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Topics - Sion

#21
Could someone please make a mod that changes the priority of Packed Survival Meals to be lowest possible, instead of highest?

Because if a colonist have the option to choose between all meals in the game, it would choose the Packed Survival, instead of for example a Lavish meal.

I think it is wrong for so many reasons:
* Firstly, as the name implies, it's a Survival Meal, it should be used to survive in times of eg. food shortage, not be eaten like it was candy or something.
* A Survival Pack last almost forever, when a Lavish Meal spoils in a few days, and therefore should be eaten first.
* A Lavish Meal gives a happiness bonus witch a Survival Meal doesn't.
* Another reason is that as soon as there is a Survival Pack anywhere on the map the colonist wander away to eat the Survival, instead of eating the Lavish Meals, even if they stand on the Lavish(!), and instead of hauling the Survivals to the base.
* Also, in my opinion I think that something that is packed and processed in such a way that it won't spoil in years doesn't taste good, especially if you compare it with a freshly made luxury meal.
   What would you choose: A meal of your choice in a 5 star restaurant, or a block of ramen noodles?
#22
I would like a mod that lets me mark 1 tile, eg. Iron, and then it automatically marks other tiles of the same type for mining when they are revealed.

If you want it could be smart about it and prevent cave-ins by leaving a 1x1 pillar at suitable locations, in case I want to mine out an entire mountain, or it could have a working diameter of only 9 tiles, but this not a requirement.
#23
Ideas / Target specific limbs of an opponent.
February 02, 2015, 04:47:14 PM
I would like a way to order my colonists to target specific limbs of an opponent (kind of like W.A.T.S. mode in Fallout 3), I would assume that all weapons have some kind of sight (like the M-24) or and Iron Sight (like a Pistol), and you usually use sights to aim at stuff (unless you are a colonist with shooting skills of less than eg. 3?).

And if you for example target the Torso, and miss, it would have a chance to hit a neighboring limb instead.

Some would say that this would be OP, but the chance of actually hitting the targeted limb would be significantly less than targeting the whole person.

For example: If you would have a 90% chance of just hitting, then you would have something like:

  • Targeted part
    • Neighboring parts (only if targeted missed)

  • Head 3%
    • Torso 1%
    • Right Ear 0.2%
    • Left Ear 0.3%
    • Nose 0.4%
    • Right Eye 0.2%
    • Left Eye 0.2%

  • Torso 10%
    • Head 1%
    • Right Arm 2%
    • Left Arm 2%
    • Right Leg 1%
    • Left Leg 1%

  • Right Foot 2%
    • Right Leg 3%
    • Right Large Toe 0.2%
    • Next toe 0.1%
    • Next Toe again 0.2%
    • Another toe 0.1%
    • Smalest Toe 0.05%

(I might have went a little overboard with the body part, but it was fun, in the ultimate version I would like to be able to target anything, like Right Hand Tumb)
#24
Ideas / The Supply Zone
January 31, 2015, 11:34:26 AM
This is a new zone, The Supply Zone, it works just like the other zones, that you can specify the size and what's allowed ti be in the zone, but this zone has one exception, it can be selected from the bills of the different working tables, like Butcher table, The Stove, Stone cutting table, and so on.

Why?
Instead of setting a radius that can overlap with some other stockpile that you don't want it to interact with, you can simply say: "Take stuff from exactly this zone, and ignore everything else, even if the zone happens to be on the other side of the map".

Why can't the already existing zones work like this?
They could, and I think it would be preferred over needing to keep track of another zone type, but it might be easier to program an new zone than modify the already existing ones, I don't know.
#25
This not a real bug but almost, the behavior is so undesirable that I'll consider it a bug.
This is the reason to why both growing areas and hydrophonics basins need priorities that can be specified by the player.

I want Nerhesi to plant in the Hydroponics basins first, but she refuses to listen, noticed the pathfinding path.


Instead she want to plant stuff outside, notice what month it is, nothing that she plants outside will survive the winter anyway.
The path finding ends in this picture.


