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Messages - Kirid

#211
General Discussion / Re: Stockpiles permanent?
May 13, 2014, 09:38:08 PM
Quote from: Col_Jessep on May 13, 2014, 07:27:01 AM
Freezers would be nice to get rid of that huge stockpile of prepared menus in my cantine. Please?  :)
Well logically that would make all your meals cold, a freezer item would make more sense for meat. Kitchens are definitely the worst area for ugly stockpiling.
In RL, I don't think I would ever eat a piece of meat that was sitting on the floor for any period of time.
"I tell you what, nothing makes meat tender like sitting on the floor for a week and getting walked on"

In reality if you had several humans and tons of any resource they would more than likely just throw it into one big heaping pile.
Instead it looks like someone with an insane case of OCD has demanded that all resources be placed in a grid and perfectly spaced.
#212
General Discussion / Stockpiles permanent?
May 09, 2014, 09:42:02 AM
Are stockpiles as they exist currently a permanent feature? I know dwarf fortress and many other similar games rely on the the stockpile method, but it seems like there would be a better solution.
Why not have a silo-like building to store resources, a scrap pile, silver safe. Items like meals take up anywhere from 10-30 spaces, but could logically occupy a space as small as 1-3.
It's still alpha so I may be jumping the gun, but I really hope something different can be figured out.
Stockpiles take up extreme amounts of space and are quite an eyesore. About half of any colony I build ends up being stockpile space.
#213
I've never played either game, but I've watched plenty of gameplay on both, they are totally different, so that person sounds like they are trolling. No way to win an argument against a stupid person.
But I think the key is to argue an annoying point of your own.
Without plagarism, humanity would have gotten nowhere, there is not a single completely unique idea in the world, everything has some sort of inspiration.

Metroid:"The original Metroid was influenced by two other major Nintendo franchises: Mario, from which it borrowed extensive areas of platform jumping, and The Legend of Zelda, from which it borrowed non-linear exploration."

Rimworld:"In its fiction, RimWorld draws a lot from Firefly. This is where it gets its subtle Western vibe - frontier living, an arid environment, sparse law enforcement, and the constant threat of outlaws. We're also heavily inspired by science fiction novels like Dune and Alastair Reynolds' Revelation Space series (which both Alistair Lindsay and I are huge fans of). The Warhammer 40,000 universe also forms part of our inspiration.
In terms of game design, the game draws most from the 800-pound gorilla of the simulation genre, Dwarf Fortress. We also take ideas from indie hits like FTL (our semi-random event format) and Prison Architect (its way of presenting a complex world in a comprehensible, interactive way). And, there are many others."


like...What a ripoff
#214
I'm going to miss the fire door. I know it had an error, but I really liked it, I use it all the time. It was a bit out of place in this mod (actually didn't know this was the mod that added it.) Do you have plans of fixing or re-adding it?
#215
Outdated / Re: [MOD] (Alpha 3F) GrimRim (v1.1)
May 08, 2014, 12:12:38 AM
Quote from: Ribas on May 07, 2014, 10:42:20 PM
Finally an Alien mod.
^^ My new desktop picture. I was...violated by a xeno on SS13 just a bit ago.
This mod sounds awesome. Maybe in future versions you can make the weather constantly terrible like on planet LV-426.
#216
I'm wondering if its possible to code a building to have a toggle for passability. This would achieve the same effect as selling and rebuilding a wall section between raids, back/side doors for your colonists.
This might be possible with a new building class. Passability isn't super hardcoded as far as I've seen.
In the Assembly-CSharp; Traversability is where to start, then follow that to passability in EntityDef, which is used by many things.
Just looking for opinions or help. My attempts at writing the code were mostly met with failure.
#217
Outdated / Re: [MOD] (Alpha 3) Glassworks II
May 02, 2014, 03:43:41 PM
I changed the window texture for the version I use. I don't know if you put them in the middle for any particular reason, but I kept finding it difficult placing textures with them.

#218
Ideas / Re: Mod-ability Suggestions
May 02, 2014, 03:21:42 PM
These are some building def suggestions from awhile back, some are in the works or possible now.

Self-Linking true or false.
Instead of defining what a building links to, it just scans and only links to other buildings like it.
We currently have to rely on the few linktags that are hardcoded into the game, I think this would be an easy enough work-around for an infinite number of linking objects.

