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Messages - Produno

#31
Help / List of I.D's
November 13, 2013, 12:01:30 PM
Here I will keep a list of ID's for the game.

Savefile ID's

Weather ID's

''Weather_Rain'' = Rain
''Weather_Clear'' = Clear
"Weather_LightningStormRainy" = Lightning with rain
"Weather_LightningStormDry" = Just Lightning
"Weather_FoggyRain" = Rain with Fog


Storyteller ID's

"Storyteller_Friendly" = Phoebe Friendly
"Storyteller_ClassicEasy" = Chill Callie Classic
"Storyteller_ClassicNormal" = Cassandra Classic
"Storyteller_ClassicHard" = Tough Kassandra Classic
''Storyteller_Random'' = Randy Random




You can play around with these and change them mid game for different effects in your savegame.rim



I will boot up my other PC soon (where I have rimworld) and fill the rest in. If anyone has anything to add, post it below and ill update this first post.
#32
Outdated / Re: [MOD] (Alpha 2) Custom weapons
November 13, 2013, 11:44:04 AM
These look pretty good! I look forward to seeing more ;).

edit*
Now I see theirs a mod forum, these should probably be moved to there.
#33
Off-Topic / Re: Where are you from?
November 13, 2013, 12:16:46 AM
Quote from: samtarling on November 03, 2013, 06:55:09 AM
Quote from: Yarkista on October 09, 2013, 05:30:43 PM
Quote from: Ontogenesis on October 09, 2013, 05:26:37 PM
Quote from: Yarkista on October 09, 2013, 03:34:20 PM
Huh, guess there arn't too many UK fans.
It's alright buddy, you're not the only one ;)
Essex originally, but in London these days!
Spiffing! I'm sure there'll be a few others.

Adding another to the list, originally from Cornwall but I'm now in Southampton for university!

And another, Kings Lynn here!
#34
Off-Topic / Re: Super Bifurcating Toaster Boy
November 13, 2013, 12:14:36 AM
My ears!!!!  :') Are filled with the sweet sound of awesome.
#35
Ideas / Re: Cats and dogs?
November 13, 2013, 12:11:04 AM
Well dogs for sledge's. I guess this could aim towards something in rimworld, a use instead of having vehicles which i think Tynan isnt keen on, and i dont blame him tbh.
#36
Ideas / Re: Cats and dogs?
November 13, 2013, 12:01:12 AM
But were on an alien planet with muffalos and boomrats, whats the chances of finding a cat or a dog. They would have to be alien subsitutes. But im sure Tynan has already spoke about alien animals as pets and such.
#37
Ideas / Re: Cats and dogs?
November 12, 2013, 11:51:15 PM
Though where would these cats and dogs come from?
#38
Ideas / Re: Cats and dogs?
November 12, 2013, 11:42:35 PM
Quote from: Col_Jessep on November 12, 2013, 11:33:02 PM
I'm a cat nut, can you tell? =3

Arghh, a crazy cat person, ive seen you people before ;p. Ive seen prison architect has dogs.. c'mon Tynan your slacking :).
#39
Ideas / Re: Short Circuits
November 12, 2013, 11:39:28 PM
Quote from: Stickle on November 12, 2013, 11:13:59 PM
The way shorts work right now frustrates me, because they feel like more of an annoyance than anything, and they're completely unrealistic. A short wouldn't instantly drain your entire battery array; it would drain energy until the explosion or whatnot removed the short... And unless we're talking about superconducting cables, that would only draw a finite amount of energy.

I would like to see either short circuits work a little differently, or new infrastructure to mitigate the amount of micromanagement required to safely store power. Either short circuits should drain a limited amount of power (it could be somewhat random), and not all of it every single time, or give us circuit breakers to protect our power grids.

The only thing the short-circuits do at this point is make me charge my battery banks one at a time, disconnecting them before moving on to the next; and then in the case of a short, or a power shortage, to reconnect those banks one by one... It's a pain.

