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Topics - Quasarrgames

#81
Ideas / NEW STORYTELLER: Cassidy Cause-And-Effect
July 15, 2014, 08:09:26 PM
I've played a lot of rimworld, and i love it so much, but i've always known that something was missing. If i captured a person from an outlander town, they wouldn't organize a rescue party or a get-back-at-you raid like a normal outlander town probably would. If i kill dozens of raiders from the same party, if they're the only hostile faction they'll just come back within a week with even more raiders.

No matter what i do, everything follows the storyteller, and only does stuff when it is permitted. no matter what i do, i have no control over my environment. I don't expect to have all the control, i'm just a tiny colony on a big rimworld after all, but i'd like to actually have an effect on things.

That's why i'm proposing a new stroyteller: Cassidy Cause-And-Efffect

Basically, whatever you do in rimworld increases your chances of having an opposite reaction to your actions. Hunt most of the animals on the map or take away most of their food, and you'll have an increased chance of psychotic animals attack your colony. Do bad things unto a certain faction, and they'll try to do equally bad things unto you. Kill a lot of members of a certain raider band, and they'll take a while to recover, and they'll attack you with even MOAR force. Lots of events would still be random, like the natural disasters and crashed ships, but you could have more control over living things.

PLZ ADD :)

oh and thoughts? i hope my argument makes sense :P
#82
General Discussion / Raiders taking my colonists
July 14, 2014, 08:23:13 PM
I really don't like the fact that raiders now take my colonists away during a battle. I mean, we're supposed to get to know our colonists and eventually treasure them as part of our colony. however, that just makes it all the more heartbreaking when raiders drag their bloodied bodies to randy-knows-where. they've been such a great part of the colony, and now they're gone forever. If their fate was death it would be one thing, but i can only imagine that what the raiders do to them once they are captured is even more horrible. *shivers*

I know, it's what would really happen on a barren rimworld, but it's kind of sad :(

To make it more fair, and so that a game mechanic isn't wasted, maybe raiders could try rescuing their own fallen kin first, or they could wait just a little while before capturing so i actually have a chance to rescue my colonists.

thoughts?
#83
This is just a list of some little "Quirks" i found in the game. I won't call them bugs, because:
A: They don't really need to be fixed
B: They're kind of fun to exploit

So, on to the list:
-INFINITE METAL! Since metal walls costing 4 metal drop slag when they explode, and slag refineries give 7 metal per piece of slag, you could (theoretically) keep exploding walls and refining the slag and getting more metal out of it. Of course it's impractical and takes a lot of colonist-power, and i've never tried it, but i think it could work. I consider it like fusion power, but with metal instead of electricity.

-Colonist who are incapable of violence seem to have no trouble manning a mortar and blowing raiders to smithereens from across the map. "But the explosion makes them splat, not me." XD

Feel free to add more stuff to this list.

Oh and Tynan if you read this, please don't fix these quirks until beta. They may not be intentional, but they're kind of cool to exploit nonetheless. Like kraken drives in KSP.

CHEERS! :)
#84
Stories / RIMWORLD HATES MY STORIES
June 25, 2014, 03:01:31 PM
Every time i make a colony, and i write a story about it, the game messes the colony.

The last story i made there were too many raiders and the colony was turned to ashes (or enough of it that i ragequitted :P).

The story before that, the new colony didnt save and was lost forever.

Heheh :)
#85
Stories / The Story Of A Fall {Part 1: Revelations}
June 25, 2014, 01:32:00 PM
tick. tick. tick.

the repetitive sound in my head hasn't ceased since i woke up in here. The last thing i remember is a band of raiders coming up over the horizon. I fought fiercely, but a bullet ripped through my side. I must have passed out from the pain. Then i woke up in this room. This cold, dark stone room. I check my side. the bullet is gone and the wound has been cauterized, but it hurts like haegke to move. I can just barely make out a table in the corner of the room. Wait, i recognize this room. This is the jail cell.

Oh gods. They know.

The heavy wood door opens in a blinding glare of light form outside. Juli enters.
"I take it you know why you're in here" she says in an ominous tone.
Maybe there's a different reason why i'm locked in here. Maybe there's a misunderstanding. there's a chance...
"No i don't! i'm just a farmer. I-"
She smacks me in the face  with the butt of her gun. Darick, it hurts.
"I DON'T BELIEVE THAT STEATHK!" she yells. "YOU'RE THE REASON WHY WE CRASHED HERE!"
She knows.
"I WAS GOING TO BUILD A BETTER LIFE! WE ALL WERE! BUT YOU RUINED IT! YOU RUINED EVERYTHING! YOU KILLED EVERYONE!"
Hot, angry tears well up on her face. I've never seen Juli like this.
"Juli, i'm sorry." that's all i can think to say.