Define if research or sleep can be done at a building. Right now the job drivers/givers for research and sleep are hardcoded to directly refer to the Building_Bed or Building_ResearchBench.

Hides Head. You can define an object to hide the body of a pawn so they look like they are in bed, I'd like to be able to hide the head also.

#219
Help / Re: How to make bullets heal somebody?
May 02, 2014, 03:00:59 PM
I created a pistol with the ammo <damageType> as "Healing" Had my colonist test shoot each other.... just fyi it doesn't heal, even if the damage is set in the negative.
#220
Kind of a simple issue I've been biting my toungue over.

BetterPower+ overwrites the powered door and simple door to cost wire, then Wood Econ overwrites the simple door to cost wood planks and adds wood gate.
So I end up with is powered door(75 metal+5 wire) wooden door(1metal+5planks) and wooden fence gate. The simple door that costs wire was written over.

It's not a huge problem most of the time. But it makes starting some maps very difficult. Especially if it is a big desert map with only one group of trees across the map.
I either have to spend tons of resources to build all powered doors, or wait until power is set up, sawbench built, trees cut, and planks made until I can build a cheap door.
I just think the BP + Wood compatibily mod should seperate the def for the simple wood or metal door.
#221
Thank you. But you don't need to give me credit for nit-picking your work.
My opinions are like kittens, I give them away free to anyone who will take them :P
#222
I love this mod, thank you! Was thinking of making a mod myself that adds colored beds but never got around to it.
I was uncertain about the floors at first, the screenshots don't do them justice, they look much nicer in game.
The only thing I would suggest changing is the "Random wood floors" texture. The bottom right corner of it has a row of 4 grey squares, It throws it off and makes the repeating pattern alot more obvious I think.
#223
Help / Re: Many Dll Questions
April 30, 2014, 07:07:51 PM
Quote from: Tynan on April 30, 2014, 06:13:06 PM
The thing you're doing is rather low-value and very high-effort from your POV; I suggest you try another project since this really isn't well supported by the modding systems yet.
I completely agree. Way in over my head. :P My other project is making doctors able to heal, not much easier.

The only reason it expanding into editing the Room.class and then ThingGrid was because of this:
public IEnumerable<Building_MedBed> ContainedMedBeds
    {
        get
        {
            HashSet<Building_MedBed> hashSet = new HashSet<Building_MedBed>();
            foreach (IntVec3 current in this.crosses)
            {
                foreach (Thing current2 in Find.Grids.ThingsAt(current))
                {
                    Building_MedBed building_MedBed = current2 as Building_MedBed;
                    if (building_MedBed != null && !hashSet.Contains(building_MedBed))
                    {
                        hashSet.Add(building_MedBed);
                    }
                }
            }
            return hashSet;
        }
    }

Since posting I've moved that to the Building_MedBed class, I think that will work?
I also entirely removed anything dealing with prisoners, which got rid of tons of problems.
#224
Help / Re: Many Dll Questions
April 30, 2014, 04:57:50 PM
If anyone wants to take a look, this is my frankensteined file so far. I was mostly just using it as code writing practice.
It started with creating a new Building_MedBed class. Building_Bed is referred to tons of times in the Assembly-CSharp.
I had to rewrite everything that refers to it, which usually just involved adding "Med" to the front.
My own changes to Pawn are titled XPawn, It's a new file entirely, but named so the two can be merged for compatibilty if needed.

Has an error with a yield in the JobDriver,  I dont understand those
And in Building_MedBed:   MedRoom room = Find.Grids.RoomAt(base.Position);  Find is refering to Room.class, but I'm using MedRoom.class
I still need to write several if statements and IEnumerators making sure the TakeToMedBed takes priority over TakeToBed (if possible). It won't work as is, It's a near identical clone of existing code.
Already wrote a couple like:
public void Kickout()
    if (!this.Medowner.healthTracker.Wounded)
        this.Medowner.medownership.UnclaimMedBed();


I'd love to know you anyone thinks I'm close, doing it all wrong, or what I'm trying is impossible.

[attachment deleted by admin: too old]
#225
Help / Re: Many Dll Questions
April 30, 2014, 01:28:26 AM
Quote from: Tynan on April 30, 2014, 01:20:34 AM
The original of that bed code:
Also, for reference, the original TakeToBed JobDriver. Yeah, AI code is hard.
Awesome! Thanks Tynan!  ;D It's hard but I'm having a lot of fun. I got like double the game for my money.