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Messages - Vas

#151
I have now updated Hydroponics to 1.6, with some new changes.  Take a look at it's post, quickly go to it via this link.

I am attempting to add some new features to my lights mod before I update it so stay tuned.

Loki88, Hydroponics now uses CCL and a DLL mfofa made.
AHare, it is now possible, sorta.  Check it out and see, in 1.6 that is.
FlubberJ, these map gens all work for A12, I did not need to update anything.

For those who like my mods; I am no longer on a stable internet service.  I am now connected via my phone through a tether app.  So I have issues loading pages and staying connected so I can't always be around to update everything quickly, and you will have to be patient.
#152
What is it with people and thinking that in order to balance something, it needs to explode when power runs out?  Why does everything have to explode to balance the game?  Conduits randomly nukeplode, scraps of metal (turret) explode, robots explode, what's next, prosthetic exploding like an antimatter bomb if they get shot?  :/

Just a note; your red text is hard to read, consider lightening it or using pink instead.  :P  It really hurts my eyes trying to focus on it.

I like the idea of the trade arrival, but I'd like it more if instead of a tent, they parked their ship instead.  You should define a large area that works as a landing zone for their ship with a minimum spacing.  You must keep them and their ship safe if you want them to come back, and they won't land if there are hostiles nearby.  I had this idea before too, as I wanted trade changes to stop the game from dropping things from orbit all the time as I tend to live inside a mountain.  I also want the orbital beacons changed or removed and replaced with some other method of deciding what's sellable and what's not.  If you're up for it, we can always discuss my more advanced ideas.  Can add me on steam or skype, or do it through private messages if you want but I'd really like to find a way to balance my idea and get it working in game.  My steam, and ask in private message if you want skype.

Also, I made a script that can fix game saves, if you want to modify it and provide it for updates to your mods.  All it does is replace names of things right now but depending on what you need, you can modify it.  https://ludeon.com/forums/index.php?topic=14708.0
#153
Ideas / Re: Write an event!
July 31, 2015, 07:00:57 AM
"A hostile group of strip miners has just arrived in the region, they are going towards the nearest mountain and are going to strip the region until they get the amount of resources they came for."

A raid where they only attack anyone who gets close, and the enemy mines until they get a certain amount of resources and carry them off the edge of the map so you can't use them.  Automatically forbid any resources dropped by hostile miners.
#154
Ideas / Cryosleep Changes? Blue Line & Sleep Timer
July 31, 2015, 06:58:26 AM
First off, I think this should be default in the game, is the blue line.
You know how a downed colonist has a red line through their name in the overview?  I think colonists in crysleep should have a blue line instead.  Showing you what colonists can't do anything because they are frozen.
(Possibly even a green line for those "resting" from sickness, but that's another topic)

Second, I'd like to see cryosleep chambers with timers.  The ship sleep chambers let you eject sleepers without anyone outside them to eject them, which is semi unrealistic however it's fine I guess.  But it would be nice if you could put a sleeper into cryosleep for 3 days, or specify he'll come out in 3 months, 1 game year, 5 game years.  Then, if you put everyone into cryosleep for a duration, none can come out till that duration has passed, or a wanderer joins and you use him to eject them.  This could be used for an issue where suddenly you have a food crisis and need to wait for stuff to grow.  Or during a toxic fallout, you can put everyone to sleep safely during the toxic fallout.  Or winters when you live in a cold region so cold you can't even heat your base where it's -200 outside.

Maybe a timer cryosleep pod should require small amounts of power.  I think they should all take small amounts of power to keep someone frozen but yea, anyway.
#155
Quote from: Iwillbenicetou on July 23, 2015, 10:49:14 PM
2 to build, 1 for 1 turret, and one for scanning the battlefield. All it has to do is think,
Threats=0
Or when there is things
Threats=6
Weapons= 1 Spr Chrg Rfl, 2 Frag Grnades, 3 Nrml Assault Rifles
Switch control onto other AI Core

Which is each individual turrets. Then each turret has a health overview of most powerful target in range. Then it fires at weak points until it kills the enemy, then moves onto other targets

Rough example of support core code; might make a better one later.
Code (Support Cores) Select

while true do
    scan cell
    determine if object is threat
    if threat == true:
        activate attack cores in range
        synchronize threat data to cores
    determine if object is tree
    if tree == true:
        add tree to database at x,y


Ok, so now this support core is scanning each cell while condition is true.  Since condition is always true, it can't ever stop.  Lets say you have one single turret, with a range of 29.  This support core scans 20 cells further.

Range 29 = 2452 apparently.  But for the sake of this, and because I don't have the game's source code in circle making, I'm going to use math.

Range 29 = 2642 cells (rounded)
+20 more range, = 7543 cells.

That's a LOT of land to cover.  A LOT.  Now, lets say the support core can manage 5000 easy.  And needs additional support when you have more than 10k cells in range.  Unless your perfectly alright with your defenses lagging behind and not activating because the core did not see the hostile enter range.