She stares at me with unparalleled hatred and disgust for many agonizing seconds. Then she finally speaks. She's vented enough that she's not screaming a me anymore, but her tone is still hostile.
"If you're wondering how i know, I was scouting the landing site a few days ago. I found this in your escape pod."
She throws something to me. Even though i can barely see it, i know what it is. It's the deepspace transponder. It's what ships use to keep themselves from ripping apart while at light speed. Without it, a lot of explosions happen.

"Please, Juli, i can explain."
"I don't care about your Darick excuses" she says. "You will pay for this."
She then exits the room and slams the door behind her, leaving me trapped here in this cocoon of guilt and lies.

Only the gods now what will happen to me now.


[More may be coming soon! Hope you like it!]
#86
General Discussion / Overworld
June 24, 2014, 10:08:10 PM
Loaded up changelog, saw this:

June 23
Started basic overworld generation (Alpha 6).
Created ship graphics.
Bugfixes.

Overworld generation...

now what is that? Is there going to be an underworld? Is there going to be another world that is over the current one? Is it too early to be asking since it's all the way off in alpha 6? (in which case sorry i'll stop asking about it)
#87
Stories / The Chronicles of Fall [Part 1]
June 22, 2014, 03:41:54 PM
It begins

The escape pod slams down hard into the dirt, knocking me about its cramped quarters. Well, at least we stopped. I glare through the tiny porthole at the world outside, but instead the door jettisons from the escape pod and the light of day blinds me with its intensity. I step out onto the soil, and my eyes adjust to the blinding light. For the first time, i get a good glimpse of where i landed. A large mountain towers over me, its peak encircled by clouds. stretched out before me is a valley of sand and soil, with various shrubs, trees, and crumbling ruins dotting is expanse.

Just then i hear a faint boom, like that of a supersonic plane. I look up and see two more escape pods flaring through the shy, ablaze with the heat of re-entry. I watch them slam into the ground not too far from me. I rush over to them. their hatches jettison too and they step out into the open. One is a female oaf with medieval clothing, and another is a farmer with a bad burn on his hand. I appear to be the oldest of the two.

We cautiously introduce ourselves. We don't completely each other, so for now we will call each other by our nicknames. The farmer insists that we call him "Strapping". He doesn't seem all that strapping, but i'll go along with it. he doesn't talk much, that one. The oaf is called "Shrike". She seems a little bored for some reason. My name is Lada ward, but everyone calls me "Ward".

So that's us. Stranded on an alien world with nothing but our wits and our escape pods.

Let's jut hope we can survive.
#88
General Discussion / fertilizer pump
June 22, 2014, 02:49:55 PM
Is the fertilizer pump still broken? i put it on some soil for a week, hoping it would turn into very good soil, but nothing happened. Does it only turn sand into soil?

THANKS!
#89
Help / A few random things that need help
June 20, 2014, 04:33:09 PM
Hello. I've been posting a lot here, and im sorry, but this community is the absolute best to get mod help from. :)

Just a few things I need clearing up:
how to change the damage a bomb does?
how do nutrient dispensers work? i copied i and mad a french fry dispenser, but people won't use it
  <ThingDef ParentName="BuildingBase">
    <defName>FrenchFryDispenser</defName>
    <eType>BuildingComplex</eType>
    <label>French Fry Dispenser</label>
    <thingClass> Building_NutrientPasteDispenser</thingClass>
    <texturePath>Things/Building/Production/NutrientDispenser</texturePath>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <maxHealth>350</maxHealth>
    <flammability>1.0</flammability>
    <description>Synthesizes French Fries from organic feedstocks.</description>
    <building>
      <wantsHopperAdjacent>true</wantsHopperAdjacent>
      <foodCostPerDispense>10</foodCostPerDispense>
      <soundDispense>DispensePaste</soundDispense>
    </building>
    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <basePowerConsumption>200</basePowerConsumption>
      </li>
    </comps>
    <size>(3,4)</size>
    <workToBuild>600</workToBuild>
    <costList>
      <li>
        <thingDef>Metal</thingDef>
        <count>90</count>
      </li>
    </costList>
    <overdraw>true</overdraw>
    <interactionSquareOffset>(0,0,3)</interactionSquareOffset>
    <hasInteractionSquare>true</hasInteractionSquare>
    <killedLeavings>
      <li>
        <thingDef>DebrisSlag</thingDef>
        <count>6</count>
      </li>
    </killedLeavings>
    <filthLeavings>
      <li>
        <thingDef>SlagRubble</thingDef>
        <count>3</count>
      </li>
    </filthLeavings>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <surfaceNeeded>Heavy</surfaceNeeded>
    <designationCategory>Production</designationCategory>
    <staticSunShadowHeight>0.75</staticSunShadowHeight>
  </ThingDef>


