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Messages - Granitecosmos

#121
Quote from: Der Failer on March 26, 2017, 06:06:17 PM
Also will you uploade your mods to Steam?

Considering how bad or outright nonsensical the way the Steam Workshop handles mods, especially for games in active development, I doubt this will happen in the near future.

Quote from: Ruisuki on March 28, 2017, 07:21:44 AM
Is it possible to add the ability to rename equipment racks to better equipment racks?

Why? It simply modifies the existing equipment racks. There's no need for a rename.
#122
Quote from: Granitecosmos on March 21, 2017, 04:56:27 PM
Randy Random Rough is what I prefer. Classic Randy douchebaggery without bullcrap lategame raids.

However.

  • I don't use killboxes.
  • I don't build mountain bases.
  • I actually prefer flatlands instead of hills/mountains.
  • I've built my most recent turret, like, I don't know, half a year ago? I don't even bother with Turret Research anymore.
  • I play as tribe at least 90% of the time.
  • I actually made a custom scenario for myself that I've been using for months now. It starts me off with just one guy, tribal colony, with just a Tribalwear and one Steel Spear. No additional items. No additional resources or food. Git gud or git ded.
  • I prefer Boreal Forests with -25°C or less average winter temperature. I start in Fall and can't grow crops until the next summer.
  • Savescumming is for the weak. In my colonies, glory and death walk hand in hand.
  • No humanoid butchering unless starvation hits. Human leather is too profitable. I'll be drowning in silver anyway but I prefer harder methods.
  • No organ harvesting for profit, for the same reason mentioned one line above.
  • No reroll on colonists. Even if it's a one-man start with a pacifist demented sheriff. Surviving with a guy like that is what makes one a better player.
The only reason I don't play on higher difficulties anymore is because raid scaling gets ridiculously out of hand lategame. I prefer events that actually can be solved over a stat check of "Have you built a killbox/are you using an exploit? If not, you're dead." because I fail to see the fun in the latter.

Trust me, it's fun. The latest game I got a 89 years old granny with cataracts and three scars as my starter colonist. She caught the plague 6 days after start, wanderer offered to join when she was at ~65% infection and already unconscious. She died but the colony is one years old now and has 6 colonists. Just accepted the 6th, of course it's a Sheriff.  ::)  Total of two casulaties so far, I hope it increases, I like the drama. Still no electricity, my guys are doing "real" work instead of shuffling papers.  ;)  Got a pile of 1000 dogfood pemmican as emergency food, only have to cycle it every 3 years thanks to -26℃ average winter temperature. I hunt for food but have a small stockpile of rice for the coldest days when no game is around. I sell leather clothing as result. 1000 silver stockpile right now, industry still in early stages as I had to wait half a year for a pawn with passion for crafting. The starting skill of 3 didn't help either.

Once I get some good pawns I'll exile the subhuman trash less efficient ones and set up a penal mining colony nearby. Closest mountain is over 10 tiles away, though.
#123
Mods / Re: mod idea scp
March 29, 2017, 10:39:48 AM
One of them was already implemented. It's actually quite common too, but right now is stuck to pawns because of coding issues. Guess which one it is.

I've heard Sheriffs carry more than one of them.
#124
Unfinished / Re: [A16][WIP] Backstories
March 29, 2017, 09:23:07 AM
Quote from: AngleWyrm on March 29, 2017, 08:22:35 AM

Animal Handlers

After spending some time enjoying leonlim007's Minions mod, I developed a need for animal handlers and trainers. So many little yellow mouths to feed.

So here then is a collection of five animal handler backstories; two childhood and three adult.

Click the attached *.html to read about them.

This is what you shouldn't post in a thread in the Unfinished Mods section. Most people don't come here for content, that's what the Released Mods section is for. If you want to share the xml go to the appropriate thread and post it there. If you leave it here you won't find many people downloading it, especially considering your first post still doesn't properly describe your goal.

Finally, you added the info to the first post. Should've started with that, to be honest.
#125
Ideas / Re: Your Cheapest Ideas
March 29, 2017, 09:11:10 AM
Quote from: b0rsuk on March 27, 2017, 02:33:04 AM
In other words a body part should heal a percentage of max HP in a unit of time.

So a 1/10 nose would heal slower than a 6/40 torso? No thanks. Let the healing be influenced by the body part health multiplier of the creature instead. It does what you want, but better.
#126
General Discussion / Re: oh my GOSH
March 29, 2017, 08:16:21 AM
Welcome to RimWorld. Feel free to shoot that downed Raider with trash skills. Just don't forget to take a few organs first and make a nice cowboy hat of their skins!

The story is what you make it to be; let it be a comical spiral of doom involving Coke addicts and a plantation, an organ harvesting platform for psychopaths or the tragic struggle of a farmer community. Choose between good and evil (or in most cases evil and lesser evil) and be the undeniable overlord of a small colony. Will you get poor Johnny a new leg after he lost it in the previous raid or just apply a pillow to his head so he doesn't drag the others down? The choice is yours!

