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Messages - Matthiasagreen

#136
Ideas / Re: Multiple Limb Loss = Incapacitated
January 13, 2015, 12:47:33 PM
damage (stub)
#137
Ideas / Re: Multiple Limb Loss = Incapacitated
January 13, 2015, 11:54:18 AM
Quote from: Johnny Masters on January 12, 2015, 02:44:28 PM
A person without arms can still kick and headbutt stuff. It's just a matter of renaming damage (punch) to damage (unarmed).

Quote from: Johnny Masters on January 12, 2015, 02:44:28 PM
damage (unarmed).

I see what you did there.
#138
General Discussion / Re: RimWorld change log
January 13, 2015, 10:52:57 AM
Quote from: milon on January 13, 2015, 10:49:24 AM
^  I rarely turn turrets off, so I've already been doing it.

But why wouldn't it work?  And don't say Solar Flare, because that takes out turrets anyway.

Mostly because a lot of people don't currently have all their turrets on. I usually had them all off with back-up batteries to help when I did turn them on because they area I started didn'tt have enough geo thermals, nor enough room for wind turbines. Your gameplay won't be affected, but  many others will need to change.
#139
Help / Re: Remove/Reduce rain
January 13, 2015, 10:49:20 AM
Until Alpha 9 comes out with the optimized fire mechanics, this is kind of the point of rain. Too much fire breaks the game, so the rain makes sure that doesn't happen. I don't know the answer to your question, just thought you would want to know the why behind it.
#140
my method is a bit (a lot) micromanagey, but I set a stockpile for pants with a higher priority and individually mark the pants i want for haul by asking colonists to haul them. If someone hauls something I don't want into the stockpile, I delete the stockpile for that square, have someone haul it back, add that square back to the stockpile and mark the one I want there to be hauled.
#141
General Discussion / Re: RimWorld change log
January 13, 2015, 09:26:00 AM
Quote from: Arenji on January 13, 2015, 09:20:47 AM
Quote
Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.

Whoa! turrets are going to need colonists running around turning them all on. That's certainly going to increase my sense of frantic when mechs drop on my base...

He definitely took a bite out of killboxes...
#142
Ideas / Re: More 'user friendly' hunting AI
January 07, 2015, 11:14:54 AM
I find shotguns to be the best weapon for hunting. It is strong, but requires them to get close, minimizing the chance of someone being in the way.
#143
General Discussion / Re: Alpha 8 Screenshots
January 07, 2015, 11:12:59 AM
I have always used 18 hydroponic bays and never had issues with rain and the middle light. If your room already had a roof when there were 16, I don't see why adding the last two bays would affect the roof...
#144
Quote from: Ouan on January 07, 2015, 01:18:02 AM
Quote from: Xubrim on January 02, 2015, 06:08:49 AM
Quote from: john pretzel on January 01, 2015, 08:40:29 PM
The gold quantity is wrong in description. Is a lot more.

Changing gold to required in the recipe (\SurgeryExtendedAndBionics\Defs\RecipeDefs\Recipe_ProstheticWorkbench.xml) will fix it. I'm sort of lost on how alpha 8 changing the stack size made the count go wonky, but if you put "1" in the count line instead of "25", it will require 20 gold instead. Close enough for me. All the mods I've noticed which require gold seemed to have this problem.

   This is a problem with many other modders products that were updated from Alpha 7 to 8. JullieEllie's mind control chips for her Apothecarious Mod cost 500 over the original amount which as you said came to a 20 time multiplier. I told that to her, but I do not know if there is any work around, as the description of the metals still says 1 or so on when it is 20 times that amount in reality. I think this may be a problem with metal as a whole since it is a nonstandard weight (which allows it to be stacked to 500).
     I think a solution is to make all items stack to the same or to see what the error is in the game coding that make materials multiply by 20 for precious metals (gold and silver) only. I assume that it is a hard coded issue, unless I did not see the line that multiple modders missed in their updates we may have to wait until Alpha 9 for a solution. We could all just not know something that is needed to make it work as those metals can not be written as a standard material for cost. ( 500%20 = 25 which is 1/3 of a standard stack, so there are holes even in my theory).

The description states that gold is a special situation and has different amounts than mentioned. This is because whatever gold amount you put into a recipe is multiplied by 20. This applies to all recipes, not just this mod. Try making a sculpture our of wood and then make one out of gold.
#145
Ideas / Re: UI Measuring System
January 06, 2015, 04:27:08 PM
Changelog

QuoteDec 17
Reworked a bunch of sound code for Al.
Designation failures are now properly reported.
Deconstruct designator auto-claims buildings if necessary.
Measurement numbers are now displayed while dragging certain kinds of designations (mining, walls, planning, etc).
Various bugfixes.
#146
General Discussion / Re: RimWorld change log
January 06, 2015, 04:24:34 PM
Quote from: Frannck on January 06, 2015, 04:08:35 PM
How can I update RimWorld with the latest change log? Do I just download it again with my link? Or just wait for the next alpha? I want a way to keep it up to date with the change log without loosing my progress, is there a way? Sorry for my ignorance.

you have to wait for the next alpha. The log is to see what he works on during any given day. Then he groups them together and releases an alpha. Once an alpha is released you will most likely not be able to play any older games so you want to finish what you are doing before you download and play the next one. There really is no way to keep your game up to date with the changelog.
#147
Support / Re: Sound Issues with RimWorld
December 31, 2014, 06:04:21 PM
Quote from: XxMSWShadowxX on December 31, 2014, 03:13:05 PM
Did some research, found out its a coding error when audio programming/design with unity, its like a sound/music loop failure, looked up on unity apparently if you don't join a sound loop together a "pop" is emitted from the game to symbolize the end of game sounds and then the silence after is just the games failure to pick up sound, bare in mind this is my own research and even though i do have some knowledge in programming i haven't tore open the game so i can't really back this up but i found it on UNITY's official pages.

you might want to include that on the forum I linked so Tynan might better see it. IF it is something he can fix, he would want to know.
#149
Ideas / Re: Simple Vents
December 30, 2014, 09:48:16 AM
A mod does exist for this, though I understand you are requesting it for base game. I wanted to make sure you knew though.
#150
Support / Re: Sound Issues with RimWorld
December 30, 2014, 08:38:56 AM
You aren't alone, but unfortunately it isn't the game, but the system the game is built off of. Tynan has no control over it. See this post to hear it from Tynan himself.