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Messages - Igabod

#136
I support this suggestion as well since the fertilizer pumps are no longer in the game to fix issues like this. I've actually modded the mud terrain def myself to make mud tiles capable to be built on just because of this issue.

[edit to add] I've attached that mod to this post if anybody is interested in it. I'm not going to release it in the official releases section but it is free for anybody to use in any way they like.

[attachment deleted due to age]
#137
New update is available. Delete the old Xtra Plants folder before installing this. Old savegames will work fine with this update since I didn't add anything. What I did is I changed the output of pie recipes to 4 and I increased the lifespan of sugarcane plants to 30 days. I can't fix the issue with colonists not auto-harvesting the plants, it seems none of the new plants are auto-harvested. I'm not sure when this started being the case, but it seems to be that Tynan made the auto-harvest thing hard-coded to only work on vanilla plants. I'll continue to look into this and hopefully provide a fix for it in the future, but until then you just have to use the harvest designation tool.
#138
Quote from: Kagemusha12 on March 20, 2015, 03:42:55 AM
Thanks for the mod ... I like it :)

With the exception of the pies however ...
they seem to be a  little bit expensive for the result.

You invest 75 olives (for the oil), 15 units of he pies name giver (for example lemons) and 5 units of sugar cane (compared to just 5 units of meat and 5 units of vegetables for a fine meal).
And you produce a single serving of pie, that has a lower nutritional value than a even a simple meal (50 vs 70) and gives only 2 points more satisfaction than a fine meal (7 points vs 5 points) 

IMHO there should be something that justifies the huge investment in resources and work, for example the production of pies resulting in multiple servings (after all, in reality you never produce a single slice of pie, but a whole pie, that easily can nourish 4 or more people)

Addendum:
One thing that seems to be buggy is planting sugar canes in a growing zone.
In contrast to growing zones of other plants (which get automatically harvested by the colonists as soon as the plants are harvestable) the growing zone for sugar canes doesn�t seem to get the "harvest"-flag as soon as the sugar canes are harvestable.
My colonists won�t harvest the sugar cane field, until I manually have designated the field for harvest.

(another strange thing with regards to sugar cane: while in the beginning month of my colony I had a lot of sugar canes in the wild, they have vanished, one after the other, with no replacement being grown ... since maybe march I wasn�t able to find a single sugar cane in the wild anymore (we now have july and there still is no sugar cane in the wild ... only the cane in my growing zone))

I'll probably increase the output of the pies recipe to 4 slices of pie. As for the sugar cane being unharvestable and not respawning, I don't see any reason that should be the case, it is identical to any other plant except for the harvest output and the texture. I've never had any problems with the harvesting thing and I never noticed the respawn issue, but I'll see if I can replicate that and then try to fix it. I appreciate the feedback, please keep it coming. :)
#139
General Discussion / Re: RimWorld change log
March 18, 2015, 01:08:57 PM
Quote from: Novellum on March 18, 2015, 12:52:55 PM
Quote from: keylocke on March 18, 2015, 12:46:07 PM
i just recently started A9, and i noticed the deterioration of items in stockpile left outdoors (which lowers the price.

can you trade items on indoor stockpiles? what about unroofed areas, do items deteriorate inside those areas too?
You can build an indoor stockpile with a beacon, and then place a beacon outside. The traders will take the items from your export pile(inside beacon), and drop off the silver and items you buy in your import pile(outside beacon).

Really? That is something I haven't tried yet. I always just leave my trade stockpile outside. Thanks for the tip, I'll definitely be doing that on my next game.
#140
Outdated / Re: Alpha 9 Mod List
March 18, 2015, 01:05:14 PM
Quote from: InfinityKage on March 18, 2015, 12:35:04 PM
Quote from: Igabod on March 18, 2015, 12:05:59 PM
I just wanted to offer my appreciation and thanks for your efforts at maintaining this list. I know better than most how hard it is to keep it updated and I just want you to know that your work is appreciated.

Thanks man. I was starting to wonder if anyone still cared. But as long as I know someone does. I'll keep it up.

Yeah, people still care. Humans just don't generally voice their opinion unless it is a negative one. I'm glad I'm not a human.
#141
Outdated / Re: Alpha 9 Mod List
March 18, 2015, 12:05:59 PM
I just wanted to offer my appreciation and thanks for your efforts at maintaining this list. I know better than most how hard it is to keep it updated and I just want you to know that your work is appreciated.
#142
Quote from: jabbamonkey on March 18, 2015, 09:42:34 AM
The wall texture replacement that is included in my pack isn't my own. I added it to my core folder awhile back. I got it from the forum somewhere... Not sure where exactly.  If you don't like it, you can just delete the image, and it will not show up im the game anymore (and default to the original texture).

