods
- added wood planks
- made brick as stone block subtype
- added metal bars
- made flying debris random
- changed kiln texture
- changed armor system to flat damage reduction and added armor penetration stat to weapons
- made flying debris random
- changed kiln texture
- changed armor system to flat damage reduction and added armor penetration stat to weapons
- craters now spawn rock bottom beneath them
- added soil cultivation option for growing zones (require shovel)
- changed clay/sand designation icon
- changed mine designation icon
- made fuel mechanic comp based
- fixed palisade texture and linking
- added charcoal
- added mulch
- added ash
- changed stone chunks textures
- added leather strips
- added wooden neolithic stone/table
- added all required medieval/neolithic research defs


Current state of research tree, as a bonus.

So, the question i want to ask you is: should we release another update without proper gameplay and fully working things and mechanics before A14, or make a proper update after a month or two? There are too many things that need to be done properly and they would require considerable amount of time to implement.


#20
Ideas / Fire spread mechanic
June 14, 2016, 08:49:31 AM
The ideal solution to the whole fire spread mechanic problem would be "fire potency parameter". Each type of igniter would have it's own initial fire potency (firebomb could have 100, boomrat explosion - 10). Each spawned fire seed gets fire potency from predecessor, but decreased by some balancing constant and the flammability of the material it lands on. This would make realistic fire spread mechanic, use flammability stat the way it should, and will prevent map burn outs. No need for any form of magic rain at all. Also, not really hard to implement.
#21
The thing filter itself is being reworked, so some things are curretly not there at all. That's why you can't see them in the list.

Btw, we might release medieval stage with tweaked neolithic by the end of June. With a few more gameplay features and tweaks. As well as all already found bugs fixed. Not sure about CR implementation by that time though, cause i'm the only programmer atm.
#22
Quote from: Kumai0214 on June 10, 2016, 05:28:45 PM
Ooooh.. I feel like an idiot now hahaha. Alright, back to rimworld for me then. Thanks for that tip.

Don't bother that much about that, cause it's not a "playable" build yet. The whole purpose of this announcement was to gather a team (which i did). The dev process has just begun (although i've started working on this mod since last September (-_-) ).

Quote from: Trigon on June 10, 2016, 05:21:09 PM
I'm really enjoying this so far. The only thing that I miss really is that I can't use vegetable garden or prepare carefully. Are there any plans to make these compatible with RA? Because already RA is pretty much the exact style and pace I want.

CR features will be partially implemented with major changes. Some plants, recipes and mechanics from vegetable garden will be implemented too. But farming will take it's toll mostly in medieval stage, which is currently in development.

Quote from: NephilimNexus on June 10, 2016, 05:50:18 PM
Cooking anything at 500C = Lump of smouldering carbon.  That's 932F.  You're halfway to the melting point of iron right there.  165F (75C) is enough to sterilize food, and never in my life was ever called upon to turn an oven or grill up past 500F (260C) for anything.  Also, the whole point of charcoal is that it retains high temperatures for long periods of time without needing constant top-ups.

Those are balancing issues, yes. I haven't made "proper" temperature scaling, fuel consume time and stuff like that for the burners. But thanks for the info, i'll make myself a mark. Btw, the temperature in the burner (campfire included) show it's central heat point temperature, to determine if it's high enough to be operational (cooking would require ~ 150C, i think). And speaking of charcoal, i'd like to add it as special fuel type too, which could be made out of wood, but burns slower. So you invest in saving your wood fuel stock by spending your pawns work time.
#23
You need multitool from one of the crashed drop pods nearby to build anything.
#24
it's not save related, i'll try to run a few playtests myself to figure the reason out.
#25
Could you tell me when excactly does that happen? i've tried to make it happen myself, but never managed to do so.
#26
Quote from: Pactrick Willis on June 07, 2016, 06:22:59 PM
Any Idea on a ETA for the next update?