Well, just to make you feel a little better about the game. The curcuits in Rimworld are open curcuit, meaning you have no switches, relays, solonoids or anything else to 'halt' the electrical current. Electricity will always go through the quickest path to earth, so an open curcuit would actually drain anything connected to that cable, in our case all our batteries. So it is actually pretty realistic. Though as you say, a way to stop this would be to limit where the electrical current can go by ways of switches or curcuit breakers.

Also i like your idea of charging seperate batteries. I might have to start doing this for back up :).
#40
Ideas / Re: "Take a Break" button
November 12, 2013, 11:23:06 PM
coupled with a games room or such this could be a pretty good idea. A good way for rotating shifts too if needed for now.
#41
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 10:46:50 PM
Quote from: Luckless on November 12, 2013, 09:39:37 PM
Side note: The average human on earth can produce something like 1000 units of vitamin D a minute in good weather with a reasonable amount of exposed skin, and needs around 200 units a day to maintain good health. Peak production is found at a few narrow bands of UV light, and you can actually produce it in a safer and more controlled manner with artificial UV lights at those specific bands, rather than broader spectrum light as from the sun which will dose you in lots of radiation at a low efficiency level.

According to this, thats wrong. http://health.howstuffworks.com/wellness/food-nutrition/vitamin-supplements/how-much-vitamin-d-from-sun.htm

I also have really bad skin as a result of working nights, and it gets particularly worse in winter (when i see even less sun). The itching itself is enough to drive me crazy sometimes lol. I can only guess its lack of vitamin D but its definitly only occoured since i started working nights about a year and a half ago. Oh i also get alot of ulcers, which is apparently because of a low immune system, again meant to be linked to vitamin D.
Though for the point of the game i dont think this bears much weight, unless of course your colonists never see daylight, which i dont think happens..
#42
General Discussion / Re: Trapping Raiders
November 12, 2013, 08:15:11 PM
Ah, now youve set new chalenges to be solved :).

I dont think anything should be able to be built quicker than it can be destroyed. I also dont think anything should be able to be repaired quicker than its being destroyed. That should sort it!
#43
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:48:56 PM
Quote from: JayNic on November 12, 2013, 05:25:28 PM

Disadvantages:
- Sunlight. People need to see the light. Without it, there are health concerns - both physical and mental. Being underground constantly will make people feel cramped. It's also inherently unnatural for humans. People just can't do it for long


This in particular. I work nights and often have to take vitamin tablets to help increase vitamin D which i would normally get from the sun. Theirs also other problems related to spending alot of time in the dark, but i cant see anything like this being implemented into Rimworld. Though isnt claustaphobia already a trait, or did i imagine that?

I do agree that mining should take longer and ive seen this pop up a few times now.
#44
Ideas / Re: Conduits and Doors are too similar.
November 12, 2013, 05:11:47 PM
Quote from: Kregoth on November 12, 2013, 03:33:44 PM
Sorry but don't try to correct someone with english when there are 2 different english languages. Color and Colour are both correct.

I thought it was pretty obvious i was joking, hence the ;p.. Besides if you want to get technical, i was saying the correct English, not the correct American English ;)

Quote from: ShadowDragon8685 on November 12, 2013, 03:49:03 PM
I'll use any bloody spelling I damn well please, thank ye very much. :P

I wasnt telling you what to use, just pointing out whats correct heheh. No seriously i was only joking :).

I like the idea of choosing your own colour, but as Galileus said i guess its a mute point at the moment seeing as most the art could be changed. So i guess changing the art of the door would eleviate the problem so it can be left as is.
#45
Ideas / Re: Conduits and Doors are too similar.
November 12, 2013, 02:37:22 PM
Quote from: Galileus on November 12, 2013, 02:31:58 PM
Quote from: ShadowDragon8685 on November 12, 2013, 02:01:51 PMI'm talking about associating the color of electricity itself - in video games, in popular culture, what color is unleashed/elemental/magical electricity?

Blue o_O

Heh, i was thinking that but didnt want to provoke an argument. Lol