Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - RemingtonRyder

#1726
@Fifty Foot Ant - Prison meals are the same priority as simple or fine meals.  The thing is, your colonists should technically never eat them if you're only delivering those meals to stockpiles in prison cells (at the same time, if you have some kicking around, they're still good to eat).  Also, yes, it's safe to use with a running save.

@thefinn Alpha 8 was only just released yesterday.  Still, I do plan to update because of the meal priority thing.  Not sure what you mean about nutrient paste though.  The latest version for A7 ranks nutrient paste alongside simple meals in terms of meal quality - this means that so long as the nutrient paste dispenser isn't reserved by too many colonists, they should choose nutrient paste over survival meals.  I had to drop the 'NutrientPasteIsOK' from the filename because it was getting unwieldy, but that's still a feature. :)
#1727
Planning mode is now quite useful if you have outdoor growing zones.  When it gets cold, your growers will try to plant in growing zones but at night the temp drops so low that the plants die.  To stop them from doing that you need to remove the growing zone, so planning mode helps you to plan where you want to put growing zones next year.
#1728
Thanks, I'll take a look at some of the free libraries and see what I can do. :)
#1729
I'm not new to programming, but I've barely touched C# and being honest with you guys, I'm not sure where to start in terms of putting together something that I can work with.  I can do forms in VB/VB.net, and I can do a console program which does one thing automatically, and I've fooled around in NWN's script editor for so many hours, but I haven't taken a crack at much else.

I do want to write a game, though.  I blame Game Dev Tycoon for re-suggesting it to me. :P
#1730
Tynan, honestly, the rest of the industry could do with taking a leaf out of your book - firstly, by making a game that is so moddable, and then being open to the ideas presented in those mods.

Like for example, GalCiv 2 - I like modding it, but at the same time I wish I could accomplish the effect I'm looking for without dumping a copy of a whole XML file in a mod folder.  In comparison, Rimworld is super friendly to modding!
#1731
I guess the thing to remember is that pawns do not take up 100% of a particular tile.  Accordingly, stray bullets are as likely to zip past or graze than actually hit a pawn full on if that pawn is in a completely different tile to the target.  Doesn't make bullets any less dangerous, but it might stop pawns from being bullet magnets. ;)
#1732
Ah okay then.  Good to know. :)
#1733
Question for you... how do you inject things to worktables with the new version of Recipe Nurse?
#1734
They're original.  EA is all about maintaining their existing franchises.

Originality is very time intensive, and shareholders don't like to be kept waiting? :)
#1735
This looks cool!  I'll check it out tonight. :)
#1736
General Discussion / Re: I am having a Mental break
October 28, 2014, 09:33:54 AM
There seems to be a bug with the meal reservation.  For example, if a doctor is taking a meal to a patient, the whole stack of meals seems to be reserved, which leads to colonists going hungry until the stack is not reserved.
#1737
Actually, here's a thought regarding traders.  Currently, there doesn't seem to be a lot of change in prices according to demand and supply.  So for example, if I dump 10K logs, the next trader could easily offer the same price or not much lower than the one I sold to.

Basically, traders are a bottomless pit of silver at the moment.  Considering the cost of bionics, maybe that's a good thing, but it feels a bit cheaty to just base my entire economy around chopping wood and hauling it to the trade beacon.
#1738
I don't think my tree-cutting problem is related to this mod, jsut so you know.  I think either my save is bugged, or I need to re-install or something. :P

Edit: An older game works fine, no problem cutting trees, so a bugged save it is!
#1739
Nope.  I did click single trees and use the Chop Down button if they were fully grown, but colonists will only chop them if I right-click on the tree itself and prioritise that task.  Even if Plant Cutting is assigned priority 1, they just walk right by them.
#1740
Ah, okay.  I'll take a look at those broken links.