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Messages - LittleGreenStone

#106
General Discussion / Re: How's the Animal army going?
December 16, 2015, 02:42:25 PM
My current best handler has 13 handling and 15 melee, equipped with power armor, power armor helmet, a plasteel gladius, a plasteel shield (a mod offering medieval shields) accompanied by ~15 boars.

Enemy came, in a corner I ambushed them.
Only 2 boars died, ~8 was injured (mostly lightly), 20+ raiders killed.
Butchered the dead boars, got myself meat and leather.

Rest of the colonists harvesting and crafting in the meanwhile.

This is the tits, animal army banzai.
#107
You're doing it wrong...

Do yourself a favor and deconstruct it all,
and build a few regular heaters in rooms you want to heat up.

There is little to no reason to use duct pipes to heat up your base. It requires more power, it takes more resources and time to build, and it's not as efficient, even if done perfectly. And yours is a far cry from perfection, I see over a dozen mistakes, pipes disconnected from one another.

It's mostly useful when you want to cool rooms down, diverting the heat coolers generate outside your base, instead of boiling everything in the adjacent rooms.

I'm not kidding, deconstruct it all and build a few regular heaters. It's simple, cheaper, more reliable, more efficient and it'll heat up rooms faster.
#108
Mods / Re: [Request] Single-purpose droids (exclusively)
December 15, 2015, 08:55:39 AM
Quote from: Mithras on December 15, 2015, 06:14:27 AM
Quote from: LittleGreenStone on December 15, 2015, 06:00:50 AM
Quote from: Mithras on December 15, 2015, 03:58:47 AM
I'm currently adjusting MD2Droids mod to work with newest RimWorld version (A12d). Here's a bit more info: https://ludeon.com/forums/index.php?topic=7380.msg184916#msg184916
It will take time (as I don't have much of it), but I'll bring it back to life eventually.

That would be certainly appreciated!
But what do you mean by "bring it back"?
Did mipen say he intends to abandon it?  ???

No, he didn't. :)
I tried messaging mipen, but he didn't answer (I wrote him a message 6 days ago, mipen was active 3 days ago on forums). Also, his repository on GitHub was inactive for 3 months, so I assumed that there's no point in waiting anymore for his actions and I started my own fork based on his work. If he will update his own mod, then I'll probably drop my fork, but as for now that didn't happen.
And by "bring it back" I meant bringing it back to RimWorld, not from the dead. :D

Oh, well...
Good luck with it then! It'd be great to see them droids again.  :)
#109
Mods / Re: [Request] Single-purpose droids (exclusively)
December 15, 2015, 06:00:50 AM
Quote from: Mithras on December 15, 2015, 03:58:47 AM
I'm currently adjusting MD2Droids mod to work with newest RimWorld version (A12d). Here's a bit more info: https://ludeon.com/forums/index.php?topic=7380.msg184916#msg184916
It will take time (as I don't have much of it), but I'll bring it back to life eventually.

That would be certainly appreciated!
But what do you mean by "bring it back"?
Did mipen say he intends to abandon it?  ???
#110
I have a...problem.

"-visitors choose their staying room more intelligently"

I'm not sure if it's intended or not, but visitors are always visiting my barn. It's the closest closed room with heaters. It's often crowded and filthy, I've had visitors going nuts in there.

If it's not a bug, would it be possible for visitors to gather around tables, like colonists do? Or come to a previously designated area, like tamed animals?
#111
Quote from: NemesisN on December 15, 2015, 01:56:05 AM
Quote from: LittleGreenStone on December 15, 2015, 01:17:22 AM
Quote from: NemesisN on December 13, 2015, 02:51:00 PM
there is a few problems with MD2Storage (Deep Storage)

- when you try to store chunks (any chunks) for example Marble Chunk lets say, it stores it the right way stacking it on each other as it should, so you would see when you click on it for example "Marble Chunk x130" meaning there is 130 stacked on top of each other in that storage....but when you load up your game those stacks are gone, instead of x130 Marble chunks that you stored and should have you have 1 Marble chunk only....and you lose all those stacks each time you load up your world

DSU was (AFAIK) never meant to hold chunks or corpses, only "stackable" things, like steel, uranium, potatoes or eggs.

then why are those options not removed ?

especially corpses since you can store them by accident and brake the game because default setting is set to store everything and it is set up as Important priority....and that happened to me once...the error (corpse) had to be removed by doing some code deleting in save script

I'm not sure what mod you're playing with, because by default my DSUs are set to allow nothing. I have to manually enable what I want to store.

