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Messages - Vas

#46
Ideas / Re: Modable Time
February 29, 2016, 10:24:19 AM
This won't happen any time soon.
If someone is willing to try and make this work in a mod, please do.  Contact me if you want more info about the ideas I had for this.
#47
Off-Topic / Re: Really Big Sky - Free Game Giveaway
February 29, 2016, 05:12:42 AM
You don't enter your own name, you just tell me here that you want the game and I will later put your names in a list to run that code.  It's proof that it is random.
#48
Ideas / Re: Can we celebrate birthdates?
February 28, 2016, 01:19:41 PM
I don't even remember now, I play with 60+ mods so I never know whats vanilla and whats not.  :P
#49
Ideas / Re: Allergic reactions
February 28, 2016, 01:19:13 PM
I've been free from my allergies to Poison Ivy for ages, I mean its very mild now, I still get bumps but when I got it in the past, it spread like fire on gasoline coated skin.  I think eating allergies stay though, not sure.  I do hear that you can develop an allergy to things you've had repeated exposure to though.  Like someone who drinks too much milk all the time might suddenly become allergic.  Just an example.
#50
Mods / Re: [Request] Longer months
February 28, 2016, 01:16:50 PM
The point is to make the day feel longer, as in FEEL longer, technically you'll spend longer getting through a single day, but it'll be the same if you were to say "I survived 30 days".  Instead of saying I survived 30 short days, you survived 30 long days.  Same amount of hours, more stuff done in a single day.

At this point the months are stupidly short though, and make no sense at all.  You might as well switch to a 4 "month" game where the months are just seasons.  Still also sounds ridiculous too because the seasons wouldn't play out well either, all physics in this game are null, there is no physics.  Teleportation, Shields, magic rainbow pooping dragons, they are all absolutely possible in Rimworld because there is no physics.

However, I still believe that since Tynan is set on this path, he should be switching to this;
http://pastebin.com/bsgFVeMT where the GenDate.cs is http://pastebin.com/wyqQPD8H in the core game.
https://ludeon.com/forums/index.php?topic=17680.msg193448#msg193448

If you support my suggestion, please show your support on the topic.  This'll make it possible for anyone to add or remove months from the game, as well as change month names, add more or take away days from each month, change the starting year, change how many hours are in each day, change how many ticks are in each hour, and even add leap years to the game.  All under the player's control in a single XML file so mods can make new date systems.
#51
Off-Topic / Really Big Sky - Free Game Giveaway
February 28, 2016, 06:19:05 AM
http://store.steampowered.com/app/201570/
I have a steam key for this sitting around, I don't know if it works or not.

Post here if you want to enter the giveaway.  I will pick a random name to give the key to using this script; (THE CODE BELOW IS JUST PROOF OF RANDOMNESS)
https://dl.dropbox.com/u/30270697/Archives/namepicker.py
## Script by Artex Drake
## http://www.icerealm.org/

from random import randint

FILENAME = "names.txt"

namelist = []
for line in open(FILENAME, "r").read().split("\n"):
line_clean = line.strip()
if line_clean != "":
  namelist += [line_clean]


# Analysis
nameCount = len(namelist)
numWinner = randint(0, nameCount - 1)

winner = namelist[numWinner]


# Display
print "Selected name %d/%d: %s" % (numWinner + 1, nameCount, winner)
print

print "Press ENTER when done"
raw_input()


Name will be chosen March 31st.  I may not reply or notice the topic until then, I've set a link to the topic on my calendar to alert me on that day.  If a moderator would like to pin this until then, that'd be great.




A minimum of 10 names must be below before I'll do the game giveaway.
Entered names:
jzero
TheGentlmen
Daman453
Ouan <- Winner
Skissor
Mattzz
keylocke
Bulb
#52
Mods / Re: [Request] Longer months
February 28, 2016, 05:57:17 AM
Woo, more people who want longer months.  More reason for Tynan to do this: https://ludeon.com/forums/index.php?topic=17680.0
#53
Ideas / Re: Can we celebrate birthdates?
February 28, 2016, 05:55:44 AM
I had a mod once that popped up birthday notifications, it was horrible.  I had notifications almost constantly!
#54
Ideas / Re: Allergic reactions
February 28, 2016, 05:55:01 AM
allergies disappear? :P

I guess that makes sense, I used to be severely allergic to poison ivy.  Now I'm not for some reason.
#55
Ideas / Re: Allergic reactions
February 27, 2016, 03:43:55 AM
I dunno, couldn't search on phone. :P  And I typed it when I was still waking up from anesthetic.
#56
Ideas / Re: Allergic reactions
February 26, 2016, 06:08:43 PM
I was thinking pawns allergic to the herbal medicine but not the other medical supplies so they can't be healed with herbal medicine.  You only find out they are allergic to it after trying to use it and having to save them somehow, not sure how yet.  But yes, finding out tat they are allergic to other foods as well would be good too.  Some would know they are allergic to something and it would state it like in a trait, or something.  Others would find out later, and it would be then added to a trait, or some such that displays allergicness and what that pawn will be forbidden from using automatically.  All these allergic things are generated on pawn first creation, so no one suddenly becomes allergic to something.  Its just most would be invisible until they try it for the first time.
#57
Ideas / Allergic reactions
February 26, 2016, 04:12:08 PM
first off, I am typing this on a phone.
Secondly, I am still semi sedated from MInor surgery.

