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Messages - Architect

#541
Ideas / Re: Rimworld 7
March 16, 2014, 11:33:58 AM
Quote from: UrbanBourbon on March 16, 2014, 10:29:47 AM
Sheesh, yes! A merc ship. They come just like normal merchant ships and offer package deals like "6 high quality mercs for 14 days for the price of 1200 silver." These mercs should be undetainable... Either that or place some sort of revenge mechanism, where upon if the mercs have not returned by a due date, a platoon of highly trained soldiers would descent upon your colony to rescue their friends.

Or perhaps a simpler way to discourage arrest and conversion would be to make these mercs refuse to do any civilian tasks.

Not even that, just have them kitted out and trained up hence why you would want to hire them in the first place, and be a separate faction. As the faction system is already in place, arresting them would piss off the faction, causing the rest to cause havoc with you. They don't need to have any special rules put in place for them, just the good equipment which is why you hired them in the first place XD
#542
Ideas / Re: Guard stance
March 16, 2014, 11:32:16 AM
Quote from: UrbanBourbon on March 16, 2014, 10:40:19 AM
Something like this is needed to shoot all animals on sight, especially when they're waltzing on your farm plots. Pest control duty?

Tynan also added hunting a little while ago which works a bit like the haul select does, just with animals, so that'll do the trick :P
#543
Mods / Re: [Request] SCP Foundation Mod
March 16, 2014, 11:29:20 AM
Quote from: Motorkingpus on March 16, 2014, 09:37:46 AM
Quote from: Architect on March 16, 2014, 08:22:48 AM
A fellow SCP enthusiast! :D If no one takes this up by the time alpha three comes out, consider it done, the 173 would always be the main one ;)
I'd imagine SCP-127 would make a unique weapon.

I forget which one that is now, the living gun or the regenerative tree?

Edit:
Actually, a tree would not really make a weapon, and I just checked its the living gun XD
#544
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 16, 2014, 08:25:53 AM
The large battery in the current download should be boom proof in the rain? If it isn't, rest assured it is in the alpha three version. I'm also soon to begin work on research stuff to generally improve functionality of pre-existing stuff, but that's after I get these conveyor belts working right...
#545
Mods / Re: [Request] SCP Foundation Mod
March 16, 2014, 08:22:48 AM
A fellow SCP enthusiast! :D If no one takes this up by the time alpha three comes out, consider it done, the 173 would always be the main one ;)
#546
Help / Re: Texture questions
March 15, 2014, 07:29:21 PM
He just means use some form of image editor which allows for transparencies, and then saving the image as a PNG file, nothing too complicated :P
#547
Ideas / Re: Guard stance
March 15, 2014, 07:18:22 PM
Latest update has it so that drafted colonists will undraft themselves if there are no enemies on the map and they have been idle for too long: https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub Check internal build 379
#548
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 15, 2014, 05:45:16 PM
So I may or may not have got a coal plant using up coal as a resource working :D Feeds off of hoppers filled with coal next to it like the nutrient dispenser, or for those times when you want a little more bang for your buck, you could always research the coal feeder. Acts just like a hopper, but will allow the plant to produce 1.5 times the amount of power it normally would per coal intake ;) Currently coal can only be purchased through the use of traders, but take a guess at what I'm currently working on now if you will XD
#549
Mods / Re: Series of Questions
March 15, 2014, 01:49:43 PM
>lighting radius can be infinitely modified
>no idea, maybe check the wiki
>absolutely, already done i think actually. If not, wait until half way through alpha three and I can guarantee you someone will have done it.
>Almost certainly not, but you'd be better off waiting for his reply on that
>Totally agree with you, I do the same
>Good for you, maybe add dragability tags too and bump that up to something stupendous. Will make placing lots of blasting charges to quickly cause an fps drop even easier!

Hope that all helps :D
#550
Mods / Re: Is this hardcoded?
March 14, 2014, 12:36:20 PM
Oh right sorry, i was on my phone at the time and I tend to just skim read XD You're quite right in that respect :P
#551
Mods / Re: Is this hardcoded?
March 14, 2014, 10:35:06 AM
I don't think it would be that easy to implement at all? You could do it yourself with a bit of C# modding though.
#552
Mods / Re: Is this hardcoded?
March 14, 2014, 10:01:42 AM
Yeah it is unfortunately. An if statement every time food is dispensed checks to see if the research is finished and takes the food cost down by one if it is.
#553
Ideas / Re: Get rid of Nutrient Paste Dispenser?
March 14, 2014, 05:25:10 AM
Quote from: Coenmcj on March 13, 2014, 07:21:14 PM
Quote from: Bunnie on March 13, 2014, 03:02:21 PM
I could turn it into a disco ball... and make them drop their guns to... but they would drop with the guns... :<
"Everybody do the flop!"
If you count that as dancing XD

DO IT NOW

Someone needs to mod in a second turret if it does this so we can set up rave's aswell, one that fires lasers in random directions, mod in a stereo or something. should be pretty nice.

Change the texture of the bullet which the turret gun fires to something more laser...y..., change the accuracy of the turret gun to something truly abysmal, and you have an easy and slightly hacky way of doing just that :P
#554
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 13, 2014, 04:10:08 AM
Quote from: Vas on March 12, 2014, 11:48:16 PM
Quote from: Spiffy on March 12, 2014, 11:34:59 PM
What about biofuels? You could make them run on decomposing waste (ie corpses) and could be a good way to control your dumping stockpiles.

Bio-fuels could be a possibility.  I can do some research to figure out some good values for it.

Slow down XD I've got a train of stuff to do at the moment, biofuel is a possibility, but not one that I'm going to be exploring just yet, I have a plan and I need to get those basics done first.
#555
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 12, 2014, 10:56:15 AM
Quote from: Cj_mav on March 09, 2014, 04:31:56 AM
On the main Post, you have a "Planned Feature" for Coal and Gas Plants that produce energy.

For Gas Plants, an idea that I just had would be to make the Gas Plants have a good amount of Energy Production, but they "emit" fumes, and trash the surrounding environment, at least by a bit, to make it so Crops can't grow as well.

For Coal, however...Do you think it's possible to mimic the Geyser generation sequence, but have coal being generated as well as/in place of the Geysers? And a Coal factory would go on top, much like Geysers and Geothermal pumps. I think it would have similar effects as the Gas Plants would on the environment.

Just my 2 cents.

I don't see why not :D Coal plants are actually the next thing I'm working on, and whilst I think I'll refrain from adding in methods of generating coal other than traders to begin with, I see no reason at all why I can't do it in the long run. Maybe even before alpha 3 too, who knows.

The mod currently has six features cemented and confirmed for alpha 3 in case anyone was wondering, though one of them you'll never actually notice ;) As I said coal plants are the next step, followed by moving all of coloured lights back in, followed by battery exchanges. After that, I'll be going onto exercise bikes which you can task colonists to use to generate power, and then finally the big gun: Nuclear power with as many sub systems as I can think of. If anyone has any comments on any of this stuff, feel free to list them here :)