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Messages - linkxsc

#31
Well on a side note. Whenever I can find a hotel with good enough internet ima dl the unity devkit and anything else id need and take a stab at adding a switch. And maybe a fusebox component.

Id like to work on a proximity sensor and maybe a daylight sensor (shut off growing lights in the day when the sun is do8ng their job. Turn them on at night. The prox sensor could turn lights on in bedrooms and such only when people are there.

Stuff like that.
#32
Ideas / Re: Advanced Comms Array
February 03, 2014, 02:05:18 AM
probably a future spinoff based off of a research upgrade
#33
Ideas / Re: A way to stop roofs from autobuilding?
February 03, 2014, 01:56:10 AM
Quote from: Tynan on February 02, 2014, 12:21:44 PM
You'll never be able to remove thick cave roofs; it represents a mountain over your head and you can't carry that away.

I mean in regards to squaring up your entrance, and clearing the roof for better exposure for your solar cells. Not like removing the whole mountain. Technically the edges of the "mountain" shouldn't be so thick that they couldn't be cut off a bit.

#34
Ideas / Re: A way to stop roofs from autobuilding?
February 02, 2014, 12:15:14 PM
for the current time, as long as you don't complete the wall all the way around (doors count as completing the wall) it won't cover.

Really I could use the ability to designate a ceiling removal, when you start digging out sections of cave and start getting the caveins, it dives meh crazy
#35
Ideas / Re: Post your Community Challanges
February 01, 2014, 11:30:43 AM
didn't even know you could fear people into joining you. what do you do, put gibbet cages in your prison room?
Every time I've recruited people its been by friendly chat, which seems to work just fine if.
#36
Quote from: Trensicourt on January 19, 2014, 09:22:50 PM
I still don't understand the differences between a drone and a robot. I'm sorry Gal, please don't hurt me.

Theres no real difference, there words are basically interchangeable in the case of where they're used.



On a side note, talking aobut wether or not I want things exploding.

See I'm fine with the possibility of a short circuit. But in the current game its only a real danger for underground bases. If your building above ground, just separate your building clusters, and have each building have 1-2 batteries and a panel or 2, and you'll never have problems because even with a short, theres not enough storage to deal any damage.

Underground bases that need a half dozen batteries to keep active through the night (since most everything is connected to the same conduit chain) have it as an actual danger. When realistically it should just be a problem for people with poor base design.

Realistically, there would be fuses built into the circuit in numerous spots. A short happens and pulls the circuit above 1000w or something, and the fuse would blow. Toying with this you could parallel circuits so a conduit could draw more, and possibly have more danger of burning up.

But I'm an electronics guy and would just like to see the electrical resource worked on a bit in the future (I'm sure Ty has plans), Cause someday we'll need lots of power for advanced turret systems, firefighting and water storage systems, and advanced cooking. And if no advancements are made on the existing power supply system, then many bases will die much sooner than they should.

On a sidenote, a simple wind system could be added, fights with weather rules, and can run windmills, can work all night and day, weatherpermitting.
#37
I'm fine with the explosions too, just looking for maybe a little change. And walls eroding(taking damage) over time because of wear makes a lot more sense (and would be easier for a player to keep up with) than sudden, blam there goes half the health. Still fine with the half health loss thing too. actually in the case of outdoors stuff it could easily be written off as small meteor strikes or something.

I just feel it would be more reasonable to have a colonist set to permanently patrol around repairing things, if there were a more steady rate of decay rather then sudden burnouts.

Though on the exploding stuff, please, ability to build walls with no conduits. Sometimes I really don't want different circuits in my bases connected to eachother.
#38
Ideas / Re: Multithreading
January 18, 2014, 09:23:52 PM
Quote from: Tynan on January 18, 2014, 08:55:09 PM
-Discovered that the GUI allocated 2.4KB of memory every time I changed fonts, even if the font didn't actually change. This amounted to like 50KB per frame. Ten minutes work and I had reduced memory allocs by like 40%.
-Not emitting a tooltip for every single piece of mineral on the map. That saved a massive amount of performance by itself, in a couple lines.
-Caching a dictionary of thing definitions indexed by the entity type enum, instead of doing an O(n) search every time anything wanted a definition.
That font change will probably help people out a ton who have laptops and such with cheap ram.
#39

Now I know theres a million threads asking to revamp the AI. but I know that that'll take a little while. Id like to throw in this suggestion.


With some testing. In the case of emergency things, fires and grabbing injured colonists.
If in the case of fires, the AI grabs someone from miles away to put it out, I've found that if you pause. and switch that person to militia for a second, and then tell someone close by to prioritize the fire, they'll do it. 

What I'd like is for after a col takes on a task, when clicking on the thing they're going to work on it will say whos coming to work on it, and perhaps have a button that jumps to that person, or when zoomed out, just kinda highlights the col, so if they're far off, you can try to switch it out for someone closer.



