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Messages - Wivex

#31
I've thought about that before, but wanted to find a better way. Now i'm thinking that would be an optimal solution anyway. I'll just remove any rest modifiers from it, as if pawns sleep on the ground.
#32
Thanks, man. I'll keep it as a last resort, in case i don't find any better solution (frankly speaking, choosing to sleep on the rocks instead of plain ground seems a bit silly to me).
#33
Quote from: SmartererThanYou on May 27, 2016, 10:01:04 AM
It could be possible to make cons of a sleeping spot more apparent. Disease, infection, and heavy mood loss can play a part in it. I understand that it's cheesy but I've had plenty of occasions that it'd be -100 degrees outside and the pawns decide they want to sleep outside.

i'd rather make pawns take temperature into account when they search for a place to sleep. Or find a special solution for making beds in tundra\desert. But sleeping spot which doesn't even require being built is no-go.

Quote from: aenariel on May 27, 2016, 10:29:11 AM
one of the first things you must do is treat your colonists because of the injuries sustained in the crash...

Yes, but not using the magic sleeping spot. I'll make it possible for every situation to make actual "bed".
#34
Quote from: aenariel on May 27, 2016, 08:41:15 AM
- I understand the concept for beds you're using but getting rid of the "sleeping spot" might not be such a good idea.

Sleeping spots are actually a cheesy way to order pawns where to sleep, which i don't like as a concept, since i try to avoid making direct control available anywhere except combat (if pawns have no proper beds, they are smart enough to choose a place themselves). I'll make it clear for the beginners how to make those beds though, as well as tutor info about other game features.
#35
Quote from: slamo on May 26, 2016, 04:38:41 PM
Do you want bug reports here or on Slack or Github?

Better post it here for now, since i'm not ready to accept community bug reports on git yet.

Quote from: slamo on May 26, 2016, 04:38:41 PM
Cannot load world/select new colony location after disabling RA. I've deleted the mod file and still no go. Going to try to reinstall A13 now. RA is the only mod present, only mod I've run.

This problem caused by detouring (which allows to change methods in vanilla). CCL prompts a message in such cases to reload the game. I recommend the same. There is no other workaround.


P.S. Our dev team is starting to take a good shape, so i raise my expectations about the future of this mod with each new day.
#36
No, that would be too small contribution to bother about, sorry. But you could suggest changes to any existig descriptions or text parts when they are ready. It's too early to worry about those atm, since you don't see the whole picture and real purpose of things anyway. Just be patient.  ;)
#37
Quote from: Louisthebadassrimworlder on May 26, 2016, 03:18:14 PM
Spelling - 'Cheepest' was a notable one (Hay Floor Description) and more

I'm not a native english speaker and wasn't paying much attention to the descriptions yet, so yes, that would require some proper work. Good thing is i'm finding more and more people to help me doing that.

Quote from: Louisthebadassrimworlder on May 26, 2016, 03:18:14 PM
Obviousness - I had to think hard about hay. My colonists were injured, and I had no means of producing beds due to there being no hay. It wasn't until one had died that I discovered that grass harvested it. It would be helpful if the grass was renamed 'Haygrass' in the bottom left, and in the Research tab it clearly describes how to obtain hay.

it's just a lack of proper game tips (i'll make a hide bed not require tannery to be made to compensate the lack of grass in extreme biomes. But still have no good solution for survival in such situation anyway).
#38
Well, i've said i'll fix that.
#39
Bad weapon tags for my weapons, i guess. They correlate with some vanilla guns. i'll fix that.
#40
I haven't mentioned that before, but research in RA not only requires ingridients, but has an advanced benefit for completion. Some of them add new designators (like farming allows to designate grow zones), others allow using additional stuff types for crafting, and so on. Bone carving and masonry allow to craft bone/stone weapons and tools respectively, but they both require carpentry too for those recipes (researching carpentry won't allow you to make certain types of weapons itself, but if you also research masonry, you could make a stone axe. If you research bone carving and carpentry, you could make bone axe of the same type). Meaning that some things require single researches made only (like in vanilla), others require a few combined. And they not only open new things, but also change existing ones.

All those effects will be properly represented in research descriptions later.

P.S. i've also made that you can actually choose what result type will the recipe product have. If you make axe (which requires wood + bone/stone, all of which are stuff materials), you can get either bone axe or stone axe, depending on what material you use. (Vanilla doesn't have such selection. It would also make "wooden" axe from time to time. ¯\_(ツ)_/¯)
#41
Outdated / Re: [A13]Boots and Apparel
May 26, 2016, 01:43:56 AM
Hi, man. Is everything ok? You just disappeared ever since we last talk.
#42
Sounds a bit minecraft style, but pretty nice anyway. There are almost no music mods, so each of them is a treasure.
#43
Quote from: Nelrea on May 25, 2016, 05:34:12 PM
I can make a deadfall trap but i cant move it so it just sits there next to where i made it.... armed

It's a placeholder for now, since i'm gonna change how traps work in the future. First, they will be used as hunting traps, attracting animals by baits and killing\weakening them. Second, i 'll try to find a way to use them in combat (vanilla trap system doesn't work properly, cause making traps have a chance to spring on your colonists leads to situation when people never use traps at all. And not making them work like that would lead to boring killing mazes of traps, which i try to avoid to. I don't want traps to be an ultimate solution for defence.)

Quote from: Nelrea on May 25, 2016, 05:34:12 PM
I know you cant make shields and stalls yet but some of the other recipes are missing too. from what i remember deadfall trap and figurines. you can still craft them tho.

Yeah, figurines are part of the "crafts" system, which would make a base for your colony economy. Each tech stage will have new "for sale only" crafts types (figurines for neolithic, jewelry for medieval and so on), which would require a lot of work and skill, but provide the most profit. They will be the main source of trade income gain, so you could trade for resources your colony could not aquire via mining\gathering\growing and somehow find on map. Overall, there will be slightly different trade system than in vanilla, mainly due to it's role in gameplay, which will be dramatically increased.

Quote from: Nelrea on May 25, 2016, 05:34:12 PM
Question - How can i make raw adobe blocks and can i make bone armor yet?

Hmm,i i've just figured out that you can't :D. But don't worry, next version will be much more playable and with more features. We've just started to gather a proper team, but the progress is already much better than it was before, when i've been working almost alone. And there is no reason for now to make small patches for each individual bug, since there are too much other stuff to do first. I think we'll be making a monthly updates, or smth like that.

Bone armor, as well as most of the weapon/armor types won't be available for crafting, but you could loot or buy them. That is essential for loot and trade system to make any sence in such game. But you will alsays be able to craft basic apparels and weapons for each tech stage.
#44
Totems are gonna be statue replacement for neolithic + gathering point, yes. We are currently working on CR implementation with some changes to it, so no reason to do hasty changes to the combat balance yet.
#45
I'll try different values, but i want to provide only essential minimum.