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Messages - Dubwise

#151
Added the link for v1.2.3

Fixed reactor upgrades not loading.
Fixed transformer capacity not saving.
Increased transformer capacity to 200kw.
Fixed valves.
Added fuel burn rate slider to mod options.
Decreased cost of ALC.
Buffed the railgun ERS bonus.
Fixed a spelling mistake or 2.
Changed fuel grid ui colours and added fuel gauges back.
#152
Quote from: Senseirious on February 03, 2018, 04:45:29 AM
I've run into quite an annoying bug - whenever I reload a save with an upgraded reactor, the upgrades stop working. They'll start working again if I install a different upgrade in the reactor, but that is quite impractical in the long run. It affects all 3 reactors, and upgrades on weapons don't seem to have this problem.

yup thats a bug, fixing for next patch
#153
Quote from: billyma6 on February 02, 2018, 10:22:12 PM
Hey, I found that if you launch an ICBM to blow up one faction base, then before the base blows up launch another ICBM, it stops where it would've landed and then stops doing anything. I can't get rid of it now, and it's kinda annoying.

i seem to be able to spam nukes at multiple bases without problems while testing it, did it throw an error? was it at the same target? what was the target?
#154
Quote from: Jan2607 on January 30, 2018, 10:05:58 AM
Hey dubwise, do you actually play RimWorld with your mod? I would really like to see a screenshot, how you set up your colony with all the stuff ;)

nope, no time to play rimworld, when i do it for testing its all over the place, just shove it in wherever it fits
#155
Quote from: Kori on February 01, 2018, 02:57:00 AM
I'd love to see that refillable canteen item for heatstroke though! What is your concept on how to refill it? Manually near water sources, like clicking a button and the pawn will move to the closest source and refill it? And would showers etc count as water sources as well?

I was actually using that as an example for of an idea that i can quickly dismiss because it doesn't make sense for my hygiene mod, when it comes to using more water because of high temperature, the hygiene need already covers that because high heat causes it to fall faster, then they automatically shower more often, and they take cold showers to get a mood buff and reduce the heatstroke, on the scale of a colony that can increase water and sewage usage enough to matter.

completely unrelated but... since a recent windows 10 update, whenever i have rimworld focused the cpu usage on cores 0 and 1 jumps to 100% and usage on all other cores drops to 0, when i unfocus with run in background enabled all the cores instantly balance again, if i set core affinity on rimworld to only cores 6 ad 7 it still maxes out cores 0 and 1 when in focus, no mods are enabled, it doesn't do it on other games, i noticed it while trying to diagnose and fix a multi monitor refresh rate sync issue thats making it impossible to test rimworld properly, it only happens in rimworld, i did some googling but only found generic optimization complaints, is anyone else getting that?
#156
I made a prototype thirst need to see how it would play, it had a thirst bar that would always seek to the current food level, so if they were eating regular meals they would have plenty of water, and it wouldn't kill them only give them mood debuffs, then conditions would force the thirst bar to fall faster than the food bar so it needed topping up, hard work like mining or hauling or construction would speed it up, high heat, sickness, yada, if they stacked up a pawn could get thirsty very quickly. With that setup it wouldn't waste their time by making them visit fountains in the middle of doing research when they have already just eaten dinner and they are in a nice cool room, on top of visiting the toilet, and showering, and picking up fresh clothes, and doing a line of coke. It covers water from meals, gives you another reason to get good air conditioning, and not overwork pawns, works in theory right? Problem is none of the testers noticed it existed, just didn't matter. If drinking water is barely as important as having a pretty bedroom then there isn't much point to it still.

Food will always negate any hydration need, food is hydration, if you have no food but plenty of water then you die of starvation, if you have no water but plenty of food you just stuff berries in your face, there isn't any distinction between food types like in dayz where eating a bag of rice with no water kills you but eating a can of peaches is like drinking a bottle of water, most people don't even drink water irl, so pawns will always just die of starvation first.

I thought about maybe just doing it like heatstroke, basically just a carbon copy of heatstroke where its a hediff that builds up under conditions and can only be fixed by drinking water somehow, but if its just a copy of heatstroke i could just use heatstroke and save some cpu cycles, so ok you can clear heatstroke using bottled water, well my showers already do that, its the cold shower buff. Sooo what if its for heatstroke when you are crossing a desert in a caravan? well that could just be a canteen item added to my rimkit mod, wouldn't need to use your water supply, they just refill en route. I think drinking water in rimworld is a bit of a dead end, it doesn't say "a survival game by tynan sylvester" on the tin.

Id rather just stick to my current setup where everyone is drinking from the water supply with meals, and you just need to keep your supply clean or get diseases, just like sim city, since rimworld is essentially just the sims at town scale with cancer, i can add more stuff like water filtration and harder sewage control later, if people want those kinds of extra steps required to upgrade from untreated water to treated, different grades of disease risk and stuff like that, water quality gauges, who knows.
#157
I already made a thirst need and tested it for a long time, its basically pointless when you are pumping thousands of litres of water for showers and toilets, because the only time it ever kicks in is when the colony is on the brink of collapse, at which point it just becomes like an accelerated starvation hediff so why not just speed up the standard starvation and save some cpu cycles, and if you make it so they need to use fountains that adds an extra job to do 4 times a day with all the extra scanners using more cpu, and people already complain that using toilets and showers eats up too much time, so people say well just add bottles they can refill and drink from over a few days, but then they basically always have water and the thirst need becomes absolutely pointless, in the end it comes down to just if water==dirty then makeSick().