Other thing I was thinking of. So at least in the current game. wear and tear takes the from of constructions suddenly losing half of their health. This kinda sucks, especially in the case of conduits and walls that like to explode when they get damaged to a point. (though I can't really find the exact mechanism that drives electrical fires. Sorry, I'm not a code guy). Problem still stands.

Just wondering if anyone would like to see, a gradual loss of construction health, rather than sudden chunks. Perhaps then a feature could be added that buildings take more wear and tear during say rain storms (still causing shorts with outdoor electronics), or duststorms, or other weather/advers conditions.

The net gain of this. Though more of your base would need repair at any given time. You could maybe set a slider to tell your cols to only repair constructions below 80% health or something.


Dunno, just a couple thoughts. Would check hard if there were previous voicing of these, but this evening my hotels internet is particularly bad.
#40
Ideas / Re: Multithreading
December 03, 2013, 10:16:01 PM
Heh multithreading. Lets just say that was the single worst project I had to do in my "intermediate programming" class in college. Intermediate my ass.

Though surprisingly, if you're ever in the world of custom electronics, I often find that throwing a extra core in can solve a lot of problems. (especially since most processors for electronics, at least the cheap ones are only 8bit, and they have little seizures every time you tell them to do floating point math. Double precision, don't even bother on a 8bit 16MHz chip)
#41
Ideas / Re: Work Smarter Not Harder?
November 21, 2013, 09:51:30 PM
Quote from: todofwar on November 21, 2013, 07:39:11 PM
I wish they were smart enough to know when the max load they can carry has been mined/harvested and then haul it to the stockpile. I've had the issue of having a massive pile of metal lying around, and being told I have low metal. Then I make hauling priority 1, but they start hauling a bunch of other crap too.

well if the metals super important, you can forbid the other things around, but that takes some time.

Perhaps dragging a box over some materials and checking a "high priority" box could be helpful, automatically assigning haulers to haul that stuff instead
#42
Ideas / Re: Work Smarter Not Harder?
November 21, 2013, 04:32:51 PM
this is 1 of those things that causes problems with programming AI. Not necessarily a "difficult" thing to modify. But I'm pretty sure that before we see that fix, something iwll need to be done about other AI issues like firefighting.

A quick fix I find though is have 1 person loligagging around with hauling as their only task set, they're usually pretty quick about it.
#43
Ideas / Re: Sun Lamps unlocked with Hydroponics
November 19, 2013, 11:51:53 AM
Quote from: Bob Buddha on November 19, 2013, 11:38:20 AM
Main issue I have with all lights is that the colonist should have the ability to turn lights on and off themselves according to need.  IE a one-person room where the person is going to sleep, they would naturally turn off the light. 

A sun-lamp should have a timer function.  Real-world grow lights aren't on full time, 18 hrs a day at most.  Another possibility would to give the lights a different tint, IE purplish like modern LED grow lights.  A plant doesn't use the whole spectrum but more than just red and blue.  A futuristic glow light would look nothing like a floor lamp.

PS, in the future, grow lights, and all lights will likely be LED or OLED.  Keep with the sci-fi scheme and ditch the metal halide or hi pressure sodium.

Thought the LED ones still used a pretty big amount of power anyways.
Baffled me though that regular standing lamps pull 125w. Would kinda like to see the ability to research better lights in general. I mean, modern CFLs are nice and use ~25w of power to do lighting that a 100w incandescent can.
#44
Actually I thought I would note. That this is actually a large problem within Dwarf Fortress as well with task assignment.
The major difference in the games is that usually in DF there are only a few people set to mining/treecutting/building, and those are the only "spatially driven" tasks. Usually the majority of your people are farming(relatively quick anyways), or crafting something, just moving back and forth between stockpiles.

Even DF doesn't allow for multiple units to work on a particular task
#45
Well in all honesty it doesn't matter to me much if the do anything to the walls militarily themselves. What I'd like to see is a stronger more expensive wall to put around. But its a nonissue until .255 or w/e the next update is going to be.


As another advice to players with issues with wallas and getting your bases ownt with nades though, I've found another slightly more effective then my "studded wall".



Sadly the base I built it and used it on a lot was destroyed due to a battery fire during a raid.
But the idea is simple, the material you'd use to make your wall, the people to the north ar ethe assumed offenders (this is a "peaceful" map, so I've only had raids of 3-4 people so far, but they all come from the north around that rock face where I've got half my colonists.)

nice thing about this wall. Your injured colonists can easily retreat. The turrets have full targeting range. And if 1 of them starts taking much damage. you can pull a nearby recruit straight to it to repair it before it blows. Starting a new map where I'm gonna test out moving the outer wall out to the second tile on the turrets. (They'll have a shorter firing arc, but also have a shorter "fire received" arc. I hope.)

Also, about dem battery fires. DAMN do they get outta hand quick. Next base, I'm going to fill up a couple battery banks and seal them off (cut the power lines too) from the rest of the base so that doesn't happen again, and if it does, I can throw a conduit into the wall and keep the turrets running.