It shouldn't be too difficult to add in the mask for it so you can replace the mineral deposit texture too. I'll look into doing that myself and if I come up with a decent result then I'll be sure to post it here for you to include.
#143
I like the wall texture, but why isn't there a replacement for the RockFlecked_Atlas texture? It looks really weird having these nice new walls with the vanilla wall texture everywhere there is mineable ore.
#144
Unfinished / [WIP] Plowing Started on March 17, 2015
March 17, 2015, 04:30:41 PM
I started a project which was meant purely as an edit for an existing mod for my own personal use, but I figured I'd upload it here to get input on how to improve it further. I may end up releasing this once it is at a point that I feel like all the kinks have been worked out.

Basically, I started out modifying the Tilled Soil mod. I wanted to make a sensible replacement for fertilizer pumps which would work to convert all the same terrains that the fert pump did into soil without the OP factor involved with those. I've got it working somewhat, but it feels a bit hacky to me. I had to overwrite the vanilla def for the Mud terrain type so that it can be built on. I've added a fairly high research requirement to be able to build the plowed soil as I'm calling it. I also added in a significant build time for each tile (about 8 or 9 times that of stone floors). And I have it temporarily requiring potatoes as a building material, though I plan on changing that into a new compost item when I get around to making a compost heap (will need some help with the best way to achieve that).

I'm asking for input on this mod of any kind you happen to think of. Please keep in mind that I'm not an expert C# programmer though so some suggestions won't be possible for me to do. If you happen to be willing to contribute a .dll file for inclusion in this mod then I would be grateful of course and would include a credit to you in the About.xml file as well as on the original post when this mod is released officially.

[attachment deleted due to age]
#145
Mods / Re: Mod Recruitment Thread
March 17, 2015, 09:33:17 AM
Quote from: unifex on March 17, 2015, 09:09:48 AM
My advice is that if you're a programmer, artist, or otherwise, is to do your own thing and not spend time on something that will profit another person. Take from that what you will.

Do your own thing if you have something in mind to do. But all of us have some time between ideas where we might like to hone our skills further by taking on a challenge which we would not otherwise have thought of. There is no profit in the modding community aside from having fun with making something from nothing and the chance to gain some experience.
#146
Quote from: b0rsuk on March 17, 2015, 06:10:09 AM
Quote
If I had asked people what they wanted, they would have said faster horses.
― Henry Ford

Right, but in this case we just want our horses back. They have been taken away by Henry Ford but he isn't giving us a Model A in return.
#147
Quote from: akiceabear on March 16, 2015, 09:21:15 PM
I imagine it is similar in small desert communities (but with their own specific flora/fauna). Using massive greenhouses/hydroponics simply isn't economical/efficient, given the local environmental constraints.



I just wanted to point out that this is currently being done in deserts here on Earth using little more than water.
#148
Outdated / Re: [Mod] (Alpha 9) Graves (1.0b)
March 16, 2015, 04:59:59 PM
It would be nice to be able to assign graves to colonists before they actually die, sorta like beds. And as soon as a colonist dies, their corpse is taken to their assigned grave.
#149
Mods / Re: Mod Recruitment Thread
March 16, 2015, 03:01:25 PM
I'm not looking to get into any large projects or anything. But I do have some experience with XML modding and would be willing to provide some limited help. If you just need someone to take a look at what you have and point out what I see wrong with it let me know. Or if you want help with repetitive and tedious work (especially during updates to a new alpha) just send me a file and tell me what you need changed. I'm essentially offering to be an extra set of hands and eyes for anybody that needs it.
#150
Quote from: Mathenaut on March 15, 2015, 11:21:26 PM
Dunno.

If it takes longer to cook in bulk than it does to cook individually, then it completely kills the point of this mod. I think that the xp nerf (the 4x meals didn't give exp for 4 meals, just 1) was more than enough.

If you're going to increase the cook times significantly, then I'd also insist on fixing the xp return.

The goal definitely isn't to make it take longer for 4 at once than 4 individually. I'm wanting to make the cook time only slightly longer than 1 individual meal.

The extra time is meant to simulate chopping all the vegetables and putting them in each of the 4 or 8 pots. Then the cooking process after that prep time takes the same amount of time for 1 as it does for 8 since it's 8 pots on 8 burners. If I had the abilities for it I'd animate that into the game. You would see a knife chopping up the vegetables and then the raw food items would disappear and be replaced by an image of pots on each burner. But I am nowhere near good enough to make that happen.

I'm not sure if this explanation makes sense the way I phrased it. But it has a logical reasoning for it, I promise. I just don't have time for extensive testing of this right now but I wanted to provide the requested changes. So if I could get testing data such as "It is currently X times longer than cooking 1 meal so you should drop it X amount" then I'll get the corrections out a lot sooner than if you wait till I have the time to play a game and do comparison testing.