There are also tons of mods to fit your needs. Feel free to play with or without them. Noone will judge you for what you do with your game.
#127
General Discussion / Re: RimWorld Lore Discussion!
March 29, 2017, 07:59:44 AM
Quote from: SpaceDorf on March 29, 2017, 05:43:59 AM
Because the still have their Glitterworld XY-ID Chip ?

Spending years on the Rim World can easily change people, usually the wrong way. ID chips can be stolen and hacked. Nothing is failsafe on a Rim World. We got old Glitter tech that coexists with tribals, don't forget that.

It's simply not worth it from the trader's perspective. Besides, every extra passenger would need another Cryptosleep Pod, unless they want to spend the next decade or so in the cargo bay along with supplies that probably won't last more than half a year. And then they'd have to pay for the damage too... Nope. Not gonna happen.
#128
General Discussion / Re: This game makes you evil
March 29, 2017, 07:49:19 AM
You can choose not to be evil. It usually adds extra difficulty but the option is there. When I get undesirable colonists or some of my guys become undesirable due to a better alternative I just send them to my mining penal colony.

Most of the time I don't even accept people with annoying traits or incapabilities. I'm not even recruiting prisoners anymore, hell I don't even imprison raiders anymore (organ harvesting too profitable). I don't butcher humanlikes either (human leather too profitable). Randy makes sure I get a few poor sods crashing once in a while, sometimes I get a few visitors downed by wildlife or temperature mismatch; those can also offer to join. I tend to keep my individual colonies rather small nowadays.

The trash gets to hit rocks in the mining camp, they form a small community and usually get by. A few beserk breaks here and there helps keeping the population in line. They stay until they expire or until they actually form a stable colony themselves. The camp helps them concentrate on their work.
#129
Quote from: Dragoon on March 29, 2017, 06:16:57 AM
What about the debuff for a recently lost limb. And I was referring to the fact that people are lamenting the loss of their limb. Getting a good prosthetic is great and should be a buff, but when it's just upgraded into something when you fully have it there should provide a temp debuff. Like "I can't believe they took my arm off just to "upgrade" me"

But we already have that, it's called "prosthophobe". RimWorld is a dark and violent place. The thoughts of having your organic limb replaced by an artificial one is suppressed by the newfound confidence that now you're better than the regular humans, giving you more chances for survial. Besides, we don't really know how bionics work or even what exactly they are. If you hit a pawn's bionic arm they feel pain. So the difference between an organic and a bionic part in terms of regular "feels" might not be as great as you think. Even prosthophobes are only complaining because it's in violation of their own moral code, not because they feel artificial.

I'd be fine with a 3 days debuff of -5 mood but that's it. Nothing else is really required, it's already balanced by costs and surgery risks.

Even the idea of phantom pain is rather bad but considering other, kinda random buffs/debuffs it makes some sense in this borderline broken mood system.
"In a little pain" -5 mood, Right Arm (Scratch Scar, 26/30) +5% pain; because it's not enough that they get permanently lowered part health and the Disfigured social debuff, no; they should also constantly be in pain so they get a permanent mood debuff too, as well as going down in combat even easier due to the extra pain. Totally balanced.

Hey, at least Luci can fix scars now, right?  ::)
#130
Help / Re: Me again..help needed.
March 29, 2017, 06:04:32 AM
Quote from: Compo on March 28, 2017, 09:43:18 AM
After this great help, in the end i decided to go ahead and make my own workbench. It all works great.
But ive only just bloody figured out, all my stuff (guns) can still be made at the machining table, as well as me bench lol!

Round two. Fight!

In order to fix the problem we have to trace back to the part of the code that contains reference to TableMachining. Clues are everywhere, you just have to follow them.

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>A1000P</defName>
    <label>A1000</label>
    <description>The A1000.A very powerful weapon, when equiped with certain accesories.</description>
    <graphicData>
    <texPath>Things/A1000P</texPath>
    <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
<soundInteract>InteractRifle</soundInteract>
<statBases>
      <MarketValue>500</MarketValue>
  <WorkToMake>30000</WorkToMake>
      <Mass>3.5</Mass>
      <AccuracyTouch>0.30</AccuracyTouch>
      <AccuracyShort>0.60</AccuracyShort>
      <AccuracyMedium>0.60</AccuracyMedium>
      <AccuracyLong>0.60</AccuracyLong>
      <RangedWeapon_Cooldown>1.40</RangedWeapon_Cooldown>
    </statBases>
<recipeMaker>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>5</minLevel>
</li>
</skillRequirements>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>A1000_WorkBench</li>
<!-- This tells the game what worktable the recipe is for. -->
</recipeUsers>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
<!-- This unfinishedThingDef will spawn an unfinished item until you
complete crafting. Exactly like for guns! -->
</recipeMaker>
<costList>
      <Steel>100</Steel>
      <Component>10</Component>
    </costList>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_A1000P</projectileDef>
        <warmupTime>1.1</warmupTime>
        <range>44</range>
        <burstShotCount>4</burstShotCount>
    <ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<soundCast>ShotSurvivalRifle</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>10</muzzleFlashScale>
      </li>
    </verbs>
<weaponTags>
      <li>Gun</li>
      </weaponTags>
  </ThingDef>


