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Messages - Plasmatic

#136
While on the subject, I'd like power buildings to say how much power they provide in the building tooltip (before you build one)
#137
Ideas / Re: visitor zone, safety zone
April 18, 2014, 04:24:33 PM
Quote from: Dr. Z on April 18, 2014, 12:45:46 PM
Friendly raiders?

yes, the ones that send friendly parties that "move in to help you immediately"
#138
General Discussion / Re: plants vs raiders?
April 18, 2014, 12:47:16 PM
There are already mods that add barbed wires slow and hurt pawns passing over them.

I just didn't like the rest of the mod content.. Loved the barbed wire though.. put it up around your growing fields and animals are never and issue, nor is meat :P Squirrels and boomrats wander over the wire and splat, free meat :) also they only rarely get to the food, leave one space with a door and your colonists will use it.

#139
Help / Re: Removeing events
April 18, 2014, 12:43:42 PM
On the same note, is it possible to reduce the chance of raiders dropping on top of you individually from the raider spawn overall? Tynan?

I assume it's not possible in A3, but maybe A4?
#140
Outdated / Re: [MOD] (Alpha 3) IronWeed
April 18, 2014, 12:40:40 PM
Quote from: Stalker102 on April 18, 2014, 11:15:46 AM
Downloaded your mod I honestly like it I did nerf it on my end where it only yields 1 per plant =)

that seems more sensible.. it should be a contribution to your metal income, not the sole provider :)

But as previous posts mention "To each his/her own" "Whatever floats your boat" etc.
#141
Ideas / Re: visitor zone, safety zone
April 18, 2014, 12:36:08 PM
I'd love a visitor zone.. if it includes friendly raiders..

I hate when I set up a good defense with turrets and everything and friendly raiders show up with grenades.. accidentally miss and hit one of my turrets and KABOOM, insta bad karma...

Or they just simply steal the spots I had planned for my own colonists!
#142
Ideas / Re: Ranges
April 18, 2014, 12:33:05 PM
Quote from: iame6162013 on April 18, 2014, 11:53:26 AM
but the trade beacon does show it's range, the radius for the cook stove is adjustable ;)

Trade beacon only shows range when you are actively placing it, or have it selected.
Once you start placing a stockpile the range disappears. He is only asking for it to place a stockpile under it's own range, like the trade pad did.

As for the crafting tables and such I find the best thing is just to zoom out while you are doing it, you get a much better sense of the size then, but I do wish subsequent bills would inherit the range of the first bill automatically..

Not to the point so you can't set them individually, but just if you set one bill to 37 range, then all other bills you start on that table should default to 37. you can then go in afterwards in config if you want to set another range.
#143
Help / Re: Removeing events
April 18, 2014, 12:18:07 PM
Quote from: Avsnoopy on April 18, 2014, 11:52:03 AM
I was playing rimworld today, and things were going good. But ALL OF A SUDDEN everything is on fire. I looked in the corner and sure enough, Raiders... They dropped on top of me, and lit everything ablaze. We frantically fought the raiders as the base hopelessly burned to the ground. So, i'm wondering, How do i disable that from happening? I don't mind raids, I just hate how they drop on top of you. I also hate solar flares with a passion.

EDIT: I think this actually belongs in modding, Oops.

This is easily fixed with A3. in your Rimworld folder find the mods folder and the core folder, inside that you should find a folder called "Defs" inside that "IncidentDefs", Open "BaseIncidents" in your favorite text editor (I recommend Notepad++) and find the Incidents you want to avoid, or decrease the risk/chance of.

Not sure how or if you can remove the dropping on top of you, but that is raider chance over all, and if you reduce the chance to 0 for solarflare I believe they will never occur..


  • MAKE BACKUPS!
  • Open Rimworld folder
  • Open 'Mods' folder
  • Open 'Core' folder
  • Open 'Defs' folder
  • Open 'BaseIncidents.xml'
  • Modify the 'chance' of the Incidents you want to change
  • Be sure to save as an XML file (if using notepad++ it will do it for you if you just hit save)

Say you want to reduce solar flares find
<IncidentDef>
<defName>SolarFlare</defName>


under that you should find a line that says <chance>1.5</chance>
(Note: your number will be different as I have already modified mine)

I don't know what the chance represents, but lower number = lower occurrence.. 0 I assume means it will not happen.
#144
General Discussion / Re: Manually Throwing Molotovs?
April 16, 2014, 11:20:56 PM
Quote from: Phienyx on April 16, 2014, 10:53:31 PM
Ok so apparently holding "F" and clicking on where you want to throw the Molotov no longer works.  How do you do this now?

do you need to hold it? I just draft them click F and click where I want them to throw?
#145
Quote from: TheMartianPoet on April 16, 2014, 08:55:26 PM
While it is always nice to have an alternate source of metal, the realist in me cannot help but point out that 'slag' actually contains only trace amounts of metal...

It is the impurities and wastes that are removed from iron during smelting, generally by the addition of limestone or dolomite flux. The impurities combine with the flux and float to the top of the molten metal, which can then be skimmed away.
The majority of slag is actually the limestone or dolomite, not metal- it is a useful product for the construction industry, where it is put to use as an additive for strengthening concrete... but you won't get metal out of it, save in tiny, trace amounts.

