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Messages - Sion

#166
Quote from: sparda666 on May 01, 2014, 03:19:04 AM
Stalls for that shooting range feel
tables to prevent dangerous pathing
http://i.imgur.com/XjwUa2o.png

This post inspired me to make a training facillity that is just a tiny little bit smaller and more compact:
#167
Quote from: Tynan on June 01, 2014, 09:33:46 PM
The geometry of your power grid has no effect on anything. The efficiency on a battery just means that if it consumes 2Wd of energy it will later emit 1Wd.

How does the battery know when to consume energy or transmit it if you use the red setup?
#168
Quote from: wild alaskan on May 23, 2014, 11:57:17 PM
here is the mess I have made, 80 colonists and counting!

Picture

You should NEVER build solar panels without at least 1 gap, preferably 2 or more tiles between them (because fire can "jump" 2 tiles), if it starts burning (lightning strike, short circuit?) you can't put out out the fire and all the solar panels in the cluster are DOOMED, unless it starts raining.
#169
Ideas / Re: Improved overview menu
May 31, 2014, 08:28:58 PM
It would also be cool if it was possible to point in a priority-square and use the scroll-wheel to change priority in that single square.
#170
I have been reading this post here:
Solar panels and batteries: number nerdiness

And it sparked an idea, I think the power conduits should change color towards red depending on how much power are traversing in the cable, so it is possible to find places with "bad connections" that would be likely to explode if it isn't handled.
#171
If I understand this correctly it must mean that the RED setup here is bad,
and the GREEN is good, right?

Because in the red setup the electricity has to pass through the battery witch "destroys" 50% of the energy?


#172
Quote from: Al_Ka_Pwn on May 28, 2014, 04:16:19 AM
Boomrat Rabies- Strain of virus originally found only in boomrats, causes metabolic systems in boomrats to hyper activate leading to inevitable and involuntary detonation. Similar reaction in humans, after 3 days of gestation humans will inevitably and randomly explode, or explode on death. Larger metabolic system in humans means that explosion will be significantly larger than those displayed in rats. Weaponization possibilities in large biological explosive potential, but an expendable delivery system is needed.

Imagine what would happen if you injected this in a muffalo... it would become a BOOMffalo  ;D


Quote from: Al_Ka_Pwn on May 28, 2014, 04:16:19 AM
Parasites

Spinal Spiders- Parasitic creature that entwines itself around victim's spinal cord, and engorges itself on spinal fluid. Upon maturation 8 appendages will begin to protrude from subjects back and subject's stomach will swell with eggs. When eggs hatch, subject's stomach will burst, and hundreds of juvenile spine spiders pour fourth and seek out a new host.

If these gets implemented I will stop playing RimWorld!
#173
Ideas / Re: New enemy behaviors
May 29, 2014, 11:18:39 AM
Quote from: Pulaskimask on May 26, 2014, 04:36:07 PM
...
Rats chewing on wires
Rats like to chew on wires and cause fires, it's annoying, it's even happened to my car. A random event, the boom rats will try to chew on and ignite random electrical equipment.
...

So when the boomrat have chew thru the wire it gets electricuted and dies/explodes (as usual) :D
#174
Ideas / Improved overview menu
May 29, 2014, 11:10:33 AM

Here are a picture without the letters: http://puu.sh/96aP8/9616ab67b0.jpg

Forgotten to visualize: A colonist counter that simply tells how many colonists are in the list.
Eg: "You have 12 colonist"

A: Sort the list of colonists by name or sort the colonists by skill level in a certain work type.
Eg: you want to select the 3 best miners in the colony, then you just sort the list by "best miners" and select the 3 top ones.

B: By selecting these squares it automatically selects all work with the corresponding burning desire symbol small or large fire, it could be selected with 1-4 or the yes/no symbol.

C: (I haven't managed to visualize this to 100% there are some parts missing that I will try to explain here).
This lets you select the work for the colonist that have a certain skill range, optionally also targeting a specific work type.

