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Messages - tommytom

#76
Bugs / Re: Removing bionic leg bug
March 01, 2015, 02:45:58 PM
Forget my above post. Even easier than that.

Draft someone.
Arrest a colonist.
Wait for them to enter a prison area (so they are not "escaping").
Add an operation.
Prioritize the job if it doesn't happen automatically (I arrested with a doctor, so it started even when paused).
Since it's a colonist prisoner, they are taken to a colonist medical bed by error and this happens.

It then spirals into not being able to do anything else like feed them, release, etc since they are not in prison and are not escaping.
#77
Bugs / Re: Removing bionic leg bug
March 01, 2015, 02:26:55 PM
Yeah, he fumbles him about eating FPS picking him up and dropping him. I gave him good thoughts, removed the bill, fixed his anesthesia and food poisoning cleared up and the operation succeeded (if you call cuts to stomach, arm and liver and a removed bionic leg a success).

I found it.
If you arrest a colonist, let him be taken to a prison bed, set his bedroom for colonists instead of prisoners (he will fall out of bed), add an operation, then let them move him, they will take him to a colonist marked bed instead of a prisoner marked bed and this is where the problem happens.

Wow. This breaks like everything. Causes a downward spiral. Can't feed people because they are in a colonist area, can't release them. Nothing.

Good catch. This one is nasty.

Looks like another problem with differentiating a colonist from a prisoner. I found one recently, this happens with double-clicking colonists (they are still considered colonists though you can't control them, so they are selected too), and now this.
#78
To me, it seems like they can randomly break when between the mood lines. I assume this is intentional. I guess the lower one is 100% and probably a hard mental break?
#79
General Discussion / Re: "Pleasant environment"
March 01, 2015, 01:05:36 PM
Keep in mind that smoothed stone is "prettier" by game logic, even if it's ugly to you and carpet over smoothed stone is actually worse.

I never noticed a difference in moods, so I just carpeted everything despite the games logic of beauty loss.
#80
I haven't seen a single sniper rifle in game or in traders. Got an assault rifle though. Think from a raider. No, actually, I remember now. It was from the people I found in cryo. I almost missed it because all I seen was a red X under a cyro after I popped it open (dead guy popped out). I was so excited when I found it.
#81
Quote from: _alphaBeta_ on March 01, 2015, 11:23:47 AMThere are even some that are willing to assume more risk just to support indie development and study the success cases. I was personally a cross between the latter two in the context of the Alpha 4 time frame. As an anecdote, I'll say that this video regarding the region system was what ultimately pulled me in. It told me this developer was serious, worth following, and that I could learn a few aspects of indie development here.

If development stopped tomorrow, I'd be disappointed yes. Would I hold it against Ludeon and be unsatisfied, no I would not. For my original buy-in price, I'd had many hours of enjoyment, learned quite a bit, and feel in some small ways that I've contributed with useful feedback. I've achieved my goals and Ludeon has held up their end considering I understand what buying into an early access game is.

Exactly. I believe in this game and this developer. I felt it was worth supporting and have told others to as well. Indie developers and developers trying something "unique" (albeit, it is fairly Dwarf Fortess-esque). If I was making something awesome, making a living of it, passionate about it, and doing a good job of it, I certainly would want people to buy my game. So, I bought the game. Playing the game is just a bonus, really.
#82
Ideas / Re: Suggestions
March 01, 2015, 12:45:01 PM
Quote from: BetaSpectre on March 01, 2015, 01:19:07 AM
Quote from: CodyRex123 on February 28, 2015, 08:08:59 PM
Visitors are not that useless, they can help defend against pirates.

Visitors can be trapped. Then after a while they'll reach the breaking point. Suicide. And free items.

Or they can be trapped. Then released to fight Pirates.

Or you can put a nice table and stools inside a "perfectly safe" room with a steam geyser and lock the door when they go in to eat.
#83
Next release is focus on AI revamp. Dont know if that's the main focus. Lots and lots of stuff Tynan has taken notes and will be going into A10, I'm sure. Some he explicitly said he would.
#84
Ideas / Re: Autopsy Table
February 28, 2015, 11:17:35 PM
Quote from: geredis on February 28, 2015, 09:17:21 PM
Quote from: cultist on February 28, 2015, 12:02:14 AM
Quote from: Gennadios on February 27, 2015, 11:02:20 PM
Oh, it's one of those Mass Effect style shields?
Hnnnghh... *suppresses forum nerd-rage*

Not Mass Effect, if you ask me...more inspired by Dune's personal field generators, but by that point we're kinda nitpicking sources, you know?
If you really want to get nerdy, then like Stargate's Goa'uld personal defense shields. Only blocks high speed objects. Though, I think it would allow arrows through if it were like that.
#85
Ideas / Re: Selective blights
February 28, 2015, 11:13:38 PM
What he said. Plus, they all have various grow speeds, harvest amount, and raw edibility. They are diverse enough that an informed player would pick and choose. Doesn't stop them from just growing one thing if they need that one plant trait, but still, you will likely be growing several kinds rather than just strawberries from start to finish.
#86
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 11:10:42 PM
Quote from: Tynan on February 28, 2015, 05:49:15 PM
tommytom - actually there is an open call for applications, just check out the Careers link on ludeon.com.
Hmmm, I see that now. Yes, you do have pretty high standards. For an indie game anyways, or at least for me. The biggest project I handled was a Maplestory emu server (an MMORPG) many years back. We had 300+ people playing at once and I would apply small fixes, run the website/forum/database/game/events.

As far as actual programming, I haven't done anything major. Just some small projects that I wanted to do. I made a pretty good screenshot program that is good with dropbox, but it doesn't compare to apps with hosting bundled with it (like puush or gyazo), but I have some features that those do not.
#87
Ideas / Re: A request for you Tynan...
February 28, 2015, 11:01:20 PM
Quote from: Justin C on February 28, 2015, 06:35:57 PM
Here's something to hold you over until Alpha 10.

http://i.imgur.com/4ycc5Jw.jpg

When I read the suggestion it seemed like something that could be done quickly using the Alert system, so I just hacked it a bit and made a clock.
Niceeeee. I'll give it a whirl.
#88
Ideas / Re: Character overview ON COLONY CREATION
February 28, 2015, 10:58:44 PM
Quote from: CodyRex123 on February 28, 2015, 06:49:49 PM
Errr.
I can't stand my colonist missing a minor but important part, like a finger... thats why i don't really like ice.
I don't get the correlation...
#89
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 05:41:03 PM
I, for one, would be interested in helping develop the game.
Someone like myself that is self-taught and hasn't went to school for programming could be a huge asset or just a small helping hand.
I have made tons of small to mid-sized programs in various languages (Batch, Javascript, Java, AutoIt, C, C++, VB, C#, VBS, Bash, Python, PHP).

If you know anything about Notch, he taught himself programming and you see how huge his game(s) got. Sold Minecraft for $2.5bil.

I'm not saying hand the reigns to (somewhat) anonymous forum users, but you could somehow get people in to start fixing small bugs so you can focus on the big stuff. If anything, post a sticky saying to send your resume or something to an email with a specific subject.
#90
Quote from: Tynan on February 28, 2015, 05:14:09 PM
Aha! Nice catch.

IIRC I got this from freesounds.com; I'm afraid I don't know the TV show.
https://www.freesound.org/ I'm sure you meant.