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Topics - Rock5

#21
Mod bugs / Gravel missing from Help menu
May 04, 2016, 10:25:33 PM
Like the title says.

I was checking out the fertility of various natural terrain in the help menu and noticed Gravel was missing.
#22
Mods / Which mod is it?
April 27, 2016, 01:58:18 PM
Since A13 I've noticed that a white dot is shown for every colonists destination when they are moving. So for instance if I marked something for hauling and I see a white dot appear on it then I know someone is coming to collect it. I thought this was a brilliant addition and really thought it was a vanilla feature but I've recently started playing a new game with limited mods and noticed it no longer showed these dots. So I'm surprised to realize it was a mod feature. I wasn't aware that any of the mods I used had such a feature.

Does anyone know what I'm talking about? What mod is it from?
#23
Mods / Suggestion: Cross over conduit
April 23, 2016, 10:55:46 AM
There are some situation where I wish I could cross conduits without them touching, usually in regards to using switches. It would allow power to travel left and right or up and down but not around corners. I envision placing it over crossed conduits to change it into a crossover conduit. Here's my crude attempt at showing you what I mean. What do you think? Would it be possible to make a mod like this?


[attachment deleted by admin - too old]
#24
Help / Build on wall
April 20, 2016, 03:01:37 AM
I suspect the answer to my question is no but I have to ask.

I have an object I use to show the wall support range. I can place it anywhere including over other structures such as walls. The only place I can't place it in on rock walls. Does anyone know if there is any way to place something on a rock wall?
#25
Crafting has methods to control who uses benches that make quality items, ie. set minimum skill level on bills. And I just read on another post you can use an exclude area to stop your skilled crafter using low skill benches. I might have to use that. But it would be better to have a double ended slider for the skill level on the bill similar to the quality and hp slider. But as it stands, it's usable.

But now that constructors can build quality furniture I find myself only allowing my best constructor to construct so I don't accidentally have a poor constructor make poor quality furniture. But when I have a lot of regular construction to do, eg. walls, doors, defenses etc., I'd like more people to pitch in.

Trying to control who does what construction is not so easy. I could use an reserved area that only the skilled constructor could access and build furniture there but then no one else would be able to enter that area to move the furniture and I wouldn't want to limit who can move the furniture.

I think this really need a separate skill. Instead of just "Construction", have a "Skilled construction" and " Low skilled construction". Or "Construction" and "Furniture building", I think furniture is the only quality items builders make. Or best yet "Construction" and "Carpentry".

What do you think?
#26
I've noticed that when you have a lot of construction to do and then you lay down some floors, everyone pitches in to do the floors and nothing else gets constructed. So it seems that floors are given higher priority than anything else. I would expect floors to have the lowest priority and would be done last after walls, doors, turrets, etc. Or at the very least it should have a equal priority. I've noticed this on a number of occasions, no other construction is done until every single floor is finished.


#27
General Discussion / Alpha 9 - Initial impressions
February 20, 2015, 10:48:45 AM
I thought I'd start a topic where people can comment about changes they have noticed in Alpha 9 and what they think of them. This can include documented changes and undocumented changes.

I'll start things off:


       
  • As has been mentioned elsewhere, Wind Turbines can now sometime produce little to no power. I think this is realistic because wind doesn't always blow.

       
  • The Beauty Display toggle (bottom right corner) is a welcome feature that shows the beauty at a given location. I'm happy to see the beauty range has increased tremendously. It always annoyed me that someone at one end of an average room couldn't see the beauty of object at the other end of the room.  I was surprised to notice walls are no longer count towards beauty. I'm not sure how I feel about that. It sure makes things easier because I no longer have to replace rock walls with pretty wood ones anymore.

       
  • I forgot to open the roof over the trade stockpile on my first trade and discovered it's no longer necessary to have trade stockpiles open to the sky. In fact it doesn't forbid you from placing a beacon in the middle of a mountain. This will surly make it easier to sell frozen goods. In fact it will make it easy to sell any items from wherever they are kept.

       
  • I found one of the benefits of 1x2 bedrooms in A8 was their temperature was always equalized to the corridors of my base. Now they are not. I thought the walls were supposed to conduct heat now. Such small rooms should be more likely to equalize,not less.