I'm thinking that the interface needs something along the lines off this fields:
[execute_button], <number_of_colonists>,<low_number>,<high_number>,<work_type>,<Priority:_yes/no,1/2/3/4>

It would have some text to make it more understandable, something like:
[select] <number_of_colonists> colonists with a skill range from <lower_skill> to <higher_skill> in the work type <work_type> and set the priority to <Priority:_yes/no,1/2/3/4>

Eg: Lets say you want to select 5 colonists between level 3 to 7 to be farming and you want them to have a priority of 2, then it would look like this:
[select] 5 colonists with a skill range from 3 to 7 in the work type Growing and set the priority to 2

Eg: Lets say you for some reason want to deselect everything, then it would look like this:
[select] all colonists with a skill range from 0 to 20 in the work type any and set the priority to no

D: In addition to setting the colonists to yes/no mode or 1/2/3/4 mode it could be individually decided so some colonists uses the yes/no priorities and some uses the 1/2/3/4 priorities.

E: (I couldn't figure out a good way to visualize this)
If the categories (growing,mining,warden etc...) could be dragged sideways to a higher/lower priority it would make the yes/no mode much more useable.
Eg. lets say that you have a large colony and you usually uses the 1/2/3/4 mode and have a huge amount off stuff that needs to be hauled immediately (before the raiders come or something) then you would need a lot of clicking to get everyone to start hauling, with this option you could achieve it with 1 click (to set yes/no mode) and 1 drag (to move Hauling to top priority).

F: (I want this feature more than anything of the above)
Display witch skills have a burning desire in the work list.
#175
Mods / Re: Texture pack
May 29, 2014, 06:31:30 AM
Quote from: Renham on April 19, 2014, 12:21:38 AM
...
http://imageshack.com/a/img835/9031/kmo0.png

It looks like there are Light sabers handles that lies in the bottom right corner of the Research table :D
#176
Quote from: Coenmcj on May 21, 2014, 09:16:11 PM
How has everyone been screenshotting their colonies anyhow,
I've tried both the window's snipping tool and the "Prt Scrn" button and neither have worked, that and I have no idea where Print screen button saves to. Can anyone fill me in please?

I use puush to capture and upload the images, works excellent, at least with the command Ctrl+Shift+2.
#177
Testing
RW

Thanks!
#178
Is it possible to change the looks of a link in this forum in the same way as you can do on Wikipedia?
what I mean is that a link like this: www.very_long_and_annoying_URL.com would somehow show up like this: URL

In Wikipedia you can do like this for links to another wiki page:
[[Internet forum|Forum]] shows up as Forum

and for url links you do it like this:
[www.some_url.com Name] shows up as Name
#179
I would like to try, or at least take a look to see if I can help with anything, I have experience from posting articles on wiki pages including RimWorld Wiki, but I don't have so much knowledge about servers and stuff, but this would be a good opportunity to learn more, and eventually I could use it in my CV (Wikipedia: Curriculum Vitae) to eventually get a job.
I will try to not brake things more than they already are...

Here you can see my previous contributions:
http://rimworldwiki.com/Special:Contributions/Sebbes333
#180
Ideas / Re: Weapon Modifiers
May 13, 2014, 04:12:40 PM
Quote from: Blackjack1000K on May 09, 2014, 09:11:45 PM
Weapon Modifiers either give's a debuff or a buff to weapon,
for example
i have a pistol with a modifier of Broken, then it means that its broken and has a slower warm up.
another example is if i have an M16 with a modifier of goldly, that means that it gets a buff with higher damage and faster warm up speed.
...

A modifier of Laser Sight gives much better aim

Quote from: Jamodon on May 13, 2014, 01:23:37 PM
...
Piecemaker: hitting enemies with this weapon produces 5x normal blood splatters, and killing them with this weapon produces chunks of human meat instead of a corpse.
...

Also called Bazooka or RPG :P