that is all for now. If anyone can help, it would be VERY MUCH appreciated. :DDDDDDDD
(as you can tell i am a complete amateur at modding)
#90
This is a little fun mini game i like to play in Rimworld that i thought would be fun to share.

This is how you play:
1. go into the options menu and turn on development mode
2. start a new game, and turn on god mode
3. Build the perfect colony (or just some really impenetrable defenses)
4. spawn 7 more colonists to bring your total up to 10, and give them all the best weapons
5. spawn as many raiders as your computer can handle
6. try to survive as long as possible. when the first wave goes down, immediately spawn the second one!

GLHF :)
#91
What do you hope that the game will be like when it is finally released? I hope for:
MASSIVE MAPS, like 1000x1000 or 2000x2000 or something like that
fleshed out colony relations where you can go to other towns and trade and use diplomacy or demonstrations of force to gain respect
LOTS of new weapons, buildings, research, and a real tech tree that looks the part too
lots of new events like sinkholes, crashed ships, diseases, etc.
lots of endgames: take over the region by killing all your enemies, make a ship and get off the planet, send out a long range transmissions and get rescued, and others
some other cool things like cloning, creating robot armies, vehicles, and sabotaging trade ships

What else?
#92
Help / Does anyone understand this?
June 19, 2014, 11:35:06 PM
Exception ticking Bullet_Accupistol2399543: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.StoryWatcher_Damage.Notify_DamageTaken (Verse.Thing damagee, DamageInfo dinfo) [0x00000] in <filename unknown>:0
  at Verse.Thing.TakeDamage (DamageInfo dinfo) [0x00000] in <filename unknown>:0
  at Bullet.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at Projectile.ImpactSomething () [0x00000] in <filename unknown>:0
  at Projectile.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.SingleTick () [0x00000] in <filename unknown>:0

Whenever i tried to fire my mod gun with an accuracy of 999 (it was meant to never miss) this message would appear and the gun wouldn't fire. The only thing i understand is "accupistol". It's the name of the gun.

Can you help me fix... whatever this is?
#93
Mods / [PLEEEZ HAALP!] how to update mods!
June 18, 2014, 11:06:44 AM
I have problem. i made a mod for alpha 3 and it breaks my alpha 4 game if i activate it. i used the output log to find some of the bugs, but i haven't yet figured out how to fix them all though.

in my mod i had made some guns in thingdef. i had also toyed around with the pawnkinddef and made a lot of errors, which i later found out in alpha 4, so i just deleted the pawnkinddef from my mod. I hope it didnt come back to haunt me...

anyways, when i turn on rimworld and activate my mod, i get these errors:
XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.
Could not find a type named UI.ITab_Storage
Could not load UnityEngine.Texture2D at Things/Building/Hopper in any active mod or in default resources.
MatFrom with null sourceTex
ArgumentNullException: Argument cannot be null.

All i understood in there was the thing about the bulletimpactsound in thingdef, but i couldn't find it anywhere in my thingdef when i looked for it.

do you understand any of this? could you help me? please? :)
#94
Ideas / balances for next version (alpha 5)
June 17, 2014, 08:28:57 PM
this is just stuff that should be implemented soon, but is not in the top priority.

On to the stuff:

1. Since turrets will have to be manned, they should be a lot more powerful, or the game should still have unmanned turrets that require a little research
2. Neutral wanderers should be reintroduced. I know this has been stated before, but seriously; many colonists is better than just a few
3. royal beds should give happiness bonuses
4. mechanoids should drop their weapons when they die- it's a better reward than 4 ore blocks worth of metal
5. cooking should take less time to do, so i don't have to have a colonist who spends his whole waking life cooking for everyone else
6. there should be a way to rip up tiles and get the resources back from them

feel free to add stuff to this list
#95
Mods / HALP! I think my mod broke rimworld...
June 06, 2014, 05:05:31 PM
I downloaded alpha 4e, and transferred by alpha 3f WIP mod into alpha 4e. I thought it would be fine.

