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Messages - Neurotoxin

#31
General Discussion / Re: OMG alpha 7
October 02, 2014, 12:08:45 AM
Petition for A8 to have prostheses made from stuff! Uranium peg legs? You bet! Plasteel cybernetic eye? Sure thing. Stone lungs? Um... maybe not those but hell yeah to the rest :D
#32
Quote from: stefanstr on September 26, 2014, 05:14:26 PM
Quote from: Matthiasagreen on September 26, 2014, 04:00:46 PM
you are absolutely right, I wouldn't have even know that c# wasn't the place to start. It is just what people talk about most on these forums. Thanks for the suggestions, I will check those out.

It is the language in which RimWorld has been written, that's why. Honestly, I don't know C# so maybe it is easier to pick up than C++ or Java... But I remember trying to learn Java, then picking up Python and getting more done in a week than I did in a month with Java. And once you have learnt to program in one language, it is much easier to learn another language.

I'd be inclined to say the exact opposite. I struggled hard with Lua and left me feeling empty. Once I started learning Java that's when things started to click for me. Going from Java to C# is easy as pie as they are EXTREMELY similar.

Everyone learns better on different languages. Read a bit into several languages and see what resonates with you the best. Here's an awesome resource similar to what null posted https://github.com/vhf/free-programming-books/blob/master/free-programming-books.md

I suggest reading a bit and just going with the language that feels right or makes the most sense to you from the start. Once you've chosen one, don't just read about it but DO it, do the exercises. If you find yourself asking "can I do <insert something>?" Don't google it, TRY it then google it and see how you could improve. Part of learning is making mistakes and seeing where, how and why you went wrong and how to do it better. Once you have a grasp on the core ideas you can, theoretically, change to just about any language fairly easily.
#33
Quote from: C. Fenderson on September 26, 2014, 06:26:27 AM
Quote from: Neurotoxin on September 26, 2014, 02:25:16 AM
1. While it's inadvisable to directly modify the core files just changing the population should be an issue. Take a look in Rimworld Directory\Mods\Core\Defs\StorytellerDefs and open the xml file there with a text editor. If you look around I bet you can figure out what needs to change ;)
I'd still recommend copying that file into a new 'mod', keeping the same file structure as the core mod.  If you mess up the core files, you'll need to redownload it, which is a pain.

Yep, that's why I said it's inadvisable to modify the core files. As for redownloading, I always keep a copy of the current archive on my hard drive. then it's as simple as re-extracting it and the archive is less than 100mb so it's not like it takes up a ton of space.
#34
1. While it's inadvisable to directly modify the core files just changing the population should be an issue. Take a look in Rimworld Directory\Mods\Core\Defs\StorytellerDefs and open the xml file there with a text editor. If you look around I bet you can figure out what needs to change ;)

2. Snipers, Kiting, Mortars and a couple of exploits (such as walling it off and then damaging it so the mechanoids have nowhere to spawn) I kinda suck at describing strategies, so maybe someone else can get this one.

3. Again take a look at the xml file in Rimworld Dir\Mods\Core\Defs\IncidentDefs I bet you can figure out what to change ;)

I purposely didn't hold your hand on the xml file parts because figuring it out is fun AND learning how the xml works will get you halfway to being able to make your own mods. Of course there's a lot more to it but poking around in the core xml files is a great place to start. If you really need help beyond that feel free to message me and I'll point you in the right direction.

Also, let me be the first to welcome you to the community. I hope you enjoy the game and your stay here.

Oh and as far as what's going to be improved, take a look at the changelog (stickied at the top of this forum).
#35
Looks awesome. Loving the interface and how simple it looks to randomly generate and modify pawns. That was my one problem with CCM was sometimes I'd like to randomize and modify rather than straight up create each and every colonist. Amazing work :D
#36
Quote from: fernbhoy on September 23, 2014, 03:32:42 PM
Quote from: Neurotoxin on September 23, 2014, 03:20:43 PM
Quote from: fernbhoy on September 22, 2014, 08:27:28 PM
shocking ... Gnomoria haven't been mentioned yet :D

It was
Quote from: Neurotoxin on September 21, 2014, 08:16:02 PM
And Gnomoria if you are looking for something similar to Rimworld.

Getting corrected for not reading the tread by someone who didn't read the thread :D

already mentioned that i misread

Lol, well, looks like I'm just as guilty as you. Haven't had enough coffee this morning.


Quote from: Rahjital on September 23, 2014, 04:10:08 PM
That Which Sleeps.

Link for the lazy.
https://www.kickstarter.com/projects/kingdinosaurgames/that-which-sleeps?ref=popular


Quote from: stefanstr on September 23, 2014, 03:05:54 AM
I have seen someone mention Towns and that we should stay away from it. Why is that?
This sums it up pretty well
http://indiegameinsider.com/2014/05/21/the-dark-side-of-early-access-towns/

to tack onto the end of it, it IS currently back in development but ONLY because they got an offer to purchase the game from some undisclosed publisher.
#37
Quote from: fernbhoy on September 22, 2014, 08:27:28 PM
shocking ... Gnomoria haven't been mentioned yet :D

It was
Quote from: Neurotoxin on September 21, 2014, 08:16:02 PM
And Gnomoria if you are looking for something similar to Rimworld.
#38
Help / Re: Make Light shine through a wall
September 22, 2014, 05:58:04 PM
You might also check into Glassworks I seem to recall their "walls' allowing light through. I say "walls" because they're windows but obviously they're walls as far as the game cares.
#39
Quote from: Reaper on September 22, 2014, 02:14:29 AM
Quote from: Neurotoxin on September 21, 2014, 05:22:15 PM
Quote from: Reaper on September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.

