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Messages - Wishmaster

#16
Quote from: Canute on October 19, 2017, 09:53:15 AM
Ok, that explain why i don't saw any repair button.
But currently pointless for me, when i don't find an "easy" way to refuel outside.
Maybe i need to create a semi-temp. fuelcamp.
But then an option not to unload the pod would be useful, hmm maybe the
[A17]AntiAutoUnload-Keeps your inventory!
mod works with the pods.

Then i could jump from the home to the fuelcamp, unload pawn,fuel and repair the pods and jump futher to the tradeoutpost.

At first I wanted to make a feature to refuel front inventory on world map. But I felt like it would be to OP.

You could purchase fuel from faction bases and bunny hop to anywhere quite easily.
But well a there is a obviously a workaround for this.

That's for the next update.
#17
Quote from: Canute on October 19, 2017, 06:49:29 AM
Yes same tile, i wanted use that to repair.But there is still the question to get the pod onto the map, currently they are just floating at the air. I would need another launch to land on these map.

Since i don't notice a way to repair on the world yet. Does a button only appear when you got a construction enabled pawn onboard ?
No, just checked it. I don't see an option to repair while at world screen.

A refuel from cargo would allow me at last to trade at max. pod without repair underway.

A repair button should appear when you select a fleet with at least one damaged pods even if you no capable colonists on board. If so, the button appears you says you need one.
The repair is instant, uses components just like on the map and does not require specific skills.

Getting the pod onto the map is another story...

I am worried for the reasons people may not see it.

== edit : ==

I did not mention the repair button only appears when you have broken down pods. This means they've done 2 trips.
This has no impacts on pods hit points.
#18
Quote from: Canute on October 19, 2017, 03:51:47 AM
Vane,
since you got hugslib installed maybe you should use the share-log button to create a log to share. There must be a mod-conflict.

Wishmaster,
i got 2 problems:
1. do you know Setup camp ?
https://ludeon.com/forums/index.php?topic=29054.0
I wanted to reach a settlement at the max. distance podrange.
I though i land 1 tile before create a temp. camp to repair and refuel the pods.
But after i unload the pods, i can't create a camp.

2. I tryed a to create a settlement instead, that worked.
But when your pods run out of fuel they hang in the air and you can't get them on the map.

Maybe you can add 2 more researches to increase the fuel capacity of the pods by 200 each reaseachstep.

Quote from: SpaceDorf on October 19, 2017, 03:54:56 AM
sounds like the same thing with questmaps .. camp creates it's own map, but only if the hex is not yet occupied .. which it is when you land with droppods that don't get destroyed.  ( I think dropships have the same problem. )

I don't use setup camp but I don't see any reason for what you cannot created one to a tile next to the pods...
If you mean on the same tile, I would be another thing to fix this.

That research thing... I don't know. 200 each could be op and anyway sounds too unrealistic. However, roundtrip range seems quite limited.
Another solution could be to allow refueling from inventory. (requires capable colonist on board).
It would great improve traveling capacity since you can already repair pods in world.
#19
Ideas / Re: Several small suggestions
October 17, 2017, 02:46:18 PM
Quote from: Alenerel on October 14, 2017, 03:46:28 PM
- Save the categories menu settings (which are expanded and which arent) in the save
- Dont automatically build roofs over doors located outside (wall doors)
- Pawns shouldnt drop the meal they are trying to eat if you order them to do something while they are eating it
- Include minutes in the game clock
- Vents and coolers should be embedded in walls instead of standalone objects, like this mod: http://i.imgur.com/30lm4ZX.png
- Increase the default stack size a bit, for example, from 10/25/75 to 20/50/100

- What ?
- Agree
- Agree. The reason for this may come from design however.
- Disagree but could be an option.
- Agree.
- Not sure. Balance discussion.
#20
I just fixed the mess SFS was on github... From now I will use git properly.

Ideally you make a pull request to the "v2.0" branch.
https://github.com/Wishmaster01/Smarter.food.selection

I can still add them myself if you really want to...
#21
New mod out:
Self launching pods
Steam
Download
#22
Colony's animals are not attacked by manhunting animals. Or at least not all the time.
Also when the crashed ship part sends a pulse so animals around will attack its guarding mechanoids first, it looks like total nonsense.
#23
Mod released. Topic locked.
I finally made repair needed every 2 launches. Repair requires component.

http://steamcommunity.com/sharedfiles/filedetails/?id=1169411104
#24
Help / Re: Upload to steamworkshop
October 14, 2017, 01:55:36 AM
Quote from: KIlonKasio on October 14, 2017, 12:37:49 AM
Mk see I did search this and saw the whole go to the mod,m click the button deal. Reason I ask this is because I don't have the option for some reason. Only buttons I have on my mods when I look at them is "Open Steam Workshop" "Get Mods from forum" and "Close"

You are saying go to the game and then go to mods on the main screen, find the mod, hit the upload button from there correct? There's nothing external I need to do like sign something in steam or verify anything first?

