I was thinking about waiting to play Alpha 9 until the mods have been updated and maybe play another Alpha 8 colony in the mean time. But, instead, I think I might play a vanilla Alpha 9 while I wait. Hm... Maybe I'll update my mods for Alpha 9 first (if they are still needed).
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#617
Outdated / Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
February 18, 2015, 12:58:03 PM
So you can't find them in the rimworldtextures.zip Tynan posted here? https://ludeon.com/forums/index.php?topic=2325.msg21038#msg21038
Edit: Sorry, now I see all the bodies are in png format. Strange because all the other files are in psd.
Edit: Sorry, now I see all the bodies are in png format. Strange because all the other files are in psd.
#618
General Discussion / Re: Your Predictions for Alpha 9
February 18, 2015, 11:36:42 AMQuote from: Nickvr628 on January 31, 2015, 09:25:02 AM
As a closed tester I am not allowed to give away what is actually coming, but I can give you all this misinformation!
Space Aliens
Landing on new planets
Nuclear strikes against enemy factions
Leeks
In Game notepad
Tomatoes
Anti-drop pod cannons for shooting down enemy drop pods (think anti-air)
Hunting dogs and domesticated animals
Better hunting AI
Quote from: GlassDeviant on January 31, 2015, 12:38:48 PMHe did write tomatoes. I think, after you read it, he noticed the mistake and edited it.
*bangs head on desk*
I could swear I read "tomatos" instead of "tornados" the first time I went through that list.
#619
Outdated / Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
February 17, 2015, 10:24:36 PM
I can answer that last bit. The loader just has to be touching the extractor and the extractor will put extracted items on the loader. The loader doesn't have to be on the unload spot.
#620
Outdated / Re: [MOD](Alpha 8) Darkness
February 17, 2015, 12:03:19 PMQuote from: Viceroy on February 17, 2015, 11:01:03 AMand affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.I can just see it. Raiders and defenders firing blindly into the dark never hitting anything. After a few hours of this your colonist quietly sneak off and catch some z's. Maybe leaving a couple of defenders to keep firing so the raiders don't realize most of the colonists have gone to sleep. Then, in the morning, when the raider are exhausted but can finally see where they are shooting, the rested colonists come charging out, guns blazing, and make short work of the sleep deprived raiders.
#621
Outdated / Re: Priority Haul & Vein Miner Designator Patch
February 17, 2015, 09:25:16 AM
So... what does this mod do exactly? What does it do?
#622
Outdated / Re: [MOD](Alpha 8) Darkness
February 17, 2015, 09:19:46 AM
People keep saying it would be good if the darkness reduces accuracy but doesn't the vanilla game do that already? I usually put my turrets and defenders in darkness for just that reason.
As for moving slower, I think, with it being pitch black, it's already going to make players move their colonists more carefully and maybe missing their target and have to backtrack. Having a percentage slow down would be a good idea in the vanilla game because the player can see perfectly well but with this mod the player can't see so simulated slow down is not necessary. Well that's what I think anyway.
As to it being dark in caves during the day, maybe you can base the darkness on the game light levels instead of time of day. So where it's "Dark" you make it dark. Might even work in an eclipse as the light levels do change. Maybe you can also adjust the light levels of "Lit" and "Brightly Lit" so the later is brighter than the former. The problem with this is it will go dark suddenly . How does it work now? I assume it darkens gradually. When does it become totally dark?
As for moving slower, I think, with it being pitch black, it's already going to make players move their colonists more carefully and maybe missing their target and have to backtrack. Having a percentage slow down would be a good idea in the vanilla game because the player can see perfectly well but with this mod the player can't see so simulated slow down is not necessary. Well that's what I think anyway.
As to it being dark in caves during the day, maybe you can base the darkness on the game light levels instead of time of day. So where it's "Dark" you make it dark. Might even work in an eclipse as the light levels do change. Maybe you can also adjust the light levels of "Lit" and "Brightly Lit" so the later is brighter than the former. The problem with this is it will go dark suddenly . How does it work now? I assume it darkens gradually. When does it become totally dark?
#625
Outdated / Re: [MOD] (Alpha 8) A2B: conveyor belts & co. [v0.8.0]
February 16, 2015, 07:43:35 PM
Another one of your features Grrr. LoL.
Except in this case I don't "draft a colonist to un-clog the belt" but have to manually prioritize hauling from the clogged side of the splitter. The belts are supposed to automate things, not make us do thing manually.
TehJoe, glad to hear you fixed it.
Except in this case I don't "draft a colonist to un-clog the belt" but have to manually prioritize hauling from the clogged side of the splitter. The belts are supposed to automate things, not make us do thing manually.
TehJoe, glad to hear you fixed it.
