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Messages - Produno

#16
Bugs / Re: Geothermal Vent Bug?
November 17, 2013, 07:55:01 PM
Cant you just have

Power needed
Power produced

Then let the end user do the math.
#17
Off-Topic / Re: Random Factoid Thread
November 15, 2013, 10:24:35 AM
Light travels at  299,792,458 mtrs/s
#18
Quote from: ShadowDragon8685 on November 15, 2013, 10:05:28 AM
A relatively small number of these idiots were from the spaceship in the first place, and probably none of them were the actual spacers who flew it. They were passengers in cryo.

lol, theirs always someone  ::)
#19
Quote from: Snarky_Muffalo on November 15, 2013, 09:30:35 AM
Otherwise they wander around and get themselves killed.

Yeah its no wonder these idiots spaceship blew up!!
#20
Off-Topic / Re: Random Factoid Thread
November 15, 2013, 09:57:44 AM
One of the only things powerful enough to actually bend space and time is a black hole. Although if you go near one it will disintegrate you into thousands of atoms.
#21
Off-Topic / Re: Super Bifurcating Toaster Boy
November 15, 2013, 07:40:53 AM
Quote from: Produno on November 13, 2013, 12:14:36 AM
My ears!!!!  :') Are filled with the sweet sound of awesome.

Haha, good one!
#22
Off-Topic / Re: Random Factoid Thread
November 15, 2013, 07:40:09 AM
You can only go back in time if you can somehow go faster than the speed of light. But even then you would need to bend space and time.


Also, time is only relevant to ourselves. If you asked someone to travel into space for 5 years then come back to earth, for them it would take 10 years. For us it would be considerably different. :)
#23
Ideas / Re: Mod Forum
November 13, 2013, 07:50:17 PM
Quote from: Rhodes on November 13, 2013, 06:09:24 PM
I'm pro-learning though, so I will tell you that I use .Net Reflector to decompile the dll (with the Reflexil add-in).  If you know anything about coding, it should only take you 5-10 minutes to understand how to break stuff. :P  Or make it better!

Cheers man. Thats all i needed to know :).
#24
Mods / Re: Modding Info Database
November 13, 2013, 06:05:28 PM
It looks like the Cacti should have focus priority :). Half of its missing at the bottom of the picture.
#25
Ideas / Re: Mod Forum
November 13, 2013, 06:03:03 PM
Quote from: Rhodes on November 13, 2013, 05:54:53 PM
Thank you Tynan!  I will make good use of it.

As for guides in modding; for most users it's a bit much until XML modding is supported.  My current method involves disassembling files and modifying the values via assembly before recompiling.  It's not elegant, but it works.

I'm not even sure my method is entirely legal (though we have Tynans approval).  So if he issues a cease and desist I'll be forced to remove my work. :P

I too am not sure if de-compiling commercial game code is legal or not. Maybe Tynan can shed some light on this. I guess only if you share the assets it can become a problem. Although as long as Tynan is fine with it then it should be ok.

Btw, what method did you use to decompile the files? :)
#26
Ideas / Re: Mod Forum
November 13, 2013, 05:48:27 PM
Quote from: Nocebo on November 13, 2013, 05:43:29 PM
Quote from: Galileus on November 13, 2013, 07:18:58 AM
Started that already... ;)

Not that I don't appreciate the effort but: Thread /= Sub Forum
A sub forum would contain other threads, of people asking for modding help, or to share modding ideas and guides on how they already created a mod. Since Tynan already stated he would like to know this himself since there are no modding hooks yet. This can't possible all be done inside 1 thread, it will need a Sub Forum.

Agreed, but its probably not something needed right now. Though it would probably be good to consider adding in the future sub forums for: Modding help. Completed Mods / OSP packs. W.I.P Mods (development).
#27
I think not limiting by capping the amount of colonists, or most things for that matter in this type of game is very important. I don't like to feel restricted or like im being forced not to do something. So I think these types of research/discussions are import for Rimworld. But that being said I think their are ways to help limit this without actualy capping the population.
Once theirs much more stuff in the game people will probably be happier with less colonists but we could also aid that with other mechanics.

A couple of ideas I had...

Space - can we try and limit space with out it being a limitation? That probably don't make sense but hear me out. To have a huge amount of colonists we need a lot of space, space for bedrooms, farms, recreational facilities and other stuff needed to keep the colonists happy.
So one idea could be to make your farms produce less food or take longer to produce food. That would mean you need more farms to get more food for a higher population. Thus taking up more space.
Recreational facilities - I hope you will be adding these in the future as these also take up more space.
Make building, mining, harvesting take a lot longer than they currently do. You could then add a mechanic that makes the colonists unhappy if they are cramped, meaning a large base would need to be built before having a lot of colonists.  It also benefits a whole host of other things ive seen and comented on around the forums. Yes - people can still run in background to get the job done quicker but hopefully when more things are added this will keep the player occupied slowing down the building process which in turn hopefully slows down the population of the colony.
Cant the percentage rate of choosing to have a traveller enter the map be slowed down?

Obviously their are drawbacks to this, like the map size and if you wanted to expand it in the future. But a plus for that is if you have map sizes optional as you do now, it would limit the amount you can have on a given map size. So if you want more colonists and you have a good pc you choose a bigger map.


As for management of more colonists the way the AI handles priorities has already been mentioned but one idea I have could be groups. You can set groups or squads or whatever else you want to call it to group a set amount of colonists together effectively as one unit to do jobs. So if you have 4 colonists who are builders, you set them to a group so that group can be selected as one unit or a work force. I also wonder if this could be done to help with the AI, so instead of the building job being assigned to one colonists its shared between the four?


I had more ideas but forgot them as I was writing heh. ill update later :)
#28
Mods / Re: Modding Info Database
November 13, 2013, 02:23:23 PM
Yeah you should have probably set a couple of

*Reserved*

posts :)

Oh and now all we need is some mud wrestleing ;)

Edit*
You may want to also make a note that if changing anything within these files they void their game to be used for bug testing, so no bugs whilst playing that save or using a modification should be posted in the bugs or support forum!!
#29
Ideas / Re: Short Circuits
November 13, 2013, 02:13:27 PM
Quote from: Stickle on November 13, 2013, 01:26:50 PM
That's not really true, though. Unless our backworld colonists are building some seriously high-tech cables, so much current would fry the wires (especially if we're talking about explosions, like what happens currently). Short-circuits are self-limiting because the materials can't withstand those conditions, and fail. But honestly the realism is largely irrelevant - this is a game. What's important is that it in no way prevents large battery back ups, it just makes it a micromanagement nightmare. I would rather there be a streamlined method to do so. Like circuit breakers, which would be yet another thing to spend metal on.

Of course, yes the generated heat from the extra current would fry the cables all the way along the length of run, but that would depend on the CSA of the cable being used. But I mentioned before to go into this much detail would require stuff like resistance within the cable with volt drop and power factors.
So as it stands I think its pretty realistic (or enough anyway) for a game. Though as you said, being able to fit circuit breakers would make sense and actually make it even more realistic whilst helping the current situation, meaning the cable could get damaged and catch fire all the way along the run back to your circuit breaker depending on what power the end product is running. Then any resistor (machine or such) could get damaged with a chance to explode :).
#30
Help / Re: List of I.D's
November 13, 2013, 12:15:22 PM
No worries. Im just coding some XBMC on my media center then ill log on my other PC and get on the rest of them and anything else I uncover.