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Messages - filippe999

#16
Mods / Crafting Processor
June 19, 2016, 09:40:24 AM
Deriving the idea directly from the offworld manufacturing plant from MD2.

Simply it's a building that uses resources available to trade beacons(the machine hauls them for itself) and executes a single crafting recipe, using the same rules in the bills menu(do x times, do until you have x, do forever) and deposits the final product in front of itself for the colonists to haul.

The crafting processors would be able to do any recipe, after a colonist configures the machine, it could have different attachable upgrades like co-processor, do 1+cpn operations at once(cpn = number of coprocessors attached to it), etc.

It could have different tiers which crafts at different speeds, for example the first processor takes the same amount of seconds as in workAmount to finish, the second workAmount/2, the third workAmount/4, and the ultimate one is 1s for any recipe but consumes a hefty 4KW of power :P.

After playing around with the Offworld manufacturing plant and noticing how it completely ignores skill requirements, I realized how useful a dedicated machine that crafts can be when all colonists have other things to worry about.
#17
Mods / Re: Skill lock mod for A12
June 18, 2016, 11:05:52 AM
No, but if it might be interesting to try my hands at coding again.
Do you know a tutorial or reference guide?
#18
Outdated / Re: (A12D) cybernetic storm
June 13, 2016, 12:32:51 PM
The compatibility patch adress the surgery options? I have the organs but not the option to implant them on the health tab
#19
Mods / Re: Skill lock mod for A12
June 09, 2016, 08:21:48 PM
Quote from: joaonunes on June 09, 2016, 02:55:59 PM
Quote from: filippe999 on June 09, 2016, 07:18:29 AM
The problem is not minimum skill but max, you see i don't want m colonists training for something when they are already maxed in that stat, it's a waste of time.

remove the work checkbox relative to that skill or lower the priority so he wont be doing it as often...

I still want the worker to do the specified role, i just don't want him to use the training rack.
Lowering priority didn't give any effects.
#20
Mods / Re: Skill lock mod for A12
June 09, 2016, 07:18:29 AM
The problem is not minimum skill but max, you see i don't want m colonists training for something when they are already maxed in that stat, it's a waste of time.
#21
Mods / Skill lock mod for A12
June 08, 2016, 10:44:08 PM
Hello fellow rimworlders!

So lately i've came back to this awesome game on my heavily modded instance of A12, i'm aware there is a new version out there, but considering how long and how annoying it is to setup mods in rimworld, i'm sticking with my current selection.
So, thanks to Training Racks 1.0 I can train my MAI's in the art of crafting, but when a MAI reaches level 20 in crafting it will still train crafting as such.
Do you know of any mods working for A12 that restrict a high-skilled colonist from using a workshop? Like assigning a skill range to be able to use said workbench.
#22
Any chances to update the skill lock mod?
#23
Outdated / Re: [A12] Heavy defences 0.57 (10/02/2016)
February 16, 2016, 02:15:48 PM
Kudos

Might i suggest an EMP Artillery and Stun variants? Lately i've been wanting to make peace with my neighbours but i'll never make any progress if i can't send anyone alive back :P.
A stun minigun would be a great start.
#24
Releases / Re: [A12d] Brunayla's Security Co (9/10/15)
February 13, 2016, 11:18:11 AM
Ah finall found your mods again! I forgot where you made neurotrainers
#25
Outdated / Re: [A12] Containers For Stuff (v1.1.1)
February 12, 2016, 06:03:30 PM
Can the colonists move through the containers?
#26
Thank god, great work
#27
Outdated / Re: [A12d] Grenade Mortars 0.87
February 12, 2016, 08:08:42 AM
So i had 4 heavy grenade launcher in my base the whole 3x3 behemoths of mass-grenading, and a horde of 60 tribesmen advanced upon me, after thf first salvo 40 were dead and the rest where fleeing.

Love the mod
#28
Mods / Re: [Mod Request]Geometric planner tool
February 07, 2016, 10:12:45 AM
Quote from: Z0MBIE2 on February 06, 2016, 02:54:50 PM
You could easily draw these shapes yourself using the plan tool though? I assume you mean the shape when you click and drag.

Yes i meant click and dag to adjust the size of the shape.

Quote from: Fluffy (l2032) on February 06, 2016, 05:04:47 PM
I can see circles being potentially useful, but all the xxx-agons? Where would you use them?

(except for the pentagon ofcourse, that is obviously the prisoner sacrifice room)

Well... i would really like to try making an exact hexagon building for a base
#29
Bugs / Long loading times with mods (some machines)
February 06, 2016, 02:38:45 PM
Hello Everyone

Again I'm opening to talk about this that has plagued my experience in Rimworld for long.
In Alpha11D the issue appeared fixed, 50+ mods, normal loading times, both to load the game, the mod list and a colony.
Now I downloaded and installed Alpha12D to relive the good old days of Rimworld, so as always I went here to harvest A12 mods, it yielded about 40 mods or more, the time to start the game was the same as it was back in A9, maybe not so bad, now i'm waiting 10m+ instead of 35m+ but it's still annoying to troubleshoot the compatibility while waiting 10m everytime you enable a mod setup.

Since now thanks, Filippe999
#30
Mods / [Mod Request]Geometric planner tool
February 06, 2016, 02:29:36 PM
The name is self-explanatory, but here we go:

Simply a specialized plan tool that allows you to mark circles, triangles, pentagons, we already have squares :P, hexagons, heptagons and octagons on the map so you could more easily draw these shapes for building or mining inside mountains, instead of relying on guesswork or some external tool.

Since now thanks, Filippe999.