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Messages - mrofa

#1516
Ideas / Re: Guard mode and social interactions
April 09, 2014, 05:03:24 AM
Quote from: Nerek21 on April 08, 2014, 01:40:16 PM
How about being able to set up sentries in a guard/police mode. The guard mode could be set up at your entrance. You could have "stealth" events such as small raiding parties that don't have a popup so unless you’re looking on the map you don't notice the raiders until your guards see them and set out a warning.

You could also have a police mode or job that have players patrol the base. You could add crime to the social interactions such as stealing or even murder. The police's job would also be to calm/arrest anyone who has a mental break.

Another social interaction I just thought of would be your colonists falling in love. Maybe they spend a lot of time together and the task list pops up and asks to move in together so you put them both in one room. You could also have multiple people fall for the same girl and the one that doesn't may get jealous and eventually murder the guy to get the girl kind of thing which leads back to the police. You might need to move his room away from them or something to fix this.

Just some ideas, great game!

And on randome randy one jealous guy kills your entire colony since you only got one girl/guy in there :D
Crime: What would they would steal if they got a resource based economy inside the colony, i.e if guy A would steal a pickaxe from guy B this would mean that guy B cant dig or dig slower and that means entire colony with the guy A loose on this.

Guard and stealth parties i love that
#1517
Mods / Re: Your mod in the Alpha 3 release video!
April 08, 2014, 02:04:22 PM
Wierd i upload my mod on this to, never had to a problem with it and never had a need to install anything, or even registering :D
But no worries :)
#1518
Help / Re: Recipes?
April 08, 2014, 12:43:30 PM
Sorry my english is crap :D

Its to show a custom name of a job that the colonist is preforming, on the colonist screen ( the one that shows up when you clikc colonist)
#1519
Help / Re: Recipes?
April 08, 2014, 12:24:09 PM
No its not for overview tab its to show on colonist window whats he is working on
#1520
Help / Re: Recipes?
April 08, 2014, 11:42:23 AM
You define the type of work there, like in normal game you got crafting and cooking, here you can specify custom type of jobs like smelting and so on.
#1521
Help / Re: Recipes?
April 08, 2014, 11:21:07 AM
You need RecipeDefs, SkillNeedDefs, WorkGiverDefs.
Recipe is like it said for recipe you specify what materials you need to craft and whats the product, in skill need you specify what skills are needed for it and what bonuses to time and efficency of doing it, work giver is to specify type of crafting you need to make recipe.
#1522
Help / Re: Wall Questions
April 07, 2014, 04:19:43 PM
Quote from: Haplo on April 07, 2014, 03:22:28 PM
Hmm, as far as I know it will be possible for you to build your own linker.
The link types remain hardcoded, but the used linker will be possible to mod.
It will not be easy, but possible as soon as a3 comes out..

You think you could do it bigger where every part is separate and there are no shared parts ?
#1523
Help / Re: Wall Questions
April 07, 2014, 02:16:09 PM
Yehh its just chops stuff diffrently, and it dont take entire texture segment, just a part of it. I did test with markers and its like 3D choping stuff :D

Lets say you form a square from walls like you did with sandbags, it will take parts like on the image below:


Problem with merging is that blue part, it is always taken as a roof part for merging stuff

QuoteI'll try that, just a black layer covering the the rest of the image at 1% opacity? If I understood correctly.
I mostly put it as a background, but it should work as any layer, only problem that you will have is with ingame shadows since they will think it takes entire square, so you will need to set them manually or turn them off.
#1524
Got the same problem with no ideas for furniture :D

But you could add a new resource with a new mining node, something flashy that is rare, is only in open terrain, and mostly near the map edges. Maybe it should spawn some aliens from time to time to make things even more interesting :D
#1525
Help / Re: <beauty>Horrifying</beauty>
April 07, 2014, 10:00:09 AM
To get fear you would need use thoughs defs like the cage thingy
#1526
How that tick works ?
#1527
Help / Re: Wall Questions
April 06, 2014, 03:37:28 PM
Set the layer under that clover the whole picture and set it opacity to 1% and it will fix it.

I got a diffrent plrblem with walls



I dont know whats the problme with merging, did it all on the exisitng walls and there shouldnt be any problem.

Wierd thing that if i put them side by side from buttom to top merging dont have any problem only the horizontal have

#1528
Outdated / Re: [Mod/Project,Alpha2] MinE 0.0.10A
April 06, 2014, 10:53:29 AM
Copy that istedd of you image link
[url=http://postimg.org/image/y6djolar7/][img]http://s29.postimg.org/y6djolar7/4_Des_Ce2.jpg[/img][/url]
You will get :
#1529
Quote from: WolfgangPolska on April 06, 2014, 02:54:33 AM
If somebody explain me how this mod works, I can help in development :)
Make a mod and copy this files from core
Weapons_Grenades.xml
Weapons_Guns.xml

and edit them with timings
#1530
Help / Re: Floor textures
April 05, 2014, 04:57:00 PM
Quote from: Zack_Wester on April 05, 2014, 03:57:37 PM
mrofa just an random thought that hit me when I was thinking of some old N64 games. the carpet Might be an noise map whit an colour value its cheaper then an Texture. (can be talking out of my but here)

The thing was that in the old N64 days putting an texture was expensive so they figure out that if you could for ex an concrete wall to use Gouraud shading I think its sort of colouring of the Polygon model in one colour and well it looked ugly so they added an Tiny Noise map that worked really good at that time it made the walls look Nice.
I think Legend of zelda Ocarina of time used that tecnic on the ground texture (the green grass).

Hope it makes sense.

I wouldnt be job hunting if i would get money for making textures, so i dont really matter if its cheaper or not, all it matters its fun :D
Besides i dont like adding noise, i did it only in one texture in my mod, rest of it go mainly by hand, its kinda last resort.
And shading is kinda hard to do if you do texture for a rotable object, so in most cases its better do it by hand to, or dont do it at all atleast in my exepriance :D

Making textures for consoles is diffrent especialy in the older days, you need to consider that you have a limited effect pallete, colors and size. Its all becouse the texture for console have to have a fixed size, even now each console game is limited by space, dont remmber correctly but i.e. ps3 game can be up to size of 3-4gb, so they need to fit every game files so game wont take more space than that.