However upon activating it in the mods menu and going back to the normal menu, well... it just wasn't there. i got the background picture of rimworld, but nothing else.

So i restarted the game, and it was even worse. it was just a black screen.

so i took my mod out of the mods folder and restarted it. It worked fine!

Does anyone know what's going on? how can i fix this without completely redoing my mod?
#96
Mods / [Request] Starship architect 2.0
June 02, 2014, 07:46:00 PM
Remember that buggy Rimworld prototype where you built a starship, travelled through space, and fought enemy ships? How would you feel if that was made into a total conversion mod for rimworld? Most stuff would be the same, but instead of ground, you would just have empty space to build in, and your base could move around and stuff. You could harvest asteroids, battle pirate ships, and trade or raid stations and merchant ships.

I really want this to be a rality, and i will help in any way that i can. Unfortunately all i can really do is texture and create new items, which is why i would like help with this. if anyone can help me make this mod a reality, please tell me.

CHEERS!  :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
#97
Help / How to make new raider class?
June 01, 2014, 11:22:38 AM
Hello. I am trying to make a new raider class called the Rogue Archaeologist. i modified PawnKinds_Raiders and added in the new raider, but it's not in the game, i can find it in the debug menu, but i cant spawn it. Do i need to do something else?

THANKS!
#98
That's the question! My go-to answer would be blue, but that's only if it has an earth-like atmosphere. Perhaps it is slightly red like mars' atmosphere, or maybe it has a different composition or thickness then earth's atmosphere, so it is in a different place on the spectrum. What do you think?
#99
Look ma! I'm modding a computer game!

This is a little mod i'm making. It will basically be a collection of little things that i think would be cool things to have in the game. I know NOTHING about modding, so it will only be editing text files. No .NET stuff. Still, i think this could grow into something pretty cool.

A list of stuff the mod will probably eventually contain. Green is stuff that is  done and tested, Yellow is stuff i'm still working on, and Red is stuff i haven't done yet.

MOAR GUNS! Mostly really OP guns that occur very rarely later on. Like guns that can hit someone from across the map, guns that NEVER miss, or guns that can down two muffalos in one shot. Also, FLAMETHROWERS!
MELEE WEAPONS! Basically overpowered guns with very small hit radiuses.
NEW BADDIES! The rogue archaeologist, who found a really powerful transcendent artefact, started calling it his "precious", and then went on a killing spree, Meleeists who are basically ninjas, and SUICIDE BOMBERS!
NEW TURRETS! from super armored ones to flamethrowing ones to rocket ones Aperture science ones!
NEW FOODMAKERS! A fast food machine that works like a nutrient dispenser but doesn't give the massive happiness buff, and a soilent green dispenser... nuff said.

Please tell me if you are interested in this mod, or if you can give me some pointers. It would really help me. I really hope this thing gets to where i want it to go.
#100
General Discussion / [CHALLENGE] 1 month to live!
May 27, 2014, 04:39:17 PM
So here's the gist: Exactly 1 month after starting a colony, unmentionably bad things will happen to your colony. Your goal is to make your colony as prosperous as possible before that happens. You will be scored based on your amount of crew, silver, food, metal, and difficulty.

RULES:

You have until the end of the 1st hour of the 31st day to complete the challenge. After that, do whatever you want with your colony, but the challenge is OVER.

You will be scored based on what you have at the end of day 30, not everything you gained and lost.

you may use any mods you like, but please list them along with the PROOF!

you must have PROOF! By that i mean a video or an endgame shot of your colony. if you didn't know, you can press f11 to take a screenshot.

You can reload saves AS MUCH AS YOU LIEK! After trying this challenge on randy random and having unfair amounts of raiders who deserve TO DIE IN A HOLE, i realized that this was needed for UBER CLARIFICATION!

You will be scored as follows:

1 point for every piece of silver, food, and metal in your stockpiles
PLUS 400 points for every colonist you acquire
AND IT'S ALL MULTIPLIED BY your storyteller. Cassandra classic or Randy random is 1x, Phoebe friendly or chill Callie classic is 0.5x, and tough Cleo classic is 2x.

GOOD LUCK!