I don't want to do small updates, since adding new features will cause saves incompatibility. The optimal solution would be monthly updates, with the current mod state.  The next RA version will be released by the end of June.

Quote from: Pactrick Willis on June 07, 2016, 06:22:59 PM
Oh, Btw, I'm a musician and a composer, and if you want some custom music in your mod, I'd be more than willing to help. I may not be able to do it full time, but I can definitely do some songs.

It would be awesome, though i haven't made any plans for the music yet. We could discuss the details in PM.

Quote from: conconman118 on June 07, 2016, 10:31:47 PM
when starting a new colony it says "config error in tribal trader: cheapest weapon with one of my weapontags cost 82 but weaponmoney min is 60, so could end up weaponless" then brings me back to the start

It's actually a warning, not an error (meaning it should not break the game). The reason for that is that trader stock (items variety and amounts) is not properly done yet. We'll make a proper caravan stock and schedule (as well as bugfixes) in the next mod version. But the whole caravan system will be remade afterwards, with introduction of the new faction relations system.

Quote from: Diana Winters on June 08, 2016, 12:37:17 AM
Looks neat, but I'll wait for it to be further along in development before I pick it up (mostly waiting for Combat Realism compatibility!).

Yeah, CR integration is one of our goals now. With all the changes we want to add there (mostly the core mechanics, like flat damage reduction system, instead of vanilla % reduction) it would require some time. I hope it will be fully done in the next RA version, but if not, some portion of it will be done for sure (we don't just take CR as it is and make it compatibile with RA. We take individual features we like there, tweak if we must, and implement one by one).
#27
Thanks for the info. All the things you've mentioned will be fixed with the next mod version (which is currently full steam ahead in development). I'll return the colonist/animal sleeping spots, but make them buildable, torches will be properly made too (mrofa already made their texture, as well as many other missing texture too)

These few weeks has been tough, i've spent a lot of time on various organizational problems, like making a proper design doc, research tree system, crystallizing some of the mod concepts. Now that it's all finished, our team can properly work on the actual mod content. Currently we are implementing most of the CR features, with major changes to them. By the look of it, we could just remake the useful features from CR anew, since they are not done properly in some places. Which would take considerable amount of time, but absolutely worth it. I've recently remade the tool system again and plant gathering designators now work differently too...

To sum up, the work on mod is going on, but it's not gonna be as fast, as people would expect.
#28
Quote from: Hanarck on May 30, 2016, 10:40:58 PM
ok so i don't know where to post bug so i'm gonna post them here, so far i only found 1 or 2,
1) the wooden torch doesn't make any light
2) if a pawn start to gather clay and you tel him to do something else the gather clay will insta finish
3) pawn don't reswap weapon/tool they just drop it and never pick the other, so i have to manually tell them to retake they're weapon (temp fix is to have fighter not do a thing that need tool, but it lower the amount of worker)
4) i don't know how it did that but i putted a pot next to a basket, and they are putting bones into to pot if i look into the store item counts and there is no option to add bones to the container

the other problem i run into is the lack of "temperature control" i just lost all my colonist to a heat wave, cold would have not been bad, there is the camp fire, but heat, there is no counter to that

1. Torch is a placeholder, not properly made yet.
2. This is a good bug note, thx.
3. This one is strange, since it used to work before (the reservation of previously carried weapon didn't get through saves though). Anyway, i've already changed the core logic of using tools, so it should be fine in the next version.
4. That's really weird, thanks for the info.
5. Yeah, heat insulation values for "light" clothing types and proper warm clothing types are not done yet.
#29
All regards to Mrofa.
#30
Yes. It's an overhaul, after all. Some vanilla assets will be still used, but for the most part it's a stand alone project. Content from other mods will be used here too, if their authors allow, but it's gonna be adapted and changed for the RA concept.

Now that we've gathered enough people for a proper team, we are working on the detailed design doc and other necessary tools for team development process.