#112
Quote from: Masquerine on November 26, 2015, 01:12:03 PM
If Rimworld had babies and children, they'd probably get treated the same way as babies in Dwarf fortress - mostly expendable. A baby gets captured/killed and the mother goes insane? Retain order with a hammering to the head. Some players would set traps using unwanted children as bait. You'd get players churning out babies for cannibal meals and leather chairs. It would be like the DF's mermaid baby farm all over again. As long as you can keep the pawn's mood positive, they'd be sad their children died but the room and meal is quite lovely.

Ethics and morality quickly go out the window when we become overseers. Even more so when players get bored and think of new ways to "have fun".

And that's bad because...?

Murder is murder, yet most games feature the idea of taking the life of another, in one way or another.
And you don't have a problem with that, or what?
In this game I've ordered my pawns to kill hundreds of thousands of enemies, and in poor times, I even butchered and fed a few to my colonists.

As for children? Most likely won't be in vanilla, but then again it's a mod request (I'm a 100% behind).

Children aren't a quick fix on declining population count. It's like keeping squirrels for pets -pretty pointless aside from a little mood boost maybe.
Children would be pretty much the same. Wastes food, wastes the time of colonists, for some mood boost. At least at first.

Raiders slaughtering children, colonists butchering children, kid-skin sofas;
It's a game. Not only it's not real, it's pretty much up to the developer how it will be -it's not reality, it can be played with.
For one, nobody said children should be slaughtered by raiders. Raiders could simply kidnap them.
Also, nobody said children should be allowed to be butchered. It can be disallowed, so even the psychopath cannibals won't be able to do it.
No kid-skin sofas then, see 2nd point.
Even if Tynan himself were to implement something like this, the "backlash" could be minimized.

As for aging... 15 years (the minimum age in vanilla) to have a finally useful colonist is a lot, I agree.
I think that is the number one reason why there isn't such a mod yet, but I think it could be balanced. But even if not...: There is such a thing as "Phoebe Friendly" game mode, and there is such a thing as "Base builder" difficulty. Having a colony survive 20 years isn't hard by default, just time consuming.

But kids aren't incompetent, they could do stuff like hauling, cleaning, plant-cutting or growing, if not as efficiently.
Child labor?  ??? Well damn, I should've said that when my mother asked me to wash the dishes. Missed my opportunity.
Out-of-the-world idea, an underage doing anything productive, right?...
No. It would be their home, it'd be "housework", and it's pretty common all around the world. Anyone who disagrees with that is either a spoiled kid, or is spoiling his/her kid.
If anything, not teaching kids how to do at least basic chores to prepare them for adulthood should be unethical.

Besides, 15 is the number. That's still considered to be underage in many countries, yet such colonists can kill, butcher and eat raiders, without the need of mods; and you all are playing with that kind of game, you sick F***ers...!  ;)
But really, just looking at the backstories; this game is pretty dark. Failed test subjects, sex slaves, actual child laborers just to name a few, it sure isn't an utopia, if anything child labor would be a vanilla-friendly feature.

"Ethics and morality", huh? Well, those things went out the window when the idea of Rimworld was born. Go and pester Tynan how heartless he is, I'm sure he'll be delighted. ::)

Even with the restrictions to make the aging of children more realistic, it can be very, very useful in some time. Aside from giving mood boosts, something kids tend to do.
For one, about 70-80% of any of my "late"-game colonies' daily work consists of cleaning and hauling.
A 6 years old can clean and haul -you do the math.

I've 11 colonist I could feed with human meat -I have more than enough positive mood sources to negate the side effects my colonists eating human flesh.
It would save me plenty of work also, as I have over 50 corpses going to waste outside, and I just finished cleaning up the previous group.

But I don't do that.

Why do you think that is?

