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Topics - RemingtonRyder

#81
I've looked around a bit but I'm not sure how Rimworld applies difficulty settings like for instance, scaling threats. I would really like to apply those to map conditions so that if you choose a high difficulty, map conditions are more punishing. Similarly, if you choose an easier difficulty setting, map conditions are less severe.
#82
Off-Topic / BBCode editor - may be handy
June 24, 2015, 11:50:35 AM
Wasn't sure where to post this!

http://fenixproductions.dcmembers.com/bbc/

It's an offline BBCode editor (for Windows). You can use it to work on posts with complex formatting outside of the forum post editor with an optional realtime preview.

I thought that with many posts in the mod section using formatting, this would be useful to some of you, or at least help to reduce BBCode booboos. :)
#83
Ideas / Minification of more things
June 06, 2015, 06:51:54 AM
Regarding this issue on Mantis: http://ludeon.com/mantis/view.php?id=1457

I think that one neat way to solve this is to use loose resources to build less things from scratch. Instead, there could be a constructions table which colonists use to put together things like hydroponics basins, chairs, etc which you typically want to have quite a few of. These minified objects are then taken to where they need to go and are installed. Possible result: less faffing around with loose resources on multiple constructions, more finished constructions, better use of prioritisation on things which still use loose resources.

It's something which I've done with a mod already, but I add the buildings to the smithing table, which needs power and has quite a few recipes on it already. There's room for improvement of minification, too, because there's no inventory of completed buildings which you can click to install.
#84
Help / So I tried to clone the Heat Wave event
May 03, 2015, 08:22:21 PM
It didn't go so well!

I'm using Xamarin Studio (because it's a bit lighter than VS). When I cloned the heat wave from Rimworld (map condition and the event firer) there was a base..ctor() and base..ctor( MapConditionDefOf.VariableHeatWave, duration ) in two of the functions. They wouldn't compile. I'm guessing they do something, or nothing, but I don't know.
#85
So let's say that you have created a building which has a minifiedDef. But you want to make it with a recipe for some reason rather than using the RecipeMaker tags.

When you're specifying the building as the product of that recipe, use the building's defName, not the MinifiedDef.

However if you want to use the building as an ingredient, use the MinifiedDef!
#86
For example, if a freezer food stockpile is set to Critical, the hoppers will only be filled when that stockpile is filled.
#87
Essentially, private areas would be anywhere which has a medical bed or an assigned bed.

The idea here is that colonists lock their door when they go to bed, preventing visitors and cleaners from barging in and disturbing their sleep.

Doctors would similarly lock the medical ward when they've finished treating all patients in a room.
#88
Help / (Solved) Problems with minifying turrets
April 28, 2015, 01:19:32 PM
I decided to try making turrets minifiable to see if it was possible.

Alas, I get an error:

GetInspectString exception on Steel_Turret_Kit208928:
System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.Building_TurretGun.GetInspectString () [0x00000] in <filename unknown>:0

  at RimWorld.MinifiedThing.GetInspectString () [0x00000] in <filename unknown>:0

  at RimWorld.InspectPaneFiller.DrawInspectStringFor (Selectable t, System.Single& y) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


I also get this text in the inspector box when I click on the minified turret when it is fresh off the smithing table, but NOT after installing the turret, then uninstalling it, then I get an inspector box which looks like the one for the turret.

I also get a more serious bug if I upgrade the minified turret on the smithing bench and then try to install that.

Here's the mod in drop box: https://www.dropbox.com/s/hi71o89zocm93mo/HotCold_Minification.zip?dl=0

Thanks in advance if you can help!
#89
Ideas / Psychology system
April 25, 2015, 01:08:45 PM
Quote from: Aarkreinsil on April 25, 2015, 12:03:18 PM
Joy is the best thing ever. Now that people can binge on booze and food, mental breakdowns are way less severe than before and happen less often, too. It's not just that people can play chess or horseshoe-throwing, it's dealing with the PTSD-aspect of having to scrape the guts of your best friend off the wall after a fight.

I was thinking that there are a number of traits which provide a straight mood bonus or penalty along a spectrum, and/or a work penalty or bonus, and that instead we could roll those into a new psychology system, leaving traits as something which define fixed attributes.

For example, having to haul away the body of a fellow colonist or clean up blood is a far more unsettling experience than scrubbing away grime. I mean, I guess that living on a Rimworld you might get used to it, but it still might result in some psychological issues.

These issues would then be a part of a colonist's psychological make-up. Squeamish, for example, describes someone who doesn't like the sight of blood, perhaps after having to clean up the remains of someone unfortunate enough to get on the business end of a Scyther's knife protrusion. This issue becomes more deeply ingrained whenever they have to do a similar task.

Okay then, what happens when they interact with other colonists?

Basically, if they have someone to talk to while they're boozing, playing horseshoes, or socialising around a table or campfire, then these issues get dealt with. Not right away, because there may be other issues that are more pressing. Obviously, colonists with a higher Social skill help a bit better with issues.

A colonist's psychology (the sum of all their issues) then affects mood or the rate at which mood can increase or decrease.

