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Messages - DariusWolfe

#121
Ideas / Re: Forming a Caravan needs fixing
June 27, 2017, 02:44:11 PM
Quote from: Gohihioh on June 27, 2017, 02:22:15 PM
I would suggest that caraving shouldn't be a process that can't be change while in progress.
This would be an excellent change; It's not uncommon for me to cancel a caravan then immediately reform because I forgot to grab something, or because while the loading was going on, something else I wanted to sell was produced.

Quote
And I would add priority - first haulers pack animals, when animals are packed, pawns who will be part of caravan will go take their items(if they take everythiang they need they will carry on to their dailt duties).
I think this is already the case? I've always noticed they pack the animals first, then go get items for themselves to carry last.

Quote
When everyone has everything then were supposed to take, they group and will be ready to leave map(when they group there will be a new caravan tab, games will notify us if anything was change - for example pawn died and won't be part of caravan, or some items were mising and were not added - game will ask if we want to change or add any items - if we do, process starts from begining but without unpacking items we already hauled - when they finish process - they will group and game will ask us again what has change, what we are have taken and if we want to leave now.

YES. This would be the best change. Load everything up, then wait to leave until told. In the mean-time, they'll go about their regular day, eating, joy activities, sleeping; While this could be exploited somewhat, I think the QoL changes this would make would outweigh any exploityness.*


* The only real exploits I can think of are:
1. using the caravan to move objects on the map, but this is already possible, merely annoying; Plus, why would this even be considered a bad thing? To limit exploityness, maybe give it a 10-12 hour time limit before the caravan auto-cancels.
2. Carrying items useful for combat; I've seen mentions of pawns being able to basically switch from melee to ranged while on caravan; But given that I feel that the Sidearms mod should be integrated into Vanilla, I don't know that I really consider this much of an exploit; Maybe give a movement/coordination penalty if carrying more than a few items.
#122
More accuracy on the mortars would make them *too* good (and not overly realistic). I've held forth on mortars elsewhere so I won't go into it, but simply increasing accuracy isn't how I'd do it, personally. In brief, cannons are reasonably simple devices; a lot of the technology in artillery is actually in the rounds themselves.

If "tower" is meant to be turret, then that also makes sense.
#123
2. there's no actual suggestion?
3. 'altomathic' doesn't seem to have translated. Can you explain what this word is supposed to mean? 'automatic' doesn't make sense in context.
#124
Ideas / Re: Forming a Caravan needs fixing
June 27, 2017, 11:55:07 AM
When your opinion amounts to "git gud noob", then that's an outstanding idea.
#125
Ideas / Re: Forming a Caravan needs fixing
June 27, 2017, 10:48:02 AM
I bloody love it when someone with a post-count in the single digits/teens comes in here and says something like "git gud noob", especially when someone who's been playing forever is pointing out issues (not this case), and a freaking moderator is agreeing that it's an issue.

Yes, if you play it smart, it's considerably less an issue than if you don't micromanage how a caravan is formed. But there've been enough posts about caravan formation, and enough support in those various posts to suggest that maybe -just maybe- it's a problem.

If you can't figure out basic social graces, maybe you should go play checkers?
#126
Ideas / Re: Tents
June 27, 2017, 09:10:47 AM
Theoretically, all of the rest of his mods are supposed to be updated this month, but he's running out of time on that promise.

That's the biggest problem with modding; When a talented modder leaves the scene, especially without notice, or when they take an extended hiatus. At least, with this community, modders seem to be pretty okay with 'covering' for each other; It still weirds me out quite a bit without an explicit license, but I guess the players benefit from this cultural dynamic, and when I've seen modders take over or cover down on another modder's work, they've generally been super respectful about it.
#127
Ideas / Re: Tents
June 26, 2017, 10:29:46 AM
Camping Stuff isn't yet updated to A17, and tents are the one part that are broken for A17, alas. The camp stove, sleeping bags and butcher spot all work just fine.

Re: "meter thick" walls, I figure it's just the slope of the tent walls; A lot of older tents, specifically those with centerpoles, which I think the Camping Stuff tents are meant to simulate, have somewhat deeper slopes to the walls; Much more complex and bulky military tents have a lot more poles, and mostly vertical walls, but they also take a lot more setup. So, for me, it's not immersion breaking at all.
#128
I haven't commented yet, and I haven't tried the mod yet, but I've been following it with interest for a bit. I'm commenting now to politely disagree with Meatbomb's suggestion/request to make the timescales shorter.

