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Messages - RemingtonRyder

#1846
Quote from: HatesYourFace on September 07, 2014, 01:27:00 PM
Turrets don't benefit from sandbags or any other source of cover for that matter, you can get rid of them.

I thought that they limited the blast when a turret explodes.
#1847
If you use just the entry that you're changing, then there's less chance of a conflict with other mods.  It makes your mod more modular.

However, bear in mind that (from what I've seen) you still need the base object in your own XML file.  So as an example, in this mod I need to borrow a copy of the ThingDef for MealBase, otherwise MealSurvivalPack has nothing that it can inherit properties from.
#1848
Ideas / Re: Too many corpses...
September 07, 2014, 02:36:08 PM
Hmm.  I sort of fancy a new trait which makes a colonist indifferent to seeing  corpses but nothing else.  They'd make a good undertaker.
#1849
Bugs / Re: Burning solar panels
September 06, 2014, 11:28:56 PM
It is annoying, yep, but there are some ways to make solar panel loss less likely.

First of all, never have them just standing about in the open.  Wall them off with stone to make it less likely that fire will spread to them.  Obviously, make sure you can still get in to douse any fires that do start.  As a side bonus, this means it will be less likely that they will take collateral damage in a gun battle.

Secondly, leave at least a tile between a solar panel and those walls, and never place two solar panels close to each other - leave a gap of three tiles to be safe.

Thirdly, put them a fair distance from things which are flammable or which explode.  Batteries being one.

Finally, despite your best efforts, you may lose generators.  So to avoid power interruptions, make sure that your conduits can still transmit power to where it's needed if a generator is knocked out.
#1850
Quote from: DigitalProeliator on September 06, 2014, 06:07:46 PM
Funny I was thinking of them more like the old school C-rats because of the gold coloring. I tried to make a recipe myself and could even set it in the queue to be made but was not able to force them to actually cook it... Anyone have this issue before?

Hmm.  Did you add entries to set workAmount and workTimeSkillNeed for your custom recipe?
#1851
Quote from: DigitalProeliator on September 06, 2014, 01:57:48 AM
Nice and it has stats just slightly less than paste so they should prefer  the past over rations now. I wonder how hard would it be to add a recipe to make our own? You know for like when pirates have loved a mortar into your batteries and now you cant cook anything... Say 1 metal and 10 food, with twice normal prep time should be fair.

Anything's possible.  The campfire mod for example, provides the means of making cooked food without needing power at all.  It's not updated to A6 though.
#1852
Yup, that's it.  I don't know yet whether they will prefer nutrient paste over survival meals... but then I suppose they're both meals of last resort.
#1853
General Discussion / Re: Lockable doors!
September 05, 2014, 09:01:19 PM
Quote from: Rahjital on September 05, 2014, 05:10:23 PM
You'll have to wait till Alpha 8 for stealing, glitterworld invisibility rings and flying firebreathing boomrats mechanoids. :D

Rimworld Alpha 8: There and Back Again. Where you too can crash twice on the same rock. ;)
#1854
General Discussion / Re: Exploits
September 05, 2014, 08:55:14 PM
Troubled by tribal attacks?  Hole up inside a mountain and put a stockpile of Critical priority near to your front door, with stone blocks as the thing to stock.  Make sure that your front door is inset a few tiles inside the mountain, and then when the tribal raid begins, place a stone block to seal your colonists in.

Let them try and break through that!  Especially when your colonists really have nothing to do all day but spam repair on that one block.

Not a particularly new tactic, but it works well enough.
#1855


Twelve word description: Hoard precious survival meals. Cook prison meals and deliver them to cells!

Mod origin and progress
So you've been sending your colonists off to gather up all those packaged survival meals, but you're tired of the micro of prioritising hauling, and then forbidding those meals before they crack them all open.

This mod sets the packaged survival meals to 'Awful' quality, which means they will be consumed last of all. Nutrient paste quality is adjusted to the same quality as simple meals, so that it is consumed before survival meals. It still generates negative thoughts.