You need to launch rimworld with steam and have the mod in your mods folder.

EDIT : Also you need to get the developer mode on.
#25
Unfinished / Re: [A17][WIP] Macrocosm
October 13, 2017, 11:50:01 PM
That outpost thing seems totally unbalanced...
The scout thing however looks very interesting. I really want something like this.
#26
Help / Re: Upload to steamworkshop
October 13, 2017, 03:24:53 PM
Click on your mod and click "Upload / update to workshop" button on the bottom right on the screen...
This is indeed not very intuitive but making a search would give you a quick answer...
#27
Quote from: SpaceDorf on October 13, 2017, 06:12:33 AM
Quote from: Wishmaster on October 12, 2017, 04:59:15 PM
It could be simple damages every 2 uses instead... that would however be cheaper than components requirements..

How about random damage every trip ? So you had to do maintenance every time, had to watch out for them, when doing attack runs and a small chance of losing a pod once in a while.
Another thing which I just thought of would be an external launch computer or control pod, which is required to start the other pods.


This would create a possible fast and dirty way to travel with dangers and additional work.
While Cargoships would be slower but more save, you can move alot more cargo with pods.

random damage on every trip means that you could be stuck after a single trip if you don t have colonists on location. (currently you can send pods without colonists to a friendly base and trade with using the comms console).
I like more the idea of 90% damage every 2 trips (or 45% every trip). And or having to use components.

Attacks are made too safe for now but chances to lose a pod. But something like that would be easy to get around by landing to an adjacent tile. Or this should take effect within a certain radius around an enemy base.

If that launch computer was a thing, it would rather be the existing comms console.

===== PS =====

Just created a pool for balance.
Also added a tag on github for the pre-release. Please forgive my amateurishness.
#28
Quote from: Canute on October 12, 2017, 01:09:01 PM
QuoteBalance issue:
It feels kind of OP to trade almost as a wish. Don t call for a caravan, don t walk to a friendly base, just send some a pods and trade almost instantly at any time as long you have the pods and fuel.

Workaround:
Every 2-4 launches (or more?), a pod has a breakdown and requires repair with a component. Could also have some randomness.
Can you damage a returning pod by 90%, so it need to be repaired.

And since you allready increased the fuel cost, and you need to produce the fuel first and grow/harvest organics/wood for that first. It is balanced at this way.

Even when you could buy fuel at a friendly outpost, i don't think you should be able to fly from outpost to outpost with this droppod. Don't forget droppods was primary single use objects, every start/landing should is enough stress for, then it need a maintance after it returns.
A roundtrip would be the job for the Dropship.

It could be simple damages every 2 uses instead... that would however be cheaper than components requirements..
Also requiring components is like the fact that you have to rebuild something for every trip...

Also I feel like the vanilla game needs a late game way to roundtrip. Dropships mod is good but I like when things are more looking like vanilla.

Quote from: SpaceDorf on October 12, 2017, 02:22:28 PM
Quote from: Wishmaster on October 11, 2017, 03:22:19 PM
I just added the link to git in the topic.
I want the most aware users only to try it... There is no official archive  indeed but you can download the whole project from github. (compiled, ready to use).

Sorry if I sabotaged your test with this ...

What ? No you did not at all. that s the reason the mod is available...
#29
Manhunters animals will attack mechanoid, mechanoid will fight back ( maybe related, this once was not the case https://ludeon.com/forums/index.php?topic=29747.msg302067#msg302067).

But is this supposed to happen ?
I once had a crashed ship part that emited a pulse so all animals around become manhunters. And if mechanoids are deployed already, they will attack them ! wth..
I could not reproduce the ship pulse in dev mode but any manhunting animal will indeed seek for mechanoids and attack them.

#30
Quote from: SpaceDorf on October 11, 2017, 03:00:36 PM
Either I am Blind Stupid or Both .. but I don't see a Download Link ?

==== EDIT ====

I found it on your Git .. but I still think there is an official missing link  ::)

I just added the link to git in the topic.
I want the most aware users only to try it... There is no official archive  indeed but you can download the whole project from github. (compiled, ready to use).