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Messages - Professor Cupcake

#61
Mods / Re: New Graphics For The Game
December 31, 2014, 11:52:19 AM
Kinda weird having the uranium in a barrel like that. Not too sure I'm okay with barrels suddenly appearing as soon as you mine a material.

Other than that minor criticism, these look awesome. Great work.
#62
Mods / Re: [Mod Request] Side arms
December 31, 2014, 11:48:28 AM
I would love to see melee weapons and ranged in separate slots.
Not sure having 2 ranged weapons would make too much sense, though. Although I suppose it works if you want the sniper to have a backup.
#63
Mods / Re: [Mod Request] Order "Smooth Walls"
December 31, 2014, 11:46:08 AM
+1

Doesn't make sense having to knock down a wall, then haul the chunks over to a stonecutting table to be processed, then having to rebuild the wall, especially when we can already smooth floors so easily.
#64
Bugs / Re: [W|0.8.657E] Building on snow
December 31, 2014, 11:41:49 AM
+1 to this, but I get the feeling this should be under suggestions, not bugs.
#65
Bugs / Re: Colonists on the ship die
December 31, 2014, 11:40:23 AM
Turns out trying to hand-build a highly advanced piece of technology with pieces of scrap isn't such a good idea.

Who knew.
#66
Any ETA on this making the transition to Alpha 8?

It looks like it could be a very desirable mod for me, and it seems incompatible.
#67
Ideas / Assign specific items to specific stockpiles
December 29, 2014, 04:57:54 PM
An option to assign specific items to specific stockpiles would be useful.

The scenario I have in mind here is that of trading. Currently, to be able to trade the best solution you have is to keep all of your stockpiles without roofing, and have the trade beacon covering them. This is sub-optimal. If there were the option to have specific items taken to specific stockpiles, it would allow the player to have a central stockpile deep in their base and take out certain items when there are traders in the area. Or the player may wish to transport excess supplies to the beacon, to be sold off as soon as possible.
#68
Ideas / "Drop and haul"/"drop in stockpile" option
December 29, 2014, 04:53:17 PM
This is a fairly simple suggestion.
Currently, if you want a colonist to drop something into a stockpile (assuming they are not at the stockpile), you have to first have them drop the item, then select it and un-forbid it, then select the colonist to order them to haul it (if they even can haul things). Alternatively, you must draft them, order them to the stockpile, have them drop the item, undraft them, then un-forbid the item.

Such a simple thing shouldn't really be such a hassle. My suggestion is to add an extra option when dropping items, which will cause the colonist to find the correct stockpile for the item and drop it there.
#69
So micro-managing a colonist's equipment makes sense from a military perspective, but having to manually tell everyone to put on warm clothing in the winter and vice-versa is just a complete hassle, especially once you get a decent amount of them.

My suggestion is to add an option to each colonist to allow them to automatically change their clothing to suit their needs. Obviously, this would need to be an option so that colonists with specific gear do not drop it and ruin your loadouts.

As a secondary suggestion to add to this, it might also be a good idea to have an ownership system of some sort, where you can assign equipment to colonists. For example, if I were to assign someone a rifle, they would automatically take the rifle and try their best to hold on to it, automatically going back to pick it up again should they ever drop it. This could be extended further by allowing the colonists to store things in their rooms or beside their beds. Again, this could go further than this by giving colonists set loadouts that they will automatically switch between as and when certain conditions are met, but now I am perhaps overcomplicating things.
#70
Bugs / Re: [0.8.657] Black screen when loading world
December 26, 2014, 10:58:22 AM
I am also getting a bug like this, though it seems to be a little different to the above issues, as when it happens to me there are no menus. Curiously, it still renders rain, fog and selected zone borders. When they are rendered, they multiply on-screen as things do when there is no background on them (not sure what the technical term for that is, but it's a fairly common occurrence in buggier games).

The bug happens whenever I try to load any save. Correction: It appears that it was just all of the saves I had available at the time that were encountering the bug. I have managed to load saves since.

output_log coming shortly attached.
World and save also attached.

PS: Are there any software prerequisites for Rimworld? I looked through the site and couldn't find any info about it.

[attachment deleted due to age]