       
  • Floors now all have the same beauty, 2, except for Cement which is -1 and Smoothed Floor which is 4. I guess this is a good thing. If you can't use Smooth Floors then you can use any of the other flooring options, they are all the same. So you are free to mix it up instead of limiting yourself to the flooring option with the highest beauty.

       
  • I don't know yet if I like or loath the need to send a colonist to power devices on and off. I haven't been playing long enough. At least now we have a power switch.

Feel free to add your own thoughts about these and other changes.
#28
Bugs / [W|0.8.671] UI: Disabled mouse
February 11, 2015, 11:23:45 PM
Mouse becomes disabled after pressing F9.

After pressing F9 to clear the UI elements from the screen the mouse becomes totally disabled. The keyboard still works. I can use space to pause and resume, 1/2/3 to change the speed, , and . to cycle through colonists, etc.

Steps to Reproduce -
1. Enter a game
2. Press F9 to clear the UI.
3. Try to select something with the mouse.
Or alternatively
1. Enter game
2. Select a furniture from the Furniture menu.
3. Press F9 to clear the UI, to give you a clearer view when placing the furniture.
4. Try to click somewhere and place the furniture.
5. When that fails try to right click to clear the furniture from the point pointer.

I expect that in F9 mode I would still be able to select items and pawns with the mouse and be able to place items I previously selected before hiding the UI.

Instead the mouse becomes totally disable.

I'm assuming this is a bug because with the UI hidden you should be able to do as many tasks as possible that don't require the UI to be visible. So there is no logical reason for the mouse to be disabled (well none that I can think of).
#29
Obsolete as of Alpha 9

PUMP RANGE
Description:

Shows the range that will get fertilized when selecting or placing Fertilizer Pumps.




Author
Rock5

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Downloads

[attachment deleted due to age]
#30
ROOF SUPPORT TOOL



Description:
A measuring tool to show you roof support range, wherever you point. You can also click, to stamp a circle of planning designators to help you. The center of the circle will be clear to show you where to place the wall. Use the Plan Canceling designator to clear the planning marks as usual.

This mod should be save game friendly and not conflict with any other mods.

Author
Rock5

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
You can freely use this mod in a mod pack, modifying it to make it compatible, if you wish.
You can update it and re-release it if I haven't been on the forum for awhile and don't respond to messages.

Download including source
https://github.com/Rock5/RoofSupportTool

[attachment deleted by admin due to age]
#31
More Sun Lamps
Description:

This mod adds 2 smaller sized Sun Lamps and 1 larger one called a Sun Pillar. The Sun Pillar can also support the roof and requires research.

Here is an example image. I created a new random colony and filled in a valley with sun lamps and roofed it. The textures have changed. I've marked out the brightly lit areas with yellow lines.



Note: This is important. The pattern shown when placing a Sun Pillar doesn't exactly match the area it lights. See the above image. The omitted squares are marked in orange. You would have to add those manually to the growing zone after you use the Create Growing Zone tool.

Author
Rock5

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
You can freely use this mod in a mod pack, modifying it to make it compatible, if you wish.
You can update it and re-release it if I haven't been on the forum for awhile and don't respond to messages.

Downloads
More Sun Lamps v13.1.1 for Alpha 13

[attachment deleted by admin - too old]
#32
General Discussion / Notifications without email?
January 22, 2015, 10:43:04 PM
I discovered recently that I can monitor all my conversations by clicking Notify and going to the Notifications page which shows all the posts I'm watching. Sure beats having a tab open to each topic and going through them regularly to refreshing them all.

Yeh, so I love this feature but I don't need to be sent emails. Is there any way to set up notifications without the emails? I couldn't see any way.
#33
USE HERBAL MEDICINE
Description:
A very simple mod that lowers the potency of medicine to be less than Herbal Medicine so Herbal Medicine will be used for regular healing, saving the Medicine for making Hospital Beds. Inspired by Space Meals by marvinkosh.

Author
Rock5

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Download
https://ludeon.com/forums/index.php?action=dlattach;topic=9414.0;attach=6657

[attachment deleted due to age]
#34
Ideas / A close dialog
January 09, 2015, 04:35:45 AM
It's happened a few times that I accidentally click the close button of the window. I'm surprised that it closes the game without any warning. It's great that the game auto saves so often but it's still annoying to have to restart the game, work out where you are up to and redo any changes that weren't saved.

Is it too much to ask for a "Are you sure you want to close the game" dialog?