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Messages - zenfur

#76
Bugs / Too fast colonists become invisible and break
August 22, 2015, 08:59:21 PM
At around 12 c/s and higher (I have someone with 25 c/s) pawns become invisible and all particles they generate (via shooting) vanish and have no effect. During that console errors are generated. He can work and operate normally though. I use hardcore modpack, but I don't think it matters in this case.

Some screenshots:
Circumstances:

Effect:

Console:
#77
Sure, I'll test this out and let you know! Thanks.
#78
Hey, cool stuff!

I miss one thing: "Continuous work" mode for nano printers!
#79
Ideas / Re: Choose what type of ship you owned.
August 22, 2015, 04:58:20 PM
Cool, I like this idea. Maybe not the radar ship, it doesn't fit to the rest.
#80
Ideas / Raiders using animals for combat
August 22, 2015, 04:56:32 PM
Now that we can do this... maybe also raiders could do this? Add some raiders or raid types which have dog owners (about 2-3 dogs per person) and use them.
Melee users signal them to attack when raid attack starts and ranged users use them for defense. Animals will rush to avenge their owner if he is killed.
Possibly not every raid should have this aspect. Probably distinct faction could be created and only that faction uses animals for combat.

Also lone strangers passing by could have some animal accompanies :)
#81
Wow, that was quick. Great mod!

Also I have some feedback.

In my opinion current Multiple Grenade Launcher doesn't live up to it's description and my expectations. It's quite underwhelming. Possibly add another weapon working like this one, and here are few ways how you could spice this weapon up:
- make it shoot 3 particles with smaller explosion radius (+ shape) in quick succesion, lower damage a little and slightly increase aiming time, medicore scatter,
- make it shoot 6 particles like above, shot in slow succesion, double aiming time and warmup time, high scatter, lower damage.
- make it shoot a little faster, [add frag grenade (mortar?) shrapnel-like effect]and/or[increase missile speed]

One of these options would make me happ-ier :)
#82
Uh, not that you don't have anything to work on right now.... but I just came in here to say that I love using your mod (haven't upgraded to a12 yet, too many awesome mods I am waiting for update to).

I have three suggestions which would make my life easier:


  • add in the interface options the way to resize colonists icons and names
  • add option to auto-remove dead/missing colonists
  • create shortcut for that "Colonist" button in the bottom left corner so that I don't have to navigate there with mouse. "C" would do, or "Ctrl+C". ">" and "<" from the vanilla are useful, but often I want to cycle through colonists without changing the camera and mouse position (like during difficult raids when I have to order each colonist who to target)
#83
Playing on the hardcore modpack, 2 weeks old base.

#84
Quote from: bobisback on August 22, 2015, 09:42:52 AM
For some reason I cannot place the plasma geothermal power plant? It keeps saying "space already occupied." But if I place the normal one it places fine? Is there something I am missing with it?

Thanks,
Bob

P.S how do you use multch? I still have not figured it out.

I guess it's a bug with geo, I can't place it either (a11, modpack version c.).

Mulch: enrichen soil (ground) to make plants grow faster or after researching hydroponics - they need mulch in recipe.
#85
Ideas / Re: Your Cheapest Ideas
August 22, 2015, 11:31:11 AM
I have another cheap & easy and cool ideas. They are quite large in text, so I'll separate them. I've also boldified key words for TL;DR.


It's not very difficult to simulate day/night lenght basing on day of the month and starting position on the world map you chose. It would be very cool to experience polar nights/days and possibly light level changes differently during the year.

Let's also don't create a problem when time shifts and doesn't fit anymore for what you've set for given hours. So I'd say let's say they "adjust clocks every day" and sunrise is fixed at 4:30. or something near that, and the only things which change are day length and possibly (not neccesarily) light level. I'm sure there are ready formulas to count these matters for our planet basing on coordinates, so it could be easily translated for rimworld.

I think that player should be notified that polar day/night. begin/ends with mail-thingy info and it should be displayed whether on selected place of the world polar events occur.


Also pretty cheap would be adding some more diversified weather, like cloudy. (with some degree) which leads to lower light level and makes vegetation grow slower..


