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Messages - Kirid

#166
General Discussion / Re: Z levels
August 18, 2014, 05:35:07 PM
I only have one good reason to add another z-level. Second story buildings.
Rimworld of course has a huge western theme to it..
If you google image search "Old west town" you'll see that virtually every old western town has 2-story buildings.
The z-level idea has become a nope never argument, but I think it would really drive the western theme home.

Along with wooden porch overhangs and signs for the sides of buildings that say 'Jail' 'Saloon' 'Hotel' 'Bank' 'General Store'.
Not sure how far Tynan wants to take the western theme, but personally a western-themed game without second stories is like... California without gold.
When are we getting horses?
#167
Help / Re: Glitched text
August 17, 2014, 03:17:49 PM
Heh, Solved! Thanks mrofa. Why didn't I think of that?
#168
Help / Glitched text
August 17, 2014, 12:59:50 PM
I activated several mods, then restarted the game, when I loading it again the game text is extremely glitchy. This has happened to me in previous alphas. Not certain, but I don't think any one mod is doing it.


[attachment deleted by admin: too old]
#169
Error I got after activating mod..
Def-linked Translation error: Found no Rimworld.ThoughtDef named ShieldingError to match ShieldingError.label
Def-linked Translation error: Found no Rimworld.ThoughtDef named ShieldingError to match ShieldingError.description
Def-linked Translation error: Found no Rimworld.ThoughtDef named BatteriesFilled to match BatteriesFilled.label
Def-linked Translation error: Found no Rimworld.ThoughtDef named BatteriesFilled to match BatteriesFilled.description
#170
HAHA! Fantastic! It's a bit odd having the cage full of boomrats attached to the side while it requires boomrat meat for ammo. I wonder if you couldn't change the ammo to require actual boomrats somehow. And the shots that are fired to be boomrats. But I like it! Nice sound effects and explosion effect.
#171
Ideas / Re: Tone Down or remove Friendly Fire
August 16, 2014, 06:27:01 PM
Removing or lowering damage of friendly fire isn't realistic, a bullet is a bullet.
Colonists should avoid walking in front of other colonists who are shooting. If someone was shooting a gun in real life, you probably wouldn't walk in front of them.
Quote from: Bog on August 16, 2014, 01:17:34 PM
I agree that the hunting AI needs to be updated so that they don't fire if there's an ally (from your colony or visiting people) in between you and the target.
This could be somewhat imperfect. If we assume the person shooting is focused on the target, they could have a narrow cone and stop shooting if a colonists walks in it. Accidents could still happen, they might fire just before someone enters the cone, coupled with bad accuracy. Or perhaps if they are tired or hungry they are more reckless and ignore the cone.
Quote from: Somz on August 16, 2014, 12:11:17 PM
Friendly fire's real and fun, makes it more challenging
I don't think running a colony of stooges is fun, there are plenty of other things that make this game challenging. Sure friendly fire is real, but those are accidents, not because people don't possess the logic not to shoot at each other.

We shouldn't have to draft and micromanage so our colonists won't shoot each other. That was the whole point of adding an automatic hunting system.
#172
Outdated / Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
August 15, 2014, 11:48:09 PM
Quote from: Bog on August 15, 2014, 08:25:15 PM
Another option I thought of is to add a new event where a random alpha muffalo shows up. You could have it say something interesting along the lines of: "It seems a inquisitive and adventurous alpha muffalo has arrived in your region after a long trek."
I love this idea! I've never made an event before but its a great solution. Going to start working on it.

Edit: Actually.. not sure how. I think I'll have to write a new IncidentDef.xml, where events are defined. But I think that means I also have to write a new dll file for the <workerClass>IncidentWorker. I'm not at home so my modding ability it limited. I probably won't get back for at least a week, but I intend to do this and make some new mods once I do return.
#173
Outdated / Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
August 15, 2014, 07:20:06 PM
Quote from: Dr. Z on August 15, 2014, 07:02:20 PM
No good idea, I think the Alphas would get really pissed over the surffalos. I imagine it like an adult sitting next to a bunch of teenies in the bus.
I'm not sure what this means...

I've been thinking about it. Maybe also changing the muffalo spawning to include small herds in the desert. I doubt spawning them in the forest would make much sense. I wonder if anyone objects to having muffalo in the desert. ( I haven't played using that biome yet)
#174
Outdated / Re: [MOD] (Alpha 6) Alpha Muffalo 1.3
August 15, 2014, 03:05:39 PM
Now working for Alpha 6!!
Thanks Shinzy! What you suggested works :)
Like other muffalo, they only spawn in the arid shrubland biome. ( I don't really like this)
#175
Outdated / Re: [MOD] (Alpha 6) Small Walls 1.3
August 14, 2014, 03:36:06 PM
Quote from: Dr. Z on August 14, 2014, 09:17:13 AM
IS the solid half wall still in it? Because it isn't in the OP.
No, I removed it after alpha 3. I know people like it, but to me it was a broken glitchy item and I don't support it as-is. It doesn't mesh with other walls very well, has shadow issues, and the new door graphics made it look even worse. I don't like uploading mods unless they blend with the game well, which it doesn't.
#176
Outdated / Re: [MOD] (Alpha 5) Alpha Muffalo 1.2
August 14, 2014, 03:21:42 PM
I will update it soon. It needs a new xml for spawning in biomes, which is new, so it wasnt as simple as just checking/updating existing code.
#177
Outdated / Re: [MOD] (Alpha 6) MedBed 1.4
August 13, 2014, 11:57:18 PM
Quote from: Kumai0214 on August 13, 2014, 11:28:23 PM
So that means I can now have myself a medical room for where injured colonists go to heal, right?
Indeed! Though you can do that now in the vanilla game with regular beds, these look a little more medbay-ish.

I'm considering redrawing the medbeds to match the vanilla beds. And possibly increasing the medpack cost of the advanced medical beds since medpacks are fully implemented now.
#178
No code changes. Alpha 5 version works with Alpha 6 so no need to redownload.
#179
Outdated / Re: [MOD] (Alpha 6) MedBed 1.4
August 13, 2014, 05:18:07 PM
It works great. Beds still have a heal tick interval coded. Vanilla bed is 2000, basic medbed is 1500, and the advanced bed is 500. I tested it and the advanced medbed heals colonists very quickly even without a doctor.  This alpha makes it so colonists will automatically lay down in an assigned medical bed, and they wont be claimed for sleeping (no more insane micromanagment)
#180
Outdated / Re: [MOD] (Alpha 6) Small Walls 1.3
August 13, 2014, 04:06:50 PM
Update for Alpha 6. Only a slight balance change due to being stronger yet cheaper than normal metal walls.