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Messages - Aristocat

#151
It seems wind turbines generate most power in rain so I'd say wind turbine is best in humid areas such as jungle. Not sure some areas has longer day?

One thing to note is that you cannot build most thing under wind turbines, except solar generators and small things like chair or farm, so solar still hold some merit for space efficiency.
#152
Quote from: Acruid on April 22, 2016, 11:01:22 AM
Here is an update of my current progress. I added the "patch" system that was discussed in the form of repair kits. I wanted to stay away from using components, because many people on the forums seem to complain about having a lack of them. Currently a repair kit takes 1x Cloth[$1.50] + 1x Steel[$2.00] = 1x Repair Kit[$3.50], each repair kit restores 5 durability. If you restore <5 durability it is free, so if you really want to micromanage colonist outfits you can. I wanted to stay away from using wood so people on ice sheets can still repair things.

Changed:
Slider range to mimic bill dialog (3-99+999).
Added display slider radius circle.
Added Items to list of things to repair.
Added the repair kit resource.

Fixed:
Dropping item into giant pile if no destination.
Make Power and Tool Cabinet actually effect work speed.
Initial ITab values when building.

ToDo:
Calculate how many repair kits to fetch based on item durability.
Multi-stack pickup when fetching repair kits.
Redo the bench texture and support different materials for crafting the bench.

This will be my last release in this thread, I will be making a new forum release thread, since I pretty much hijacked this one. As always, feedback/bug reports are welcome, especially about the repair kit balancing.

Amazing!
#153
Mods / Re: Mod Request: Make everyone a psychopath.
April 23, 2016, 12:56:44 AM
You can use developer tool to give whatever trait you want.

Just in case there's no mod for it.
#154
Mods / [Mod Request] magical broom
April 23, 2016, 12:12:27 AM
.
#155
Quote from: roy2x on April 22, 2016, 09:44:28 AM
Quote from: Aristocat on April 22, 2016, 08:00:07 AM
it's updated, check one of above posts
Does that count as an update?

Then what does count as update?

QuoteI don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.

I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.

Feel free to offer any suggestions or feedback.
#156
It seems solved after I separated them.

Edit : It seems they do it again after surgery, any ideas?
#157
it's updated, check one of above posts
#158

They repeatedly take prisoner back and forth; it seems prisoners don't really "taken to bed".

http://imgur.com/a/jxN99

This is my mod list.

  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>MedievalShields-MedievalShields1.6</li>
    <li>More Furniture</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>HaulPriorityLiteNoUnforbid</li>
    <li>Heated Paths</li>
    <li>Hospitality</li>
    <li>AllowTool</li>
    <li>HydroponicRoom</li>
    <li>kNumbers-0.4.1-A13</li>
    <li>Mad Skills</li>
    <li>PanzerMuffalo</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_FollowMe--0.13.0.1</li>
    <li>RW_Manager-0.13.0.2</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>StorageSearch-1.0</li>
    <li>VeinMiner</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>Stonecutting Tweak</li>
    <li>EdBPrepareCarefully</li>
    <li>Pawn State Icons</li>
    <li>RW_PawnBar-0.13.0.1</li>
    <li>ExtendedStorage-ExtendedStorage1.4</li>
    <li>RepairBench</li>
    <li>Horns&amp;Tusks</li>
  </activeMods>
#159
Ideas / We need multistacking storage
April 21, 2016, 01:26:56 AM
In games like Gnomoria or Dwarf Fortress, you can put farm and bed rooms on ground or building, and storage room and whatever in underground.

In Rimworld however, you need to put everything on first floor; so say you have 3000 metal and wood, 4000 leather, 9000 foods, that takes about 200 square, and add bedrooms and farms, it make large colony extremely inefficient.

In short, we need multi stacking storage.
#160
Quote from: hector212121 on April 20, 2016, 04:06:10 PM
Maybe make the better shields not shield-compliant, but make the light shields cover a different 'layer' than energy shields?

BTW, what do you need to get higher blockrate? Does manipulation boost that? I'm wondering if I can get a Beta Poly kite shield to go with a Beta Poly Vibrosword to make a unkillable menace in a Glittertech/Rimsenal game.

Only melee skill affect block rate if I'm not mistaken.
#161
Mods / [Mod Request] Thrumbo horn sword
April 20, 2016, 01:41:28 PM
.
#162
Quote from: skullywag on April 20, 2016, 10:26:15 AM
hector....that would be OP as hell, however it could quite easily be possible. However this is not a restriction I have added. Its due to both accessories covering torso, remove torso from one of the defs and itll allow both. Ill debate on whether i want this in the main mod. Theres more shields incoming that would make you a TANK if this was allowed so not sure...

Aristocat - I can what should they return?

Some of used material? I have few dozens of damaged shield that I don't know what should I do.
#163
Mods / [Mod Request] More armors
April 20, 2016, 07:40:51 AM
I wish there's more armor other than power armor, for sake of variety but not too inferior to power armor. I loved cuirass from Pirates factions mod but it wasn't craftable and it was pretty much only armor that mod added. Hauberk from Ish's medieval were very useful but pixels in helmet seemed bit off and that mod only add one plate armor.

Islamic armor :

https://s-media-cache-ak0.pinimg.com/736x/97/e5/be/97e5beb272cc7ccdbaa52a8942ba617b.jpg

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTZF-toS6ENJQ5VaOqq83GFe6A_1vip_Niw-JUWqlzzAlXIjcYR

http://i.imgur.com/XZkqpjK.jpg

Medieval armor :


http://i.imgur.com/FyEGrKc.jpg

http://i.imgur.com/3FXsoUW.jpg

Northern armor :

http://darksouls3.wikidot.com/northern-armor
#164
I think bigger problem is game doesn't consider movement or move speed as factor, they literally miss wall, table... and how in the hell do you miss completely static centipede that's about 10 times bigger than human, or granny with bad back.

Also post process seems not working as intended, a pawn with 1-melee skill supposed to be grant about 10% accuracy, but then process kicks in and he has 70%; this discourages improving offensive skills beyond 5 in my opinion.
#165
Can you make shield smeltable?