Just like a CPU can't keep up with the game anymore when I turn on my shield generator that has a range of 56.  It's just too much data.  It can't handle that much data stream, even with an overclocked i7 (though, it might also be because Rimworld may not support multi-core machines so...)

In the case that Rimworld doesn't support multi-core, you can see how a secondary core will support the first as I have 4 physical cores and 4 virtual cores in my machine.

When the data stream for the support core becomes too large, you need more.  I now ammend my statement to requiring 1 core per 5000 squares in the turret ranges +20.  (Turret range +20 more range, maybe I'll drop it to +10 but who knows.)

You assume programs are simple and do only one thing.  How does the support core know the difference between a hostile and a non hostile?  How does it know that a tree isn't a person?  Or a muffalo isn't an enemy?  The turret has to scan each and every single cell in real time, and cells are I'd say 1 meter in size.  Just guessing here based on some stats I gathered before.  Maybe more.  Now that's 7,543 meters this support core must scan in REAL time.

It must determine whether a tree is just a tree, if someone could be hiding behind it by looking at shadows, it must determine if an animal is behaving normally, or if it's gone bazerk.  It must determine if someone is hostile or not so it doesn't start shooting allies or colonists that are walking around.  It must actively do all of this constantly.  That's not even possible for current day computers to do RL.  Sure, you can do it in a game, because the game tags things with ID codes in the programming and the processor on your computer isn't ACTUALLY doing the work that it would do if it were doing this process for REAL.  Seeing every leaf move in real time and still not triggering an alert just because a squirrel jumped out of the tree.

In fact, I think I'm being too generous with the numbers considering even this much data stream may be near impossible for 3000 years in the future.
#156
avenger and chain gun turrets don't have a range.  The max game range is 56, they are set to 75.
#157
Is volcanic winter supposed to last 135 days?

Code (Save File) Select

<activeConditions>
<li Class="MapCondition_VolcanicWinter">
<def>VolcanicWinter</def>
<startTick>3820244</startTick>
<ticksLeft>236775</ticksLeft>
</li>
</activeConditions>


Itchy redirected me here.  My game is heavily modded though so I can't exactly report the bug (if it is indeed a bug, as this topic is about toxic fallout), though I do know that none of the mods affect this condition directly.  I have the game on the hardest default difficult and I chose to land in a desert.

I'm also still on 0.11.857
Seed: Dragons
Coordinates: 76,81
(Just in case it helps any)

If this is normal for volcanic winter, disregard/delete post.
#158
Bugs / Re: [857] Possible edge map exploit
July 30, 2015, 07:11:03 AM
I hope you don't solve by making zones no longer work against the edge.  :P  I like putting my rocks where I can't build.  There was no exploitive strategy there, I just wanted to put them somewhere out of the way.
#159
For some reason, every time hospitality shows the visitors are leaving and are happy or whatever, it makes squiggly odd text as if you tried to make it all super fancy.

Also, when recruiting, it always says her, my male colonist tried to recruit using HER sweet talking skills or something.  :|  Tried to report earlier but net has been out for hours.  Still is, I dunno if this post will make it through.  :/
#160
Ideas / Main Orbital Beacon &/Or Beacon Options
July 29, 2015, 07:02:13 AM
We need a way to set which beacon is where traders drop goods at.  I have beacons inside my base to sell stuff, and one outside for them to drop inside a protected and pre-built sorting area, but if it ever accidentally gets destroyed somehow, like by a glitch, my items start dropping to the other beacons and there's no way to set which one is the main again after that.

I suggest a button to switch a beacon into the main beacon.
OR
I suggest options in the beacons to allow traders to "drop to this beacon", so you can turn it off and traders can't drop to that one anymore.  If all are off, it should probably drop the supplies at player spawn area.
#161
Sculptures are dropped "installed" from orbit when you use the manufacturing plant.
This glitch destroyed my orbital beacon and caused all future trades to be destroyed by my shields.

EDIT: Droids also stop working during solar flares, even after  you research the solar flare resistance.
#162
The Elder Scones object appears to have a graphic that's too long, as if the item is 1x1 but the graphic is 2x1.
#163
That worked.  I just wish the game wouldn't freak out when you remove the designation category.  I mean, it's supposed to only put the item in that build menu, not destroy the game.
#164
Ah.  Would be nice though, if you could have two stuffs in an item and use two different colors for the mask to indicate where one stuff is colored in at and another for the second.  Suppose it might work better with two masks.  However that would get just as annoying as DX11.  :P  Oh well.  I'll update all my masks here tomorrow and finally get them working right.
#165
It's the same black screen I get when I delete an item from the game and it's defname is still in the save file where the item used to be.  I'm not sure why a designation category would do that though.  This is the second time a designation category seems to be the cause of an odd issue.  :P  As if "display this item in this menu" is a huge critical part of the game or something.