In addition, you can set a bill to cook prison meals, which will taken by the cook to the best stockpile you have set for prison meals - in other words, somewhere where prisoners can reach their food. This allows you to have one meal quality for colonists and another for prisoners.

Changelog

Alpha 6

v1.0.0 - Initial release.  Packaged survival meals rated lower than simple meals.
v1.1.0 - Nutrient paste dispenser meals rated better than survival meals (but still give negative thoughts).
v1.2.0 - Added prison meal variants of simple and fine meals.  Cook five at a time (stack to ten as usual) or single variants which don't stack.
v1.2.1 - Fixes recipe for fine prison meals similarly to v1.3.0 but for Alpha 6.

Alpha 7

v1.3.0 - Updated to Alpha 7.  Fixed a bug in the recipes which meant that a batch of five fine prison meals would only require five meat and five veg.
v1.4.0 - The prison meal recipes are now injected into the cook stove using Recipe Nurse, by JuliaEllie.  You will need to enable the Recipe Nurse mod to use prison meals - it is provided in the latest download.  With this arrangement, new cook stove recipes can be added by other mods without any problems.

Alpha 8

v1.5.0 - Updated to Alpha 8.  Prison meals are temporarily out of action.
v1.5.1 - Prison meals are back on the menu!

Alpha 9

v1.6.0 (Not released) - Alpha 9 compatibility and RW Launcher mod options added.
v1.6.1 - OKNutrientPaste is retired, doesn't work in Alpha 9.
v1.6.3 - Added single meal variants of simple and fine meals (they don't stack) and vegetarian/meat soup variants on the simple meal.
v1.6.4 - Fix: I put exceptedThingDefs in the wrong place. Whoops!
v1.6.5 - Fixed MeatFoodRaw to MeatRaw. Having one of those days, it seems.

Alpha 10

v1.6.6 - Minor update, adding description and options for RWLauncher.


Notes

As noted in the mod description for 1.1.0 onwards, colonists may still divert to eat survival meals if the nutrient paste dispenser is being used.  So, build more dispensers!

As noted in the description from 1.2.0 onwards, you can now cook prison meals.  These are exactly the same as simple and fine meals, but retextured and separate in stockpile lists, so that cooks can stockpile meals inside prison rooms as you see fit.

Colonists can still eat from prison meals, unless of course they've been placed in a prison.

With the 1.4.0 release, you may see some log messages in red when you load up.  That's just telling you that recipes were successfully injected. :)

With the 1.5.1 release and onwards, prison meals are added to the cook stove in a new way which does not require Recipe Nurse.

With the 1.6.0 release onwards, please note that in Alpha 9, nearby meals will receive more priority than further away meals.

Enjoy!

Credits: JuliaEllie for the Recipe Nurse tool.
#1856
General Discussion / Re: How do you play this game?
September 05, 2014, 07:51:33 PM
I'd kind of like to see an (optional) ironman mode.  That way when stuff goes wrong, there's no takebacksies. :)
#1857
Bugs / Re: [W|0.6.532] Unplayable lag
September 05, 2014, 03:30:51 PM
There's similar lag when there's a load of siegers all sitting down to eat their packed lunches at the same time.  It persists even when the game is paused.  I used dev mode to force them all to flee and the lag ceased.

Maybe that's an issue with too many pawns trying to find an empty spot at the same time, failing and trying again.  In which case, you could get around that - basically, a 'mass picnic' function which scans the area and tells all the hungry siegers where they're going to eat.
#1858
I made a quick and dirty stone blocks crate texture in case you need one.

[attachment deleted by admin: too old]
#1859
So, basically if you have something to wall the crashed ship part in with, the defenders won't spawn normally when you attack it.

There's only a slim chance of this being a viable tactic in unmodded Rimworld, because mortars (which are the only indirect fire weapons you could use to damage the ship) fire very slowly and aren't very precise.  I put an embrasure on one tile so that it was possible to fire in.
#1860
Ideas / Re: Too many corpses...
September 04, 2014, 07:57:57 PM
Um, well my suggestion would be that in the desert, the iguanas and megascarabs pick apart the dead raiders.  It's a circle of life kind of thing. ;)