In my opinion it's pretty pointless whining about the *possible* unethical side of this idea.
Especially when it comes to a video game.
Especially when it comes to a game such as Rimworld.
Especially under a mod-request thread.  :o
#113
Mods / [Request] Single-purpose droids (exclusively)
December 15, 2015, 01:34:04 AM
There are MD2's droids, still out of date,
Halpo's MAI, which is more like a colonist in a different form, with a lot of extras,
and More Mechanoids.

Unfortunately, none of the three is compatible with the popular mod called Combat Realism,
neither they offer droids only.

Haplo's hauler and cleaner droids would have been sufficient, but again, it comes with a whole lot of other (to me undesirable) things also.

Would anyone consider making a mod that adds but a few craftable single-purpose droids, and those only?
#114
Quote from: NemesisN on December 13, 2015, 02:51:00 PM
there is a few problems with MD2Storage (Deep Storage)

- when you try to store chunks (any chunks) for example Marble Chunk lets say, it stores it the right way stacking it on each other as it should, so you would see when you click on it for example "Marble Chunk x130" meaning there is 130 stacked on top of each other in that storage....but when you load up your game those stacks are gone, instead of x130 Marble chunks that you stored and should have you have 1 Marble chunk only....and you lose all those stacks each time you load up your world

DSU was (AFAIK) never meant to hold chunks or corpses, only "stackable" things, like steel, uranium, potatoes or eggs.
#115
Haplo,
would you consider making the droids (the small ones) available in the form of a stand-alone mod?
#116
Quote from: Fluffy (l2032) on December 10, 2015, 05:51:45 PM
many, many things. An output_log.txt is usually a good thing to attach so that modders can have a better look. You can find it in <rimworld install dir>\RimWorld914Win_Data\output_log.txt - assuming you're on a windows PC.

Next time it crashes (or if you haven't played since it crashed), attach it to a post here and Latta (or someone else) can have a look.

...Because this log only logs the last game.
Eh...
Thanks, I will do that, if I run into this thing again.
#117
Quote from: Latta on September 08, 2015, 07:30:08 PM
It was RedistHeat, but resolved some amount of time ago. 'New' v40 fixed it

I've had the exact same savecrash using RH v42b. Of course, it wasn't the only mod I've been using, but I've saved and loaded games dozens of times, without tinkering with files, that I find it odd to "just happen".

Probably a stupid question, but I haven't really found anything regarding the matter, so;
do you know what could cause such an error?
#118
Help / Re: Def (xml) content explanation?
December 09, 2015, 04:05:31 PM
Quote from: Alistaire on December 09, 2015, 03:23:50 PM
Offspring is defined in the creature's race, afaik.
/Core/ThingDefs/races_****.xml contains <litterSizeCurve>. I don't know how it works but this would be a nice opportunity for decompiling source code.

I am unsure. For all "dogs" (Yorkshire Terrier, 2-3 offspring - Warg, 1-2 - Labrador - 2, Husky - 2-3) the litterSizeCurve is the same:
           <li>(0.5, 0)</li>
          <li>(1, 1)</li>
          <li>(2, 1.7)</li>
          <li>(3, 0.7)</li>
          <li>(3.5, 0)</li>

I have thought of that, but I can't see how the very same numbers would have different results.
#119
Help / Re: Def (xml) content explanation?
December 09, 2015, 03:20:07 PM
Quote from: Jimyoda on December 09, 2015, 03:05:17 PM
I say 'optimum' because the actual yield depends on the butcher's cooking skill.

Well of course, I am aware of that. Still there must be a number cooking skill increases/decreases -baseBodySize it is.

You've answered most of my questions, except one: Exactly what defines offspring count? Or is it hard-coded?

Thank you for your answers, it has been most useful!
#120
Quote from: Louisthebadassrimworlder on December 09, 2015, 03:04:27 PM
Yes, I understand this. I just prefer the husky. I wasn't comparing the two.

According to your previous comment, you did not exactly understand it.
Still, I'm not trying to tell you what to like, only to correct it ("That's 2 years" half a year) for others who might decide which animal to pick based their stats.

Sure you can prefer huskies or hares or whatever.  ;)