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Messages - Headshotkill

#136
General Discussion / Re: Getting rid of DevMode
December 27, 2016, 06:11:13 PM
Okay okay, I've reflected on myself and this thread in general.
I assumed 100% that the OP was just bitching like a 14 year old and hadn't considered the possibility that he might actually have a compulsive disorder or something, there's no way to know without him saying that.

But beyond that I just don't see the point of having another switch to turn off devmode. If he can't keep himself from going into options and turning it on, what will stop him from accesing the modified files and reenabling devmode, or if the file is removed download a new one?

Besides I think we should listen to the majority who I assume don't mind the devmode or actually see the benefits of it, even in permadeath games.
#137
Releases / Re: [A16] EPOE Hardcore Version 1.0
December 27, 2016, 04:21:05 PM
To be honest, a wooden foot sounds sorta strange, have never heard of it IRL.
Maybe ad crutches instead?

Then again, crutches would impair manipulation so maybe for balance it's not a good idea?
#138
General Discussion / Re: Getting rid of DevMode
December 27, 2016, 04:10:49 PM
Quote from: Bozobub on December 27, 2016, 02:24:22 PM
Yes, Dev Mode is necessary at times, even in Permadeath games, to fix bugs and impossible, unforeseen emergent weird situations (it IS an Alpha game, after all).  And?  So you set the Devmode console to "on", reboot the game after saving, and use the console to fix the problem, then turn it back off.  I completely fail to see the problem with such an easily-coded feature, which, by the by, exists in most games that utilize a similar console (for example, the Elder Scrolls series, and I can supply many more upon request).

Quote from: O Negative on December 27, 2016, 02:01:41 PMYou're not hearing what you want to hear, and I'm sorry about that. The truth is, the truth hurts. You're only hurting yourself by allowing yourself to use cheats when you find yourself in a bind. I think if you let a colony fail naturally, due to your mistakes, you'll find the experience so much more enriching. Plus, it'll make your successful colonies feel like more of an actual accomplishment.
You are not the arbiter of what people "need" or what will "hurt" them, especially in a {censored} video game.  If someone asks for an (extremely easily implemented!) feature to make their experience better that involves no change to in-game mechanics, what exactly is the problem?  You think Tynan can't say "No," on his own, or something..?

There actually is little reason NOT to implement OP's request — coding an .ini toggle would be quite easy, if no one wants to change the UI for this, which does make sense — beyond vague moralizing about how having restraint would be "better", from what I see posted here.  Whatever; *thbphthpfthblt* to that (AKA a "Bronx cheer"); the guy just told you he needs help with that, FFS!

It's more than a little silly to lecture about "bettering" yourself, in a game that encourages you to eat people and turn their pelts into stylish eveningwear -.-' .

We and surely Tynan don't have to obey every command from whoever without any serious reason, even OP got this as he wasn't looking for Tynan to change/remove the console but rather tweak gamefiles himself to fix it.
When you say there's little to no reason, NOT to implement this, by your logic I'll give you an equally powerfull reason to KEEP it implement:

I want it to stay.

Now we have two opions saying the opposite, they both cancel each other out.
#139
Outdated / Re: [A16] BlackFuel
December 27, 2016, 01:38:23 PM
This mod actually has a lot of potential to be expanded, just some thought:

-Turn wood into charcoal, similar function as coal but still a better fuel than raw wood.
-Turn coal into chemfuel.
-Possibility to use ingame drillers to mine coal. (haven't tested, maybe already implemented)
-...
-Dangerous explosive mining gas when mining coal indoors/bad ventilated areas?
#140
General Discussion / Re: Getting rid of DevMode
December 27, 2016, 01:31:16 PM
Maybe you can make your 2017-GOAL to improve your self-control, everyone's a winner!
#141
General Discussion / Re: Getting rid of DevMode
December 27, 2016, 01:05:06 PM
Quote from: Semo on December 27, 2016, 12:55:10 PM
You are all missing the point here.

Sure a bit of self control goes a long way but if you lose you base by some bad RNG you know you dont have much self control at that moment.

I wouldn't be so sure about generalizing the whole Rimworld community, I and many others probably can deal with some bad RNG from Randy and call it a game. I mean, after you've cheated, do you even feel like playing that game, when I cheat it starts gnawing on my conscience till the point that I don't see any reason to continue that game any further.

Btw, I often use the devmode to quickly text new features when an alpha comes out so I'd prefer it stayed in.
#142
I haven't had the time to test this lately but it should be quiet easy to find out if you've got some spare time.

Basicly for example:
You've got 2 colonies, your main base and a small mining outpost that periodically sends ore to the main base for expansion. Your main base contains a lot more wealth than the smaller mining outpost, does this mean raids against the main base are bigger than the raids against the small mining outpost?