And yes I have given her growing permissions.


PS. I noticed another bug, you can't reconnect the sunlamp, that's why I had to lay the power cable in such a weird way in the top image.

[attachment deleted due to age]
#26
Ideas / New Traits
January 30, 2015, 04:13:27 PM
Claustrophobia, fear of tiny spaces.
Agoraphobia, fear of large spaces.

A Claustrophobic colonist would need rooms that are larger than what the average colonist needs.

But a Agoraphobic colonist would be happy to sleep in a 1x2 room.
#27
Ideas / Heat pipes
January 29, 2015, 11:08:38 AM
I have built a Thermal Generator inside a room, and I noticed that it become really hot inside, so I thought: "I wish there were a piping system for hot/cold air in RimWorld".

The generator house is standing alone, a bit away from the base, but I would want to pipe the hot air over to the base, without needing to build some kind of ugly corridor between the base & generator.
  I would also wish that the colonists can path find over the pipe instead of having to walk around the entire complex, it would be even more awesome if the pipes could be underground (like the underground belts & pipes in the game: Factorio)
#28
Bugs / Bug? Destroyed torso (0 hp), still can eat.
January 28, 2015, 04:57:36 PM
Poor Trigger took a M-24 bullet to the chest, and according to the health tab he now have more of a hole there than anything else, still he seams to eat fine, Look at the food bar.

I like that he can eat, if he couldn't I would need to rip his organs out and sell him quickly before the traders notice that there is something wrong with him :P

Currently I don't think there is a way to heal a destroyed torso, witch I think it should be, if it can be destroyed it should be possible to fix it.



#29
I would like a mod similar to a combination of these mods:

With this mod you can define how common each event should be, I'm imagining that it would look something like this:
* Mysterious blight:   0 |-------------[57]-------| 100
* Raider attack:           |-----[13]---------------|
* Mechanoid attack:     |[0.3]-------------------|
and so on.
#30
This is the reason to why you should never have more than one colonists as a hunter, always hunt far away from your colony, and even then you need to baby sit them.

I'm looking forward to see what hunting "accidents" your colony have experienced.


This is what happens if you hunt to close to your colony:
(Butcher is hunting snakes and Farmer tries to be a suicidal idiot)


And this is what happens of you have more than one hunter:
#31
Don't you  just hate it when your brand new geothermal generator catches fire and it spreads into it so you can't extinguish the fire?

A solution would be to make the geothermal generator walkable (or more likely: climb-able) but with something like 50% speed.
#32
Ideas / Trebuchets and catapults
October 19, 2014, 12:01:19 PM
The colonists should be able to build different types of medieval trebuchets & catapults now when wood is available.

General building requirement suggestion:

Catapult:
Wood: for the frame structure
Iron: reinforcement that absorbs the energies in the stooping arm
Cloth: winded into a rope that stores the energies needed to throw the objects

Trebuchet:
Wood: for the frame, wood can also be shaped in such way that Iron isn't needed by the way of wooden plugs and other carpentry techniques, because a trebuchet is designed as a swing it doesn't need to absorb nearly as much energies as a catapult witch removes the need for metal reinforcement.
Cloth: used for the ropes.
Stone or Iron Debris: used as the counter weight that stores the energy that throws the projectiles.

Ammunition: () = maybe, [] = explains effect
* Stone debris [might roll a few tiles, crushing enemies in it's path, not insta-kill, unless a vital organ is destroyed]
* Iron debris [might roll, but shorter]
* Dead bodies ["psychotic warfare", (or spread plague)] this is actually a real medieval siege technique.
* (Stone bricks)
* (Metal)
* (Wooden logs)
* (Missiles [explosive round])
* (Shells [explosive round])
#33
Ideas / A "copy setings from" function for stockphiles.
October 15, 2014, 12:29:42 AM
It would basically work just like most painting programs "pick color" function.