So the way i cover water consumption at the moment is by presuming they are drinking from the water supply with their meals, so if any water towers are contaminated then they have a chance to get diseases, basically i look at a rimworld colony on the scale of sim city or skylines rather than zomboid or dayz where you need to purify every drop or die, because in those games you only have 1 person to manage not 40 plus your prisoners and guests. I could add some more detail like water purification machines, or filters, but thats very low priority right now and something i would likely add to mars first then port back over to hygiene.

Where a thirst mod might work great is in a survival mode scenario with zombies, and i might add it back in for my mars mod because so much else is stripped out, this is all just my research and reasoning for not doing it in my hygiene mod ;D
#158
Quote from: bomberchibbi on January 29, 2018, 10:31:09 AM
Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)

sorry that's coded in, can't change it in xml, it used to be 2 years at full flux, but with the new fuel grid i basically allow you to boost the power up to 4x what it used to be by chaining the fuel, which is really nice for getting some extra peak power for energy weapons during raids, and speeding up Pu and du production, but it cuts lifespan down to 6 months at full flux, so you just have to run at quarter flux to get the same old life span out of them.
#159
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 26, 2018, 12:42:58 PM
i'll probably finish v4 then just continue to polish up my mods and keep them updated with latest rimworld patches, I have lots of idea's for features or mods but there's a limit to the amount of time i can put in for free
#160
radiation poisoning in pawns heals over time same as toxic buildup, there isn't a contamination grid yet for the ground, and i cant add contamination to things, fallout from popped cores clears up over time once you have contained the core
#161
The only things that emit radiation are a damaged reactor, or used fuel, uranium and plutonium and new fuel is all safe to handle. Proper setup is to make a containment room for your reactor and fuel storage pool and maybe an adjacent room for Pu processors, so that when you unload spent fuel a single worker can be locked in there and only has to move the fuel a couple of cells to the pool, the bigger the room the further the radiation has to travel and the less likely people walking past will get zapped, shielding is 100% protection, metal walls work, stone needs a couple of layers, wood does a bit. Everything else like turbines, cooling, production, can all be outside of the containment room.
#162
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 25, 2018, 12:00:34 PM
with a lot of work its possible, i made a prototype but wont be attempting it, i don't think it makes sense for vanilla Rimworld. Your modders were so preoccupied with whether or not they could, they didn't stop to think if they should.
#163
not for my mods, can just DM me
#164
Quote from: Harry_Dicks on January 23, 2018, 04:01:53 PM
If you need any help with xml work, or testing, I can volunteer help. I'll probably cause more issues than help, though :)

Just plain old reporting bugs is enough, but you can add me on steam or discord if you would like to chat at length about any of my mods
#165
Quote from: HighDerpLord on January 08, 2018, 06:31:20 PM
Hey just wanted to say i love this mod very much so far. just a few questions:
1) is there a way to watch my ICBM missle devastate an outpost/base without me sending a pawn first to the tile who gets obliterated in a white light
2) can i somehow look at the obliterated area? i instantly get thrown to the world map when the base is destroyed.
3) is the a purpose for the anti ICBM cannon? i think its called HEL. i mean its just urself nuking the world like a north korean wet dream, isnt it?
4) it may sound like im a psychpath but the question is similar to my number 1) with one exception.
is there a mod to show some random generated enemy/friendly bases/factions to zoom in and interact not like just trading/attacking? i like to inspect the peace and quiet npc pawns before i nuke them to oblivion. :) im actually a nice guy in RL
5) last question: i got 5 of this railgun turrets, when i click all 5 and force a target without someone at weapons console the all go for the same point. so far so good. But when i got someone at the console i cant do that with all 5 clicked. just one of them fullfills my command even if i press multiple times. is there a way to make them shoot consecutive or at the same time. its a tidy work to zoom out and click them one by one :(

nontheless, easiely the  best mod with Preperation and Star wars. i even learned stuff about nuclear reactors thanks to u :O

1. The map needs to be generated, code for despawning them looks for colonists and i don't want to start patching all of that to try spawns maps so you can watch them get destroyed, its also pretty dodgy when you do watch it in map, needs a lot of work.
2. if everyone dies then nope, cant save the state of a map like that and come back to it, just the way rimworld works.
3.The HEL is an anti mortar defense system, if i get around to adding pirate missile bases they might be used for shooting down incoming missles.
4.no idea if there is a mod for doing it, i don't want to mess around with that code if i don't need to, i only like adding new stuff i hate trying to change the base game code, breaks things.
5.yeah that's a bug, i need to recode all of the energy weapons at some point to iron out some problems.