Is the wealth of the two seperate colonies even calculated or is wealth added up to a total wealth?
Other factors to think about are the amount of colonists on each side and the total amount.
#143
Releases / Re: [A16][MODLIST] Glitter Tech
December 27, 2016, 12:19:12 PM
Will glittertech have a combat realism version soon?
#144
Outdated / Re: [A16] BlackFuel
December 27, 2016, 11:59:26 AM
^^

Do we install this as another mod or do we place it in the core-folder to replace files?
#145
Any chance of this getting updated?
#146
General Discussion / Re: Getting rid of DevMode
December 27, 2016, 07:51:34 AM
If you can't control yourself with such an arbitrary thing then you should be more worried about real life uncontrollable urges.
Sorry to be rude, you can turn of devmode in options, maybe that helps.
#147
Quote from: Bozobub on December 26, 2016, 11:41:53 PM
Quote from: mumblemumble on December 26, 2016, 11:30:47 PMI also do not understand why planets would have differences...humans on other planets are the same more or less, it says it in the lore even.

On a side note, why would anyone think MRA's are hateful?.. really confused, I've seen feminists, and other groups advocate for GENOCIDE, commit violence, do death threats, and all kinds of other stuff, but frankly I've not seen such vile actions from MRA's  before.. Someone want to educate me on something I'm missing?
a)  "Genetic drift".  According to Tynan, FTL travel doesn't exist in the Rimworld universe.  Other worlds will, then, be separated by generations of objective time to get to the nearest stars, possibly many of them, for more distant destinations.  It doesn't take very long for humanity to start exhibiting very distinct variation, indeed, even if NOT overly isolated (see also pygmies, Dinka, etc.)

b)  A LOT of people noticed the vitriol coming from "MRAs" in and around "GamerGate", as one recent example.  Most people don't like listening to a privileged group whining about how they're not privileged enough, to be completely frank.  See also "white rights", "white lives matter".  Such individuals are annoyances to be removed from the universe with extreme prejudice.

And that's coming from a white male =) .

While your remark about humans living isolated on different planet would produce genetic difference and lead to new evolutionary pathways (just here on earth climate has influenced evolution, black people from mainly Africa, white people from northern/colder regions). The game's lore has stated that humans have NOT changed too much from each other due to evolutionary pressures from other planets, we've transcended beyond that, we don't change, we change the planet.

As for the MRA's/feminists discussion, both groups contain absolute trash, IMO feminism has been infected worse than MRA's.
Where as the stand points of MRA's are sometimes understandable (male suicide rate, male workplace death rate, male prison rape rate, male draft,...), feminism has progressed beyond rationallity, it started crossing the bording in the 1970's once most dissadvantages for women were removed. I'll regain faith in feminism once they end their unholy alliance with fat-acceptance and unconditional support of minority groups for the sake of diversity. The day feminism starts helping oppressed women in islamic countries instead of bitching about catwoman showing her but and Batman not, I'll change my mind.

And for both groups, stop whining about privilige, seriously this mentality within these groups has to be eradicated.
#148
I haven't read everything in this thread but it seems to be boiling down to wether or not to ad percieved 'controversial' matter.
To which my opinion is, if it enhances and or deepens the game, sure.

It's important in my eyes to reduce hardcoded numbers, meaning someone with a higher melee skill shouldn't always win.
Bring in other factors, wounds, overall health status, body type,...

A good middle ground to me seems to ad body types:
Brute, lean, skinny, ...

Both men and women can have these body types, but men have a higher chance getting the stronger more brute types, while women the frailer, lean types. Both would have their (dis)advantages.


On the broader almost off-topic discussion about controversy and some nature/nurture stuff I read here and there.
I think today in general both social and politics are being tormented by PC-culture, it's disassembling the cornerstones of western liberal values. One of the most if not THE mostimportant interaction is the discussion.

We're too scared to delve into any topic that might even SCRATCH the surface of the politically incorrect, I've seen a post in this thread asking why this thread even exists, it only brings controversy and flamewars, not? WRONG!

By boycotting any attempt of discussing controversial topics, which most of the time aren't even THAT controversial, instead of the two sides finding even ground and understanding each other we're becoming more and more isolated.

The way the regressive left deems any critisism of BLM racist, creates true racists
The way the regressive left deems any critisism of uncontrolled migration into Europe fascist, creates true fascists.
The way here, we deem someone sexist, should he explore the topic of sexual dimorphism will create true sexism.

Let us have true discussions with mutual respect and not fear diving into the dark when it comes to controversial topics. Those who scream triggered and retreat to attacking the speaker instead of forming a counter argument will in the end, make themselfs look stupid.


#149
Quote from: milon on December 24, 2016, 10:08:28 AM
Don't forget this isn't the present. This is way in the future. How do you know that females aren't on par with males in terms of strength, size, etc?

Your answer is kinda answered by the ingame lore when you check out the information text about humans:

"Humans are largely unaffected by evolutionary pressure on other planets."

Meaning they're kinda the same like the present. Which means men are statistically stronger than women.
Then again if you just can't these stereotypes and get triggered, I'll even out the playing field for you and give a statistically proven male stereotype:

Women have statistically proven better social skills than men.
#150
Ideas / Re: Expedition vs Settling
December 24, 2016, 09:01:25 AM
Like sending out a group of your best miners with just food/medicine/weapons to a nearby mountain range to dig out some ore and bring it back to base, that would be pretty cool.