Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Wishmaster

#31
I ve now been playing for few days with a functional (but buggy) mod.
Few things feel really OP.
On another hand, round-way range feels quite limited.

Balance 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.


Balance issue:
It is possible to land at a friendly faction base, purchase fuel and go travel further... let s go to the AI ship that ends the game.

Workaround:
Make purchasing fuel at faction bases a lot higher.


Balance issue:
You can land  to an encounter (attacking a base, outpost...) and get back into your pods and leaving really easily if things go bad.

Workaround:
Damaged pods have chances to make accident occur or use more fuel. Pods get easily damaged when you are bombed by mortars.
However landing to an adjacent tile and walk to the encounter is an easy way to get around this.


On another hand, the roundway trip range seem very limited. There are few bases I can trade with.
So I will likely increase the maximum range of advanced pods and reduce fuel usage.
The new research however will remain.
#32
Ideas / Re: All non-human meat to be just meat
October 09, 2017, 04:14:20 PM
Quote from: Limdood on October 09, 2017, 01:43:48 PM
There is a mod i use that combines many meats (It's called "Simplified Meats"):
poultry (all birds), beef (muffalo, cow, ibex), pork (all pigs), venison (caribou, elk, deer, maybe gazelle?), large game (megasloths, boomalope, any other larger animal not in the previous categories), small game meat (squirrel, rat, tortoise, hare, etc.), insect meat, and human meat.

It greatly cleans up my freezer.

I also use the "WM too many leathers mod" which does the same thing to leathers, organizing them into 18 tiers (18 is more than i'd like, but this mod doesn't change ANY of the leather stats, it just combines all identical statted leathers)

A combination of those 2 mods would be something that dynamically combines meats based on their texture and given thoughts.
pro: would support mods that add meat.
con: you may end up with very few different meats. (something like 4 ?).
#33
Help / Re: Trade moding question
October 09, 2017, 11:56:58 AM
I think the method you want to modify is RimWorld.Dialog_Trade.FillMainRect(). It draws the list of tradeables items in the trade dialog.
#34
Ideas / Re: Infestations needs improvements.
October 08, 2017, 03:43:25 PM
Quote from: Ncates1234 on October 08, 2017, 03:27:56 PM
Quote from: Wishmaster on October 08, 2017, 03:17:48 PM
I think the way you want to infestations would make them way too weak.

However it is true that it is a giant pain that they cant spawn in the middle of your base screwing you completely.

An alternative idea is that infestation should happen only when digging in a mountain. The deeper, the higher the chances are to trigger one.

Basically you would have to fight insects only when digging. Once you are done. You can live in peace in mountain.
Yeah, I agree it would make it much easier... But atleast it wouldn't be a dumb instant death to colonies.
Honestly I don't know why would they even exist if they are so lazily made and screw you over so quickly

EDIT:
Hahaha~~
Do you mean something like this perhaps?

Except I didin't see the other two hives that spawned in someones bedroom. There goes another savescum...

No that's not what I meant.

Also without infestations, the mountain base would be a lot too easy to defend especially against siege.

But the problem is that it can screw your colony at any time. Hence my proposition: something that would make it hard to setup in the mountain but that wont screw up your colony in a second.
#35
Ideas / Re: Infestations needs improvements.
October 08, 2017, 03:17:48 PM
I think the way you want to infestations would make them way too weak.

However it is true that it is a giant pain that they cant spawn in the middle of your base screwing you completely.

An alternative idea is that infestation should happen only when digging in a mountain. The deeper, the higher the chances are to trigger one.

Basically you would have to fight insects only when digging. Once you are done. You can live in peace in mountain.
#36
Outdated / Re: [A17] Yes, Vehicles
October 07, 2017, 06:48:02 PM
Very interesting. Too bad it is not complete yet...
Complete would mean it does not only works fine (it almost does afaik..) but also

       
  • Enemies can have vehicules.
  • Colonists can have a mental break aboard vehicules.
Right ?

Also I found 2 bugs:

* When a passenger / driver exits a vehicule because of low needs. It will spawn where he/she loaded...

* Conflict with "Force do job" and "Achtung!". I get this when right clicking on a tile:


Object reference not set to an instance of an object
at ForceDoJob.Patch_FloatMenuMakerMap_ChoicesAtFor.Prefix (Verse.Pawn,System.Collections.Generic.List`1<Verse.Pair`2<Verse.WorkTypeDef, int>>&) <0x0007e>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch2 (UnityEngine.Vector3,Verse.Pawn) <0x00026>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x00120>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x0018c>
at RimWorld.Selector.SelectorOnGUI () <0x00014>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x00033>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x001ab>
at Verse.Root.OnGUI () <0x000c6>
#37
Quote from: SpaceDorf on October 07, 2017, 11:53:08 AM
Could you force them to return to launch stations ?

