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Messages - xlockeed

#46
Ideas / Re: Trading interface
July 05, 2015, 01:42:53 PM
Quote from: Tynan on July 04, 2015, 06:58:37 PM
I have a note now to look into this because it seems to come up fairly often.

I should be able to do something about it. I'm thinking maybe a couple sorting modes, and a different sort of clickable or "paintable" trade amount button for items of count 1. Will also try to make a type-in interface for big numbers.

Awesome thanks for the heads up that you may look in to it. I understand not wanting to state features and all. The trade ui was one of the biggest pains for me playing. Everything else is real top notch Tynan.  Thanks for the reply.

Quote from: MrWiggles on July 04, 2015, 07:11:42 PM
Quote from: xlockeed on July 04, 2015, 04:32:20 PM
Quote from: MrWiggles on July 04, 2015, 03:45:55 AM
Why wont it be changed?

From Tynan's update post on getting game into Steam and taking a 6 month break. I feel that is a good sign that he is not going to go back and redesign the trade interface with a numerical system. Could still keep the slider just place a window for number input in the center.   <<< [ 0-9999 ] >>>

I was just posting this to see if there was a mod or Tynan had it in planned changes. Hopefully someone with the skills can mod it is all.
So you meant, "it wont be changed soon" instead of, "it wont be changed ever".

You missed my point. The trade window currently works with a few bugs. But it is very clunky at best and it has been like this since it's conception. I was getting the impression with the direction of the game that it was going to remain like that due to Tynan's plans. I was also asking if there was a mod that does what I was inquiring about. I quit playing some time back and recently came back, that trade window ui was one of the turn offs for me. I'm not knocking the game, but my OCD is.

That and the degrading of cloths....after awhile there naked because their cloths have rotted off, and there all like AHH! But, I've seen everything, I've seen it all.
#47
Ideas / Re: Trading interface
July 04, 2015, 04:32:20 PM
Quote from: MrWiggles on July 04, 2015, 03:45:55 AM
Why wont it be changed?

From Tynan's update post on getting game into Steam and taking a 6 month break. I feel that is a good sign that he is not going to go back and redesign the trade interface with a numerical system. Could still keep the slider just place a window for number input in the center.   <<< [ 0-9999 ] >>>

I was just posting this to see if there was a mod or Tynan had it in planned changes. Hopefully someone with the skills can mod it is all.
#48
Ideas / Re: Trading interface
July 04, 2015, 02:34:00 AM
Right, don't think it will be changed either. And that selection bug is still there where you go to click an item and it automatically selects the second one down while selling.  >.<
#49
Ideas / Trading interface
July 02, 2015, 05:27:33 PM
 So the ui for trading is still the same? Are there no plans to implement a number interface or allow for a better way to sell / trade? Having to drag your mouse left or right is not the greatest ui in my opinion. Unless I missed the memo on it being worked on. Or there is a mod that does this please redirect me, thank you.
#50
Just add a deconstruct option, keep it simple. Everything in game that is placed on a tile when destroyed leaves the terrain tile as it was before. Why is flooring a special case?

Anyways here's my Wishful thinking list per floors.
1.Deconstruct option that reclaims a small amount back.
2.New beauty values to make you chose better floors instead of one single floor. Prettier floors cost more to place.
3.Better move speed values per different floor.Make that butt ugly floor faster while the prettier one slows people down to admire it more.
4. Has the AI pathing been fixed? I'm still getting people cutting through dirt instead of using the good clean paths.
5.Wishful one right here. Wood floors burn. Metal floors when struck by lighting can cause an electrical explosion nearby.
#51
How hard is it to tag floors for demo in this game? Realistically we are able to pave and place floors, we are also able to tear said things up and re purpose them into other things.

I have a patio and there was this 3 x 3 square area of brick near the edge in the ground. Started digging these old bricks up as they were just oddly placed. Well three hours later and about 100+ some odd bricks later I found it was an old pathway to a storm cellar in backyard buried to the ages of time. There wasn't any dead bodies in it, just an old 60's nuclear storm shelter. Point being someone 40 years ago created a brick pathway / floor. Fast forward today nature had buried it and I was able to dig them up and reuse them for a brick mailbox out front. I had no idea this was below the grass until I started removing the few above ground near the patio.

Please add a way to remove floors. Or allow it to deteriorate over time if not cleaned enough.  Fertilizer pumps were the only in game way to clear out unwanted floor areas. Now we have nothing to remove floors? Well minus mods but I'd rather have a default in game mechanic to do it without having to load a mod for a simplistic feature.
#52
General Discussion / Re: How's the disease balance?
January 14, 2015, 10:12:23 PM
So far I like the balance. If there were to be spreading factors I would stop playing. Can you imagine sleeping sickness spreading to who ever is treating them? No, just no on spreading mechanic. There is fun, then there is work. No thank you, if you want it go mod it.

I like the balance so far, my only gripe is sleeping sickness can be a bit too long. I usually lock the sick in bed and treat them. This usually puts things in a tight rope mode if half your colony gets sick.
#53
General Discussion / Re: What are the shells for?
January 10, 2015, 06:21:13 PM
Will sieges have to come with shells? And how will that work out? Hoppers, stockpiles or will it be the same old mortar fire but having shells makes them that much more powerful?
#54
General Discussion / Re: RimWorld change log
January 10, 2015, 06:12:45 PM
Quote from: Mihsan on January 10, 2015, 05:58:33 PM
Capturing enemies does not damage your repitation with faction. So i am too end up with all factions as friends and only mechanoids attacking (which is not fun at all).

You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

Edit - On mortar requires shells. Will sieges have shells as well and run out? How will that work out? I'm going to guess they will have drop pods with so many shells?
#55
Bugs / Re: W 0.8.671 Solar panel stoped working
January 08, 2015, 09:01:04 PM
Can recreate this next to built buildings as well.
#56
Fire Ben

Edit - Batteries give minus beauty. You should room them off somewhere out of sight.
#57
You do know that in the trade window near a slave there is a  " i " click that to look over said slave traits / skills. As for raiders just click the incapacitated character tab and if desirable go and capture them. Psychopath and Blood lust are pretty common in my play through.
Random Randy will give you slave traders / escape pods all through out play no matter colony population. The other two have population ceilings and will stop / low % with slave trader / crashed escape pod arrivals. You can also change story teller in options to have Randy take over / revert back anytime.
#58
 You may have unassigned the first crafter. And what happens is another colonist comes along and throws that prior craft on floor and starts their work. You can click item on floor and click cancel and all the items in said item revert back.
#59
Bugs / Re: Drop Pods available in trading screen
December 28, 2014, 05:56:55 PM
That only happens when you close a trade window and reopen it just after a purchase. The prior trade sends the goods via drop pod and it lands on trading beacon area then takes a few clicks to turn into bought item. Not a bug just you catching it as you reopen trade window.
#60
Bugs / Re: [V 0.8.657] Melee attacking through walls
December 28, 2014, 05:41:55 PM
Do they see the corpses as well, and get seen corpse debuff?