#626
Outdated / Re: [MOD] (Alpha 8) A2B: conveyor belts & co. [v0.8.0]
February 16, 2015, 12:26:28 PM
I don't have time to test it right now. I'll try to test it tomorrow.
I don't really know C# but I had a quick look at the code (). It looks like the Splitter GetDestinationForThing function always returns a destination regardless of whether all the outputs are full or not. So I think it would still have the same problem. For it to work properly it would have to skip trying to move the item if all the outputs are full and keep checking GetDestinationForThing until it returns a destination which should happen when an output is finally clear. But, like I said, I don't know C#, so I could be wrong.
I don't really know C# but I had a quick look at the code (). It looks like the Splitter GetDestinationForThing function always returns a destination regardless of whether all the outputs are full or not. So I think it would still have the same problem. For it to work properly it would have to skip trying to move the item if all the outputs are full and keep checking GetDestinationForThing until it returns a destination which should happen when an output is finally clear. But, like I said, I don't know C#, so I could be wrong.
#627
Outdated / Re: [MOD] (Alpha 8) A2B: conveyor belts & co. [v0.8.0]
February 16, 2015, 09:46:41 AM
Nice.
Which reminds me, I had an issue with the Splitters I wanted to bring up. This is with the old 2 way splitter. I don't know if it was changed in the 3 way splitter. I haven't tested it.
Currently the way a Splitter works, I believe, is to alternate sending items to each output. If an output is blocked it sends the item to the unblocked output. This is good but... if both outputs are blocked I think it assigns the item to one of the blocked outputs anyway. Then if an output becomes free and it's not the one the splitter chose to send the item then the splitter becomes stuck until the other output clears.
Hm... That might be hard to follow. Let me go through a scenario.
What do you think?
Which reminds me, I had an issue with the Splitters I wanted to bring up. This is with the old 2 way splitter. I don't know if it was changed in the 3 way splitter. I haven't tested it.
Currently the way a Splitter works, I believe, is to alternate sending items to each output. If an output is blocked it sends the item to the unblocked output. This is good but... if both outputs are blocked I think it assigns the item to one of the blocked outputs anyway. Then if an output becomes free and it's not the one the splitter chose to send the item then the splitter becomes stuck until the other output clears.
Hm... That might be hard to follow. Let me go through a scenario.
- Splitter receives an item and sends it left.
- It receives another and sends it right. Right becomes blocked.
- It receives another and sends it left.
- It receives another. Right is blocked so it sends it left. Left becomes blocked.
- It receives another. Both are blocked. Right was to be next so it waits to send it right.
- Left becomes clear but the splitter is still waiting for right to become clear.
What do you think?
#628
Outdated / Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
February 16, 2015, 12:11:31 AMQuote from: jabbamonkey on February 15, 2015, 03:52:14 PMI wanted to make a larger combat droid.... but I felt that I had to stick with the original size of the base graphic. Basically, because you can add clothing to the droids, and if the droid texture was too large, then the clothing would look weird on it.Good point. I already brought up my preference that the droids not be able to wear clothing but I don't know if that will happen. Otherwise maybe the battle class droid can be made a different size than the other droids such as a standard non-thin size or hulk size. Actually your textures don't look thin. They look more standard sized.
Quote from: jabbamonkey on February 15, 2015, 03:52:14 PMI actually like the slower speed for the droids. Droids can possibly make the game too easy, and their slower speed balances out the benefits of the droids. Droids can take the place of valuable party members - the people with good stats are rare and hard to get. Maybe there should be a later tech, that is very costly, that can upgrade the droids.I agree that the droids make the game too easy which is why I don't think I'll use them again. I like the difficulty of managing colonists with their limited skill sets. Being able to make a droid to fill any gaps is too easy. The one job I wanted them to do (hauling) they couldn't do because they were too slow. Other jobs where speed is not so important they were ok but I want to leave those jobs to the humans with their limited skill sets. So mow that the speed issue is fixed I might still make some haulers but probably nothing else.
Quote from: Dragoon on February 15, 2015, 04:35:24 PMI do research them but the risk of them exploding is too greatI've never had one explode so I don't know if the risk is too great, but then I don't use them for battle. Maybe you didn't have enough recharge pads.
#629
Outdated / Re: [MOD] (Alpha 8) A2B: conveyor belts & co. [v0.8.0]
February 15, 2015, 11:41:10 PM
Ah, your selector looks much nicer.
Quote from: noone on February 15, 2015, 04:47:03 PMAlso, I like your suggestion on the curve.That's what I meant all along. Are you saying you never understood what I meant? And I tried to be as clear as possible. Grrr.
Quote from: noone on February 15, 2015, 04:47:03 PMAre you ok for me to swap mines for yours ?Sure, if the work is good enough for you.
#630
Outdated / Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
February 15, 2015, 06:48:24 AM
How am I supposed to know which revision on github is which version? Can you add the version number to the revision comment please?