So I'll be more details when I get home.

Allergic reactions could be a good thing to add to the game.
#58
Ideas / Re: Modable Time
February 26, 2016, 03:08:40 AM
Fluffy, when did I say forcing earth years? This is an example of the file that you could alter.  I typed up an example, not using real game stats.

And I want this so I can alter the game to be longer in terms of days per year, something closer to realism.  The planet's distance from a star is directly related to how many days per year it has, and I'm using earth time for this calculation.  Since the game uses 24 hours per day and uses 60 minutes per hour still, it fits.  The closer a planet is to a star, the hotter the planet becomes.  It does not matter how dim the star is, the dimmer it is, the closer you have to be in order to have that orbit because in all likelyhood, its mass is also less.

I think this would be a good addition to the game, so other players can make custom mods based on different timelines in the game with different planets even.  Making their days longer or shorter.  More hours or less hours per day.  More days or less days per month.  Whatever they want for their particular mod.  This isn't going to be the game's default settings, what I typed.  It'll be whatever the game currently is.  Which is something I can't say because reasons.
#59
Ideas / Modable Time
February 26, 2016, 12:49:02 AM
I would like to be able to mod time easily.  To change how long the game days are in ticks, to change how long the game months are individually including adding a leap year.  The idea is that Tynan rewrite the GenDate.cs file to something similar to what you see in Version 3 below, and then the game reads the XML file (not exactly like the 3 I provided, I know there should be more stuff there but I only provided bare minimum examples) to figure out what the months will be in the game and how long each month is with other changeable stuff.

In this C# & XML, you can;

  • Change starting year.
  • Change hours per day.
  • Change ticks per hour.
  • Add or remove months.
  • Specify a specific amount of days in each individual month.
  • Rename months.
  • Enable leap years.
  • Specify which months have a leap day.
  • Specify how often a leap year occurs.
EDIT: Updated with better examples.
With Haplo's help and someone who doesn't even know what the game is telling me what things mean in C# and providing other help as well, I've been able to put together a few things.  Some won't work, but I will show anyway to show the progress of the idea as it was being made.  I really hope that this can become a part of Alpha 13.

The C# stuff:
http://pastebin.com/MFp7n3kP Version 1 of GenDate.cs (excluding other data) (File expires in 1 month) (Possibly functional, but inefficient)
http://pastebin.com/0v17SMB6 Version 2 of GenDate.cs (excluding other data) (File expires in 1 month) (Also non-functional)
http://pastebin.com/wyqQPD8H Version 3 of GenDate.cs (excluding other data) (Does not expire)

The XML stuff: (all of these work off Version 3)
Earth Time: http://pastebin.com/xHvK4Ldp (1 month expiry)
A12 Time: http://pastebin.com/1iqL8rru (1 month expiry)
New Planet: http://pastebin.com/bsgFVeMT (1 month expiry)
#60
I figured, instead of writing your own mod manager from scratch, you can start with the source code of one that already exists and is very well done.  That's why I wanted to link it and get some of the mod manager makers here to take a look into something that already works great.

If you were to include the ability to write the ModsConfig.xml file, you could basically let us rearrange mods in a specific order and have any mod that marks one as a dependency always load below that mod.  Some other such things like that and all.

If you wanted to get real fancy, you could even add special things that allow authors to mark certain of their mods as a core which will load at the top just under "Core" (core game).  But anyway, just some other ideas I wanted to throw in.

Hawkinator, KSP shut down that site because they are douches.  :/  They wanted people to use crappy curse for hosting mods because I believe Curse gets revenue for everyone who uses it and may have complained or something.  So Squad trademarked the name "Kerbal" and forbids anyone from using it in their domain.  Would be like if Tynan trademarked "Rimworld" and prevented anyone from making RimworldInformation.com or RimworldModding.com.  Luckily, KerbalStuff is back up under a new site and new ownership.  http://spacedock.info
And actually, CKAN was very tied to it.  Many of my mods won't update because they are still linking to KerbalStuff and everyone is in the process of moving their things over to SpaceDock.