Or hurricane, which:

       
  • devastates random plants, trees (possibly the more likely the more grown it is),
  • strong wind slows movement of everyone outside,
  • damages everything that is damaged the more damaged it is :P (because of weaker construction),
  • has low chance to significantly damage something man-made (and create the weak point of the construction),
  • it starts as a dry hurricane which increases fire agression/expansion threefold,
  • there are lightnings during this event,
  • will randomly destroy wind turbines,
  • wind turbines don't operate during hurricane,
  • will also destroy most of the outside apparel and raw food (suddenly, not gradually via deterioration system) - it is just carried away by the wind; weapons are too heavy,
  • won't damage animals
  • if your pawns stay outside, they may be hurt with things carried by the wind (this can be animated, but doesn't have to)
Hurricane should be quick (shouldn't last more than few hours) and players should be warned about incoming hurricane few hours in advance (you see the clouds) and it should get gradually darker up to 20-30% brightness level the closer the event is.

Right after hurricane comes ordinary rainy thunderstorm to extinguish raging fires.

Hurricane should be a rare event occurring around once per 1.5 year and not sooner than half a year from game start. It's the most likely to occur during summer, very rare during winter.



Also fitting to my suggested theme is meteorology station. which would act as a 3-day early warning system for any extreme weather events, and possibly also can display weather prognosis for tomorrow (either sunny, cloudy, thunderstorm...). Has to be researched.



Some also fitting ideas that aren't very cheap because of the need of adding new animations/mechanics would be earthquakes and tornadoes. Things I suggested above should use already existing mechanics. Correct me if I'm wrong.

What do you think? I wonder whether Tynan reads everything what is posted here :)
#86
Could we reduce slowing factor on A2B components? For something closer to moving through furniture. It's really a pain when your builders freeze for ages to repair some element deep inside
#87
Ideas / Re: Your Cheapest Ideas
August 21, 2015, 02:37:46 PM
Quote from: kahlzun on August 21, 2015, 11:56:51 AM
Quote from: zenfur on August 21, 2015, 08:01:19 AMuld be adding keyboard shortcut to toggle through your colonists, or actually any architect menu tabs.

Pressing < or > cycles through your colonists in order.

Oh, great, thanks! Striking that one out.
#88
Ideas / Re: Your Cheapest Ideas
August 21, 2015, 08:01:19 AM
Quite cheap idea which would increase QoL of this game would be:

* "Remember buildings" brush
* "Forget buildings" brush
* Rebuild order
You could remember the current setting of your constructions (floors, walls, workbenches [possibly including bills], but not zones), overwrite old with new remember orders or manually forget zones.

Rebuild order creates building sites for everything that is possible (placeable). Possibly not all at once but partially and adds new ones as older are finished.

I very miss these as if I want to create a base which doesn't use only squares for its design (which are quite easy to rebuild), reconstructing after every raid is a pain. (I'm playing on extreme :( )

Cheap idea would be also brushes "Forbid" and "Unforbid".

Also cheap and interesting idea would be special raid which can happen when some faction hates you a lot: multiple very small groups of enemies coming in few intervals from all angles around the map.

Another idea is to add ash on the ground when fire burns off which is ugly, slows down and cumulates similar to slow during burning. Can be cleaned by cleaners.

Also not difficult and imho good idea is to add interaction with rain and filth - make rain clear some random filthyness on the ground which aren't under roof. Cleaners should mainly clean bases, not blood on the ground after fending off invaders.

Yet another QoL change could be adding keyboard shortcut to toggle through your colonists, or actually any architect menu tabs.
#89
Ideas / Re: Suggestions wanted: Animals!
August 21, 2015, 07:43:10 AM
Let's add scorpions for desert - slow, but their sting can be deadly (severe poison sickness). Some idea could be that they could lay eggs in the sand which could be collected and later planted to create room full of scorpions for base defense :D.

Also porcupines could be a nice idea for hotter climates. They shoot needles shotgun-style when disturbed.

Yeah some more challenging/disturbing rare animals (predators) or monsters would be a cool idea. Those could be added with a warning that they appear on the map. Like Jimmy mentioned Tremors.
#90
Quote from: notfood on August 21, 2015, 07:06:43 AM
Using Sky High.

It seems that the book reading table in the joy tab generates error log when colonists try to use it.

Question: What's the best way to produce Ash? Corpse burning is waaay too slow.

Answer: buy it from a trader. It's dirt cheap. Also burn shitty apparel, it quickens things. Make 2 crematoria: 1 for burning people and incidential for burning apparel which these corpses had on them.

Great, update! Luckily I was finishing my current run, so I'll try this out soon.

By the way, notice me skyarkhangel senpaiiiiiii (>///<')