My typical Rimworld colony lasts maybe a couple years. This isn't because I die, but because I get bored; Once I get to a certain stable point, the game loses a lot of its fun for me. The primary reason I've been following this thread with interest is because I see children as a way to extend the game, give it some point beyond the first few years.

While many people don't see it this way, and are able to enjoy a game 5-10+ years in, I have a feeling that my paradigm of deleting and restarting periodically isn't exactly rare. Having a reason to extend a game beyond the 2-3 year mark is something that I feel the game really needs; Increasingly harder raids just doesn't cut it.

I have a feeling that protecting, nurturing and raising children just might.
#129
I've been meaning to report this as well, but I wanted to make sure it wasn't a mod that was breaking this, first.

Are you using any mods that might possibly mess this up?
#130
FWIW, I've been using the Lights mod without issue for a while; Everything, including the path lights seems to work just fine. It could probably use a quick scan for errors, and just be updated to A17 as-is.

When using vents/coolers w/ smoothed stone walls, the placement works fine; No error message. Below is the contents of the Buildings.xml file from the defs folder of dburgdorf's "Smooth Stone Walls" for A17.

<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<ThingDef Name="RSSW_BuildingBase" Abstract="True">
<category>Building</category>
<thingClass>Building</thingClass>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
<statBases>
<SellPriceFactor>0.70</SellPriceFactor>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_BuildingBase">
<defName>InvisiColumn</defName>
<label>invisicolumn</label>
<thingClass>Building</thingClass>
<category>Building</category>
<description>There's nothing to see here!</description>
<graphicData>
<texPath>InvisiColumn</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<passability>Standable</passability>
<fillPercent>0</fillPercent>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<blockLight>false</blockLight>
<specialDisplayRadius>5.9</specialDisplayRadius>
</ThingDef>

<ThingDef ParentName="RSSW_BuildingBase" Name="RSSW_WallSmoothed">
<defName>SmoothedWall</defName>
<label>smoothed stone wall</label>
<description>A natural stone wall that's been smoothed to make it more attractive.</description>
<thingClass>Building</thingClass>
<saveCompressible>false</saveCompressible>
<category>Building</category>
<graphicData>
<texPath>Walls/Wall_Atlas_Smooth</texPath>
<graphicClass>Graphic_Single</graphicClass>
<linkType>CornerFiller</linkType>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
</linkFlags>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
<edgeTop>Damage/Edge</edgeTop>
<edgeBot>Damage/Edge</edgeBot>
<edgeLeft>Damage/Edge</edgeLeft>
<edgeRight>Damage/Edge</edgeRight>
</damageData>
</graphicData>
<blueprintGraphicData>
<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
</blueprintGraphicData>
<uiIconPath>Things/Building/Linked/WallSmooth_MenuIcon</uiIconPath>
<statBases>
<MaxHitPoints>450</MaxHitPoints>
<WorkToBuild>150</WorkToBuild>
<Flammability>0.0</Flammability>
</statBases>
<costStuffCount>5</costStuffCount>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<blockWind>true</blockWind>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<placingDraggableDimensions>1</placingDraggableDimensions>
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<designationCategory></designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<canOverlapZones>false</canOverlapZones>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<building>
<isInert>true</isInert>
<ignoreNeedsPower>true</ignoreNeedsPower>
</building>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>2</multiplier>
</li>
</damageMultipliers>
<designationHotKey></designationHotKey>
<tradeability>Never</tradeability>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtched">
<defName>EtchedWall</defName>
<label>etched stone wall</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks</texPath>
</graphicData>
</ThingDef>

<!-- Poor Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedAtom">
<defName>EtchedWallAtom</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. It also features a picture of an atom. Or perhaps it's a star system. It's a bit hard to tell. Was the artist a physicist or an astronomer?</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Atom</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedBeer">
<defName>EtchedWallBeer</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern and with the image of a mug of beer.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Beer</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedCheese">
<defName>EtchedWallCheese</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern... and, for some reason, with a picture of cheese.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Cheese</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedDoor">
<defName>EtchedWallDoor</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern... and with a life-sized picture of a door. Fortunately, it's not a very convincing depiction, so no one's likely to actually walk into the wall.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Door</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedShovel">
<defName>EtchedWallShovel</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. For reasons known only to the artist, the wall also features the etched image of a shovel. It's a beautiful shovel, to be sure, but still... it's a shovel.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Shovel</texPath>
</graphicData>
<statBases>
<Beauty>0.2</Beauty>
</statBases>
</ThingDef>