You click on a source stockphile, and it saves the configurations for that stockphile
, and then you click on the destination stockphile, and it pastes the settings to it.
#34
All this colonist have huge mental issues at the moment (they make up about 90% of my colony), so I have set up a large rose field to save them, (the blue square, top right), and changed all colonists priority to do farming, but the colonist thinks it is much more fun to walk across half of a 400*400 map to harvest potatoes, and suffer a total mental breakdown in the process.

This is the reason to why you would set some growing fields to be more important then other fields!
#35
I'm making metal from debris and this is how I would want it to work:


But currently it is impossible, it will either work like this:


Or like this:


Witch both is wrong.

I would like some kind of "flow controls" for the stockpiles and workbenches.
Here is a concept of how it could look/work like (the arrows would probably be grey as the planing tool), and would probably be defined in the bill tool:
#36
Is it possible to "unsubscribe" from a topic that you have comment or created if you don't want it in the "Show new replies to your posts." anymore?

#37
A way to implement a multiplayer function is to let one player host a game that other players connect to (obviously) either by using a "server/client" or a "P2P" structure, but when the game starts it droops 2 groups (or more depending on connected players), each group consist of 3 colonist, all groups are neutral to each others, until provoked.

You can't control other players colonists unless you are allied with that player.
It's game over when you loose all of your colonists (when allied, all of both players colonist need to be lost for game over).
The Comms Console could be used to:
* Trade with other players, (and the usual AI traders).
* Ask to make Alliances, Neutrality or Hostility.
Hostility is automatically enabled if you shoot, capture or otherwise hurt another players colonists (problem with hunting and stray bullets, how to solve it? only when neutral? not when allied?)

The game behaves as usual, and it is up to the players to handle the situations and have as fun as possible.
#38
Off-Topic / Is YouTube broken for you too? (Fixed)
July 13, 2014, 07:42:15 AM
About 2 days ago YouTube stoped working for me, I''m wondering if it is just me or does other people have the same problem?
Those stupid poople (NO! They are not people) at Google have of cause manage to brake the "Send Feedback"-function too.

When I should play a video it just becomes like this, and never changes:
#39
Ideas / Sugestion: compressing save files.
July 03, 2014, 05:25:31 PM
I used Sublime Text 2 to take a look in a save file, and I discovered huge chunks of text like this: (this is just a tiny fraction, about 1% of that "data cluster" and it is several of them)

   <homeRegionGrid>
      <trueCount>1183</trueCount>
      <grid>
A
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Wouldn't a more compact (but microscopically more CPU intensive) way to store the same data be something like this?:
"Start position"*"Length"*"repeated character or word"
0*3334*A


Lets say there is a single "B" character exactly 300 characters in in the above data cluster, then it would be stored like this:
0*300*AB301*3034*A

More info here: Computerphile: LZ 77 compression (I really recommend watching this)
#40
Ideas / Roof to Sun Lamps
June 23, 2014, 05:06:50 PM
I think it's silly that the Sun Lamp explodes almost as soon as it rains on it, I mean sure it was initially designed to make crops grow inside and it "handles" a lot of power, but if you would be a farmer and had a lamp that is so strong that it can make crops grow indefinitely then you would either make the damn lamp water proof or you would build a roof over the lamp but not over the farm, or simply put the lamp in a tiny greenhouse and let it shine through the glass.




It is actually possible to put a roof over the lamp that prevents 100% of the explosions, but it relies on tricking the roof laying algorithm, and I would much rather have a legit way of securing the sunlamp from exploding outside.

The cheaty way is like this:
P = Power conduit
L = Load bearing wall (Make sure this wall piece is done first, it holds up the roof piece)
W = Wall (sell them as soon as a roof has been formed, also add a 1x1 no roof region over these after selling them, to remove unnecessary roofs)
S = Sun lamp (place the sunlamp after removing the W-walls)
1-5 = distance, tile number (W=1, L=5)

Roof will be generated over W and S





W
PL432WSW
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