Perhaps re-purpose this to produce stone blocks? Could tie it into the Toughrock: Concrete Economy mod.

But then, this is me being dreadfully boorish and realistic. :P

If we were bound to the laws and rules that we know sure... but if I may direct your attention to the fact that we are not.. who knows what "Slag" means in whatever alien language we are speaking??!
#146
Quote from: StorymasterQ on April 16, 2014, 08:30:37 PM
Isn't the Rimworld world actually a moon of a gas giant? And that the eclipse is actually the gas giant obstructing the sun? If so, then it's a good explanation candidate for the 'incoming particles then ongoing eclipse' scenario. After the flare particles speed past the gas giant, it moves to block the sun and being the huge mothereffer it is, it blocks for a while. And that's how we have a solar flare and an eclipse at the same time.

Though being a moon of a planet makes me believe they are fairly close together relative to the rest of the universe.. it would take but a fraction of a millisecond for light to travel from the moon (or past it) and then reach the planet.. I can't fathom that would be enough time for a orbit to eclipse the sun..

And if it magically is, the planet/moon would be orbiting at ludicrous speeds, meaning the eclipse would be over in a matter of minutes..

Lets just face the truth guys, in a true to life scenario, both of these events cannot happened at the same time, but the for the sake of the game, we have no idea what their physics books say is possible.. perhaps the solar flare is made of gamma rays that pass right through the planet?

I mean, we can build a complex solar panel in a matter of seconds with nothing but freshly mined metal we magically dug out of the walls.. not to mention how much crap must be in orbit considering how often and how much of it drops down in our area..
Statistics would tell us there would be just as much dropping everywhere on the planet/moon, meaning the entire planet/moons atmosphere is absolutely clogged with junk.. in which case.. how do our solar panels work in the first place? orbit would be so dense with junk no sunlight would get through...
#147
General Discussion / Re: Total noob question...
April 16, 2014, 11:00:19 PM
Quote from: Splinterbee on April 16, 2014, 09:38:59 PM
Quote from: daft73 on April 16, 2014, 11:55:32 AM
A simple way to get alot of 'early-noob-question-answers' would be to watch a few let's play's on youtube.
             CristonianA
             Quill18
             GamersDissent
             Tynan Sylvester(our very own)

I randomly chose these using the youtube search engine..keyword 'Rimworld'. For games that are current just add this month to the filter.
Gamersdissent is awesome. Watch him

Fixed your quote, somehow you managed to write in the middle of the text you quoted.

And yes, Etalyx (Gamersdissent) is awesome and how I learned about this game, he does a pretty good job, though he fumbles quite a bit himself. he is still the best series I've found of Rimworld..
#148
Quote from: daft73 on April 16, 2014, 06:33:50 PM
Quote from: Plasmatic on April 16, 2014, 03:31:48 PM....
my usual setup is like this, first I use the planning tool to plan out the size of the room, adding and removing bits to represent the buildings or objects in the room, once that is done, I use the mining tool to mark the entire room, and back to the planning tool to mark out the objects that I want in the room. unfortunately, once my colonists start mining all the planning tiles disappear, which means I either need to watch them mine to replace the planning tiles, or try to remember the layout I had.....
Something I use to get around mishaps like this: early in the game I pause the game and get the basic layout situated.
While the game is unpaused I will build/mine to a certain point, this way while I'm designing latter parts of the map, the colonists won't mess up the work I'm trying to do.
But generally I just pause when designing.

So do I.. I mean when I unpause and start digging, I'd like the planning tiles to stay there as I have them marking out where to build objects so that I can focus on other things and not have to remember, but currently, the tiles disappear when colonists mine the tiles meaning all my layouts are gone once the room is dug out.
#149
So I love the ability to plan now, but I don't like how the planned squares are removed if you mine the rock under them, I use it to plan entire rooms before I dig so I get the right size, but I understand why some may like them to disappear once you've dug under them, perhaps we could have it as an toggle in the options menu? "Planned tiles disappears upon completion" (it's not very descriptive, but yeah)

my usual setup is like this, first I use the planning tool to plan out the size of the room, adding and removing bits to represent the buildings or objects in the room, once that is done, I use the mining tool to mark the entire room, and back to the planning tool to mark out the objects that I want in the room. unfortunately, once my colonists start mining all the planning tiles disappear, which means I either need to watch them mine to replace the planning tiles, or try to remember the layout I had..

I'd also like to not cancel planning tiles with the generic cancel tool. There is a specific tool for planning and removing planning, why have the cancel tool overlap?

I wasn't sure if my ideas warranted a thread of their own, but I figure other people can post their ideas here too.
#150
from what I know carpets play nice with each other (can be replaced)

Concrete hates everything..

Smooth stone plays nice..

It would be nice if the floors were a little more descriptive, maybe an option to remove flooring? I mean even if you pour concrete floor, you can still remove it, it's just a lot of extra work with a jackhammer.. but it is not impossible..