You require a launch station to send them somewhere, but the have to return there to get refueled ( like you allready suggested ) and recieve new target coordinates.

Yes I can. Just have to decide...
But those stations would likely be pod launchers from where you reload them.

Currently reaching the end game ship may be too easy: just send pods a fleet with plenty of fuel and silver (for buying fuel). Land, refuel. Abandon empty pods.
Just like a multi stage rocket.

I will start a pool to decide about balance... hopefully you are not the only one interested.

So far it should contain:

Increase pods costs.
Add research requirement.
Refueling requires building.
Prevent using pods to leave an encounter.
Increase tank capacity.
Decrease tank capacity.
Increase storage capacity.
Decrease storage capacity.
#38
I remember I had a look at this mod when I began making self launching pods. But I wanted something more vanilla.

Regarding balance. Perhaps I should consider another intermediate 2 uses pod only ?
#39
Quote from: SpaceDorf on October 06, 2017, 08:29:03 AM
That way it would be easier just to use your re-use mod ..
which, by the way was the first time I actually used the droppods after building.

Why ? Reuse Pods requires you to build an outpost next to village if you want to trade... Involving soo much complications.

I will consider an extra research anyway. Maybe 2500 - 3000 points.
#40
You get a point. But personally I think I won't use the vanilla pods anymore.
Also I almost never had to use them for a one way trip.

Another way to balance maybe to require pod launcher to refuel.
#41
Good news. I made major advancements and the mod is decent for use now.

But is still experimental... If you really want to try it now, you can.
https://github.com/Wishmaster01/Self.Launching.Pods

Limitation remains.


       
  • Map generation not supported. You can land on a site or an enemy village but nothing will happen until you unload your caravan.
  • Pawns inside a pods fleet in world are not ticked.
  • Prisoners will flee after landing.
  • You have to unload your caravan from your pods fleet to do anything such as trading.
Discussing balance:


       
  • Launching a pod costs 10 fuel + 3 for every tile.
  • It can store up to 200 fuel units (instead of 150).
  • It costs 60 steel, 30 plasteel and 2 components to make.
  • It requires the same research as the vanilla pod.
Feedback is more than welcome.
#42
Ideas / Re: Food Policy
October 04, 2017, 12:11:10 PM
Quote from: tonsrd on October 04, 2017, 08:18:22 AM
https://ludeon.com/forums/index.php?topic=30708.0

top mod on list, smarter food policy ( a17 )

Thank you...
SFS is exactly what you want. You can do a lot of things related to food policy. Including allow only meals.
#43
Quote from: skullywag on September 01, 2017, 03:48:59 AM
If you werent using destructive detours on TakeFoodForAnimalInteractJob, CE has a postfix that addresses this problem, but due to the destructive detour it never fires. Wishmaster whats the likelihood of you picking this mod back up and moving to harmony non destructive detours/transpiling?

I am done with destructive detouring since A17.
and actually...
    [HarmonyPatch(typeof(RimWorld.WorkGiver_InteractAnimal), "TakeFoodForAnimalInteractJob")]
     public static class TakeFoodForAnimalInteractJob
     {
         static bool Prefix(Pawn pawn)
         {
             return Config.ControlDisabledForPawn(pawn);
         }
         static void Postfix(RimWorld.WorkGiver_InteractAnimal __instance, ref Job __result, Pawn pawn, Pawn tamee)
         {
             __result = WorkGiver_InteractAnimal.WorkGiver_InteractAnimal.TakeFoodForAnimalInteractJob(pawn, tamee);
         }
     }



That's not why the conflict with CE happens. AFAIK CE just tries to drop anything that is not used for taming in vanilla.
#44
Outdated / Re: [A17] Jabbamonkey's Textures
August 19, 2017, 05:05:59 PM
3...2...1....
steam ?
#45
@flonz

Unfortunately this is triggered by a "slimegirl" trying to fetch food... since I don't work on my mods anymore (at least for now), I can't fix it...

@Lupin III

This is a known conflict with Combat Extended. This is because CE tries to drop all unused items and items not used for taming in vanilla, such as Hay.
While SFS uses quite everything the tamee eats.

Maybe set it to "unrestricted" or to default policy will fix the problem...

@lordmidas

I hesitate to put those in "grass". Since you might want to keep flowers for beauty. (However animals should never eat plants in plant pots).
However grass includes moss and dandelions and perhaps other modded things.

Also glad someone managed to understand this dark and unclear guide lol.