You mean XML?
<thingClass>ColonistOnlyDoors.ColonistOnlyDoors</thingClass>

okay in trying to get the doors from TTM to use that how did i go wrong?

Because The game spouts a no such thing error when i use da XML

Did you actually define the door itself in there somewhere? You have the BuildingBase and the door base but I don't see the door definition which should look something like:

<ThingDef ParentName="DoorBaseCO">
      <defName>DoorPoweredCO</defName>
      <label>Colonist Only Door</label>
      <description>I didn't invite these visitors, who are they to just walk into my base?</description>
      <workToBuild>1100</workToBuild>
      <texturePath>ColonistOnlyDoors/Things/DoorPowered_Mover_CO_V2</texturePath>
      <uiIconPath>ColonistOnlyDoors/Things/DoorPowered_MenuIcon_CO_V2</uiIconPath>
      <costList>
         <li>
            <thingDef>Metal</thingDef>
            <count>75</count>
         </li>
      </costList>
      <comps>
         <li>
            <compClass>CompPowerTrader</compClass>
            <basePowerConsumption>50</basePowerConsumption>
            <transmitsPower>true</transmitsPower>
         </li>
      </comps>
   </ThingDef>


replacing my values there with TTM's
#40
Help / Re: The memory limit
September 21, 2014, 08:25:22 PM
Quote from: skullywag on September 21, 2014, 05:52:55 PM
So I think ive hit the memory limit for Rimworld. I have about 30 mods and a rather large base with 22 colonists, ive been damned good at keeping the map tidy but now within a half hour or so of loading my save I get an out of memory crash. So my questions are these:

Is there hope for a 64bit version?

Anything us modders can do to lower memory requirements in our mods?

Or are people going larger than this and finding it ok (i.e problem my end)

The majority of memory usage is typically in textures. Reusing textures is a good way to cut back. With the new stuff system in A7 and allowing textures to take different looks based on Material it should reduce memory usage for mods that add multiple items made of different stuff as it only takes one texture and applies a filter over it. Using lower resolution textures can also alleviate the issues at the cost of quality.  I have 31 mods currently and have yet to have an OOM crash, actually, I haven't had any hard crashes at all.

All that said, I think the most resource intensive mod I'm running is Clutter coming in at around 5mb of disk space. I haven't actually paid attention to the memory actively in use by rimworld. As for a 64bit version, it is definitely a possibility BUT last I checked in the 64 bit builds of Unity are really buggy on windows. Linux doesn't seem to have many issues but windows is plagued with quite a few.
#41
I recommend not buying Godus. I want to also recommend not buying towns as development has been really touch and go, that said I've gotten plenty of enjoyment out of it but the developer abandoned it, decided to go for it again and brought in a new dev who then quit because he wasn't being fairly paid and now it's kinda floating in limbo getting limited updates awaiting another studio to purchase the IP.

Recently out of early access I'd recommend Divinity: Original Sin if you're into RPG's. And Gnomoria if you are looking for something similar to Rimworld.
#42
Quote from: Reaper on September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.

You mean XML?
<thingClass>ColonistOnlyDoors.ColonistOnlyDoors</thingClass>
#43
Your saves should be in <user directory>\AppData\LocalLow\Ludeon Studios\RimWorld\Saves (Assuming you're on windows), you can easily get there by typing %appdata% in the address bar of the file explorer then going up one level to AppData and following the rest of the path. Once you've selected a save once it should by default open that folder in the future.

If you're not on windows:
MAC:       Users/[username]/library/cache/Ludeon Studios/RimWorld/Saves
LINUX:       /home/[username]/.config/unity3d/Ludeon Studios/RimWorld/Saves

I'll take this time to also give an update on the state of the editor. With Alpha 7 right around the corner I'm going to postpone pushing an update until then. I've hit a few snags with changing the way nodes are handled and in case things change I just want to hold off as I don't think A7 will be too far away.
#44
Off-Topic / Re: Early Access, the joys and pains.
September 18, 2014, 05:38:51 PM
Just to give context to anyone who isn't aware of this news: http://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/

I think that really sucks that they're doing this but it's the risk you take buying Early Access. It's disappointing and infuriating because it gives Early Access a bad name but there's really nothing that can be done.
#45
Support / Re: Possible black screen fix
September 17, 2014, 09:40:04 AM
Quote from: skullywag on September 17, 2014, 02:50:05 AM
Why would a networking tool cause issues with game load? I wouls assume the only time it would interfere would be during a network operation. Does rimworld fire any calls home/internet checks on start?

Update check on startup and anonymous usage if you're opted in. Otherwise none. Oddly enough even if hamachi was intercepting those calls it should still load as starting the game without any active connection or firewalling the game works fine.