Joy ties into this system. Sustained, long-term periods of joy will result in a colonist being able to manage all their issues and the net effect is being optimistic, strong-willed and industrious. Sustained periods of despair (lack of joy) will result in issues not being managed and a net effect of depression, irritability, laziness and neurosis.

Finally, issues have less effect when they are resolved and then recur (oops, someone burned to death fighting a fire, got to dispose of the remains) as opposed to completely new issues. This means that rimworlders who survive become hardened against things which they have experienced before.

Anyway, enough waffling from me. What do you guys think?
#90
I tried minifying the hydroponics basin for a mod. What I get when I build it at the smithing table, well, see attached image.

It works fine for the 3x1 production tables, by the way. :)

[attachment deleted due to age]
#91
Video / RimWorld Alpha 9 Modded: The Dusty Retreat
April 13, 2015, 10:12:44 PM
I haven't posted a RimWorld video in some time so I recorded one in the wee hours of Sunday morning. Here you go!

https://www.youtube.com/watch?v=VW0h9qXWKyk

I had to do a bit of editing on this one because alas, there were some problems with the original footage (the video stopped but the sound kept going). Next time I'll do a test recording first, haha.

Enjoy! :)
#92
Ideas / Traits as tags for storytelling
April 13, 2015, 06:29:53 AM
At the moment, traits are mostly numerical in value. Which is fine and all, they set colonists apart a bit more, but inevitably some are considered 'best' and the others rarely see the light of day.

Well, how about this. Suppose that the storyteller could look at a pool of colonist tags (or even tags resulting from trait combos) and generate story based on something in that pool?

This is not a case of 'oh you have no shooters, I'll send a raid of all shooters lol.' Although I was thinking about combat a little bit.

Let's say that a pawn has the Volatile trait. It typically lowers the mental break threshold which means the pawn is more likely to snap under pressure. Okay, but what if the storyteller decided that when this pawn gets injured, he flips out and retaliates if he can.

Slothful, also typically seen as a negative trait, reduces global work speed. Suppose that passing by another pawn who is working, a slothful pawn is chosen by the storyteller to temporarily slow the working pawn down with idle banter.  The banter does improve the mood of the worker, so it's not all bad. It could be a good use for those minstrels. :)

Psychically hypersensitive is another one which tends to be avoided. The storyteller decides that now and then, a pawn with the tag for this will get a free re-roll when attempting to recruit a prisoner.
#93
Ideas / An alternative game-ender - mega disasters
April 04, 2015, 05:56:49 PM
I was thinking that aside from the increasing hordes of raiders and mechanoids, there isn't another game-ending scenario that we can toggle on. Modders could then add possible game-changers like zombie apocalypse as a possibility which can be selected at random.

Note that I'm not asking for this to be the way all vanilla games play, only the addition of a basic framework for a storyteller to select one mega disaster if that's been toggled on. And for hardcore survivalists, the option to start a particular disaster sometime in the first year after landing. ;)

#94
I had the urge to middle-click and randomise just a colonist's name while playing vanilla, instead of randomising everything.

Of course, there is individual randomisation available in EdB Prepare Carefully mod, but I thought this would be a neat way to add it to the vanilla game.
#95
I guess it might be horribly unbalanced, but I wondered if anyone else had thought of incorporating a turret into a defensive wall.
#96
Ideas / Visitors pay silver to booze and be merry
March 28, 2015, 05:53:20 AM
Currently, visitors don't have much interaction when they stop by to visit the colony.

So I thought, why not let them buy your beer and get drunk?
#97
Ideas / Adaptive tutor and custom cook stoves
March 27, 2015, 06:53:39 AM
Adaptive tutor doesn't recognise buildings added by mods to satisfy the 'Need meal source' conditions. It is likely coded to look at a particular thingDef, but it could instead look at a list of thingDefs which have the stove class.
#98
If there are two mods active, each having terrain defs in common (for example, Harsher Tundra and Ice Sheet, before I decided to merge them) then as you would expect, the last version of a particular def loaded in the mod list decides which def is used. That bit is fine.

However, if the load order is changed (perhaps inadvertantly) then saved games which depend on those terrain defs do not load properly - the conflicting terrain is turned into sand instead. Even if the defs are identical.

Basically it means that to avoid this problem, you can only have one combined terrain mod active, or you must always activate the terrain mods in the same order.
#99
The idea here is that compatibility patches which require two or more mods to be applicable, only load when those two mods are loaded. Or, indeed, they automatically load when those two mods are installed, and possibly, have their own tab on the mod selection screen.

Not a particularly urgent thing to add, but it would be nice to see it later on in the development, or even a way to do compatibility patching without needing to override an entire def.  I cite Harsher Tundra and Biodiversity as an example of two mods which have a minor incompatibility (they both modify the Tundra biome) which could be resolved without a manual merge.
#100
Off-Topic / An article on save scumming
March 08, 2015, 11:04:42 PM
One of the commenters mentions Rimworld. The article itself is mostly about Football Manager.

http://www.rockpapershotgun.com/2015/03/01/confessions-of-a-save-scummer/