<!-- Mediocre Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedBoomalope">
<defName>EtchedWallBoomalope</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, and with a picture of a boomalope.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Boomalope</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedForest">
<defName>EtchedWallForest</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, and also with a basic forest landscape.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Forest</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedHouse">
<defName>EtchedWallHouse</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The wall also features a picture of someone's home, complete with a picket fence.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_House</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedPlanet">
<defName>EtchedWallPlanet</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. In addition, the wall boasts the etched image of a planet. Perhaps it's the one on which you live?</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Planet</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedRocket">
<defName>EtchedWallRocket</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The artist also carved the image of a rocket. It's a rather crude design, though, suggestive more of primitive fantasies of space travel than of actual interstellar vessels.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Rocket</texPath>
</graphicData>
<statBases>
<Beauty>0.4</Beauty>
</statBases>
</ThingDef>

<!-- Quality Art -->

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedGerbils">
<defName>EtchedWallGerbils</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. It also features gerbils. The picture is surprisingly good, and is titled, "Gerbils Standing in a Defiant Stance Against the Harshness of the Sea on a Backdrop of Gloom Forests and Love."</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Gerbils</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedIsland">
<defName>EtchedWallIsland</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. Also etched into the wall is the image of a deserted tropical island.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Island</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedMan">
<defName>EtchedWallMan</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern, as well as with the portrait of a man.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Man</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedRose">
<defName>EtchedWallRose</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. Also etched into the wall is the beautiful image of a single rose.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Rose</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

<ThingDef ParentName="RSSW_WallSmoothed" Name="RSSW_WallEtchedWoman">
<defName>EtchedWallWoman</defName>
<label>etched stone wall (decorated)</label>
<description>A natural stone wall that's been smoothed and etched with a "brick" pattern. The wall also features the portrait of a woman.</description>
<graphicData>
<texPath>Walls/Wall_Atlas_Bricks_Woman</texPath>
</graphicData>
<statBases>
<Beauty>0.6</Beauty>
</statBases>
</ThingDef>

</ThingDefs>
#131
Outdated / Re: [A16] Camping Stuff v0.2.3
June 25, 2017, 12:17:19 PM
The Camping Stuff butcher spot works. Literally the only thing broken about this mod in A17 is the tents. The rest of the mod still adds enough functionalit that I'm using it despite tents not working.
#132
That is not the case, nor is it intended to be the case, w/ dburgdorf's walls. You can place electrical conduit under them, by design.

You may be getting confused with E's version, which is now out of date since he left the Rimworld modding scene; They specifically said that they're cosmetic only, and couldn't be used to lay conduit, etc.

Additionally, your argument is absurd. It's just as possible to punch a square hole in a raw stone wall as a constructed brick one, esp. considering all colonists apparently come with mining and advanced fabrication tools straight out of the pod (or tribe). The conduit argument sort of made sense, but vents/AC don't, at all.
#133
I'm also seeing the same issue, tho' with Smooth Stone Walls from dburgdorf.
#134
Quote from: falconne on June 22, 2017, 03:39:19 AMIf so I could just add a mod setting to change the default for new bills.

While I'm not the person who requested the original feature, the ability to change default settings for new bills would make me very, very happy; I rarely to never create "Do X Times" bills, so having that as a default is a minor annoyance. If I could set it to default to "Do Until You Have X", even if I then have to set the number, that'd save me dozens of clicks. Add to that the ability to set drop on floor as a default (which I do with a variety of bills, but not all) and I'd be a very happy crafter.
#135
Ideas / Re: Your Cheapest Ideas
June 22, 2017, 03:30:00 PM
Quote from: BoogieMan on June 22, 2017, 11:09:21 AM
1: Filters for colonist list on the work screen. Click a skill and it orders colonists based upon their skill level.

2: Please put colonists in alphabetical order. It would make it much faster to find who you are looking for.

3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.

4: Hauling priority zone. Items in this zone will always be hauled at highest priority, regardless of stockpile priorities.

1. is already possible, unless you mean literally filtering (i.e. hiding) pawns based on skill.

2. is also possible, I believe; Click on the name field the same way you'd click on a skill to order.

3 and 4 are solid suggestions though. I support both.