No sign of TableMachining but the code inherits from BaseHumanMakeableGun. So let's find that one, it's in Core\Defs\ThingDefs_Misc\Weapons_Guns.xml:

  <ThingDef Name="BaseHumanMakeableGun" ParentName="BaseMakeableGun" Abstract="True">
    <weaponTags>
      <li>Gun</li>
    </weaponTags>
  </ThingDef>


Still no sign of TableMachining but this one inherits from BaseMakeableGun. That one is in the same file:

  <ThingDef Name="BaseMakeableGun" ParentName="BaseGun" Abstract="True">
    <recipeMaker>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <recipeUsers>
        <li>TableMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
    </recipeMaker>
  </ThingDef>


We got the TableMachining reference here. Now, we can't just change this because every craftable vanilla gun inherits from this. So we make our own abstract instead and, while we're on it, we'll merge BaseHumanMakeableGun and BaseMakeableGun functionalities for our new abstract.

So let's merge the code and remove TableMachining and we get this:

<ThingDef Name="A1000Abstract" ParentName="BaseGun" Abstract="True">
<recipeMaker>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
</recipeMaker>
<weaponTags>
<li>Gun</li>
</weaponTags>
</ThingDef>


Now that we're done with the easy and fun part, you'll have to continue with the long and tedious one. You'll have to change every line of ParentName="BaseHumanMakeableGun" to ParentName="A1000Abstract" in every xml you have weapon codes in your mod. Considering the number of files this will probably feel somewhere between annoying and rage-inducing.

Flawless victory!
#131
Outdated / Re: [A16] MiniMap
March 29, 2017, 05:26:16 AM
Quote from: maurojunior2011 on March 28, 2017, 11:18:38 PM
This MOD is ready, is there any way to change it to FINISHED?

You can edit your first post. That lets you change the thread name.
#132
General Discussion / Re: RimWorld Lore Discussion!
March 29, 2017, 05:05:56 AM
Quote from: b0rsuk on March 29, 2017, 03:52:22 AM
Quote from: OFWG on March 28, 2017, 05:25:40 PM
The reason why the trader's not good enough for a win condition:

Quote from: b0rsuk on March 28, 2017, 02:59:11 PM
they buy slaves

:D

Seriously, I wouldn't trust my safety and freedom to a ship under someone else's control (in a cryptosleep thing you'd be especially vulnerable).

Stupid argument, because only one kind of ship does, and all ships can transport humans.

These trader ships travel for several decades just to reach another solar system. Some traders' chronological age might be over a thousand. They've seen many things. Your average Rim World human is a savage caveman in comparison, would you gladly share your living quarters with savage cavemen just because they told you they're different? Even if they paid you, what's the guarantee that these savages won't just kill you and take over?
#133
Quote from: jimthenoob on March 28, 2017, 01:19:13 PM
I don't know if it matters but your unfinished thing def for your MakeNanoStructure recipe is point to a standard component def, not the unfinished component def, so I think that might be turning the unfinished object into a component and messing it up maybe?

    <unfinishedThingDef>Component</unfinishedThingDef>

That's gonna point to the existing def "Component" which isn't an unfinished object, don't know if that will cause issues but its worth a look. It might be turning your work in progress into a finished component instead of an unfinished object which the system cant transpose the work for the recipe onto? just a hunch. I know about as much as you do :P

Nice one, I completely skipped that one, thinking it's probably just a copypaste from another recipeDef. Thanks for solving this one.
#134
Mods / Re: [Mod Request] Without Warning
March 28, 2017, 07:41:54 PM
Quote from: Fellbourne on March 28, 2017, 03:37:51 PM
First @Granitecosmos I do want to apologize...
...but do note some snarkiness was intended  ;)
No hard feelings. I'm not one of those guys who can't handle the internet.  ;)

Quote from: Fellbourne on March 28, 2017, 03:37:51 PM
Wildlife Tab being my favorite and hardest to turn off among that list.
I really hope it will make it into the core game, sooner than later.

Have fun with Greep's mod!
#135
Help / Re: Hi, help needed with apparel problem.
March 28, 2017, 07:00:51 AM
Quote from: Compo on March 28, 2017, 06:50:39 AM
Is this possible with xml, or am i stretching it too far?

I'm 99,99% sure this is not possible with xml.