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Messages - Mehni

#766
Ideas / Re: Cleanup of Floors in the UI
January 12, 2017, 07:09:00 PM
Yes!

Lights and carpets too please, it clutters the interface so badly that I avoid researching those two things.
#767
Outdated / [A17] Number 22 with Rice
January 12, 2017, 07:07:42 PM
Makes hydroponic bays default to rice instead of potatoes, because rice is delicious.

It has the WTFPL license.

Steam link here!

A16 version can still be found here.

20170526: Small performance update in line with this post.

[attachment deleted by admin due to age]
#768
Mods / Re: [Mod Request] Deconstruct power conduits
January 09, 2017, 07:28:14 AM
I love you!
#769
By that logic, the fueled smithy should also require the electric smelter.
#770
The electric stove and tailoring bench unlock after researching Electricity. They have <researchPrerequisites> of <li>Electricity</li>.

The smithy has a research prerequisite of <li>ElectricSmelting</li>.
#772
The caravan has an estimated time of arrival in days and hours, but their estimated food supply is in days and decimals. 4 days 8 hrs and 4.8 days aren't the same thing and has the potential for confusion.

Since Muffalo are more likely to be kept as animals in this version, can their herding behaviour be kept once tamed? Muff in the wild will congregate and act as a group, but tamed muffalo act as individuals.
#773
General Discussion / Re: Curious performance
December 08, 2016, 08:05:20 AM
Does the Dev Mode option to change out a Faction leader fix the comms console?
#774
Mods / Re: [Mod Request] Deconstruct power conduits
December 07, 2016, 06:39:54 AM
Quote from: Illusion Distort on December 06, 2016, 05:36:41 PM
Seems more like something Tynan should add to the core game seeing as this is a "problem" / "feature" with the core game.

Definitely, but until then a mod would be really appreciated.

Quote from: cainiao on December 06, 2016, 07:01:43 PM
try redistheat mod,it has a tool called deconstruct reverse.

I'll look into that, thanks for the suggestion. It's a big mod to install specifically for that function though.

Quote from: Rock5 on December 07, 2016, 01:06:16 AM
I don't think having a solution that only applies to Power Conduits is the way to go.

Could be an interesting further development. I thought I'd keep the request limited for now.
#775
Mods / [Mod Request] Deconstruct power conduits
December 06, 2016, 03:54:24 PM
You know how it goes. You want to reroute power so those darn cables under your hydroponics stop exploding. Click once to select the rice plant. Click once more to select the hydroponic basic. Click again to select the power conduit. Click to deconstruct. Rinse and repeat for each tile.

I go nuts doing this. It drives me crazy. If anyone could make a mod that quickly/easily deconstructs power conduits, I'd be forever in their debt.

Functionally, I imagine the mod would be the same as the regular mass-deconstruct tool, but instead of everything it applies only to power conduits.
#776
This is easy to do with Colony Manager if I'm not mistaken.
#777
General Discussion / Re: How do animals gain bond status?
November 18, 2016, 09:35:23 AM
Quote from: ZorbaTHutBond development happens:

  • On successful taming (5% chance)
  • On successful training (1.5% chance)
  • On medical tending (1% chance)
  • Randomly every hour to the animal's assigned master, if they're within 12 squares away (1% chance)
An animal can't bond if it already has a bond and that bond target is spawned. Otherwise, it's an 80% chance reduction for each bond they already have, and a 45% chance reduction for each bond their prospective master already has (applied multiplicatively).

I actually don't see a bond pathway based on nuzzling - I thought this happened too, but I can't find any evidence of it and I may have been wrong. In fact, code-wise, the namer isn't even involved in the naming code, aside from the UI box that it pops up to let you know what happened.

Tl;dr: If you want animals to bond, make sure to assign them to whoever you want them to bond to. They won't just wander around and spontaneously bond.

Source.
#778
For the record, I own the game. There isn't any other game which I've gotten so many hours of genuine enjoyment out of. I'd buy it again at double the price, and I would still consider that to be cheap. I recommend anyone reading this who hasn't bought it yet to buy it.

I posted the bug because I saw it mentioned a lot on the /r/RimWorld subreddit. I acted on good faith and with good intentions, I'm just as bummed as you are that it was misplaced.

Again, thanks to all that spend time on this bug and my apologies if you feel if that time was wasted.
#779
Ideas / Re: End Granite supremacy.
November 11, 2016, 05:50:01 AM
You already can. I have a lovely limestone crematorium.
#780
This is enough confirmation to me. Someone who has the problem and admits to having pirated the game.

Mods, feel free to lock this thread.

Apologies to those who spend their precious time trying to replicate the bug.