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Messages - Trblz42

#31
Ideas / Re: New Types of Mechanoids
August 08, 2017, 05:06:15 PM
How about a screamer type 1 mecha? For those who haven't seen the movie series Screamers, check http://screamersencyclopedia.wikia.com/wiki/Screamer_Type_1

Basically it's a robot circle saw blade moving in the ground with the following characteristics: low visibility (=hard to hit), minimal armour, fast moving, targets anything alive that moves or makes sounds (fires weapons).
In Rimworld, i would add  ignores deadfall traps, follows console orders but its AI goes easily berserk
#32
there are a few things that drive me nuts when setting up production on a production table inside a building:

> Unique stacks in stock pile

For most jobs on a stonecutter bench, machine bench, tailoring, cooking etc you could do with a single stack of every type of resources in a stock pile. Right now the stock pile can get flooded based on availability / hauling.
Example: the stock pile next to a machine table could be 5x1 with steel, components, plasteel, chemfuel and mech corpse in it.  If "single pile" is active and no corpses are left, the 5x1 will always have an empty spot available for the mech.corpses.

> Dedicate stockpile to workbench

Right now the resources are gathered based on the circular range from the workbench. However who's actually building a storage room with all workbenches in the center? Never for me.
I would rather allocate a stock pile to a workbench (job) wherever the stock pile(s) is/are. This could be at workbench or job level, both have its pro and cons.

A setup for machine table could be:
* stock pile (inside) allocated by default to all jobs at this workbench. With the "stack limit" idea above, it would be 4x1 large (for steel, components, plasteel, chemfuel)
* job disassemble mecha has a separate stock pile (outside)

A setup for electric smelter could be:
* stock pile #1 for metal slag (outside)
* stock pile #2 for metal from weapons (inside)



these setups will probably require more hauling effort but it will also keep a base more tidy / organised. If a stock pile is dedicated to a production table, another table could not steal the materials.

What do you think?
#33
Bugs / Re: [A16 Release]GAMEBREAKING fire
December 20, 2016, 06:24:45 PM
Which story teller and severity did you select? Randy Random at extreme can be a b*tch to play.
#34
I will have a look at it too. In A15 I noticed the following behavior:


  • Pawn A creates rifle 1
  • Pawn A gets killed, rifle 1 in progress moves to stock pile until cancelled
  • Pawn B creates rifle 2
  • Pawn C creates rifle 3

B and C can work in turns but on their -own- items. If rifle 2 is on bench and C wants to work, rifle 2 is put on the ground.

#35
Quote from: Tynan on December 18, 2016, 08:27:55 PM
So you can deconstruct them, you just have to claim them first?

When I tried it yes!
#36
I have a few sandbags left behind after a siege:

when i select them i have two options: Claim and Build Copy
After I claim them, then I can actually deconstruct the bags.

In A15 I did not have to claim them first. Let me know if you need a save file.
#37
In the clothing stats it shows now also the letter "D" ?

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#38
Bugs / [A16 1390] Crop lost due to late harvest
December 17, 2016, 10:14:54 PM
I am not sure if this is a bug or feature - with the manager desk mod I did not have this problem  :P

In a greenhouse at 21C, I loose crops if grown at 100% and not harvested quickly enough ("XX plant has died from rotting due to being left unharvisted").

Now I have to click on harvest every few hours game time to prevent loss .
#39
Mods / Re: Nominate a mod to be included in RimWorld!
December 07, 2016, 01:36:42 PM
I've used a bunch of mods but some are OP others are not worth mentioning. Here are my candidates for Vanilla

UI enhancements

  • Work Tab
  • Animal Tab
  • Quality Builder - set minimal quality for a furniture
  • StoneTweak - allows different queues per stone type

    • Crafting Hysteresis
    • Feed The Colonist
    • Replace The Walls

    AI logic improvements that cuts on the tedious jobs of managing a colony

    • Colony Manager
    • Hand Me That Brick

    tough one thing strikes me odd in the game: if you buy/find bionic parts but have not researched it, how can you successfully use it in surgery? There should be a research tree and/or skill level that also impacts the use of objects more than currently the case.

    There are other nice mods, that boost the usefulness of some in-game features.

    • EPOE
    • A dog said
    • Tilled Soil
    • Hospitality
    • WattSun
    • Day/Night Switch
    • RT fuse

    Other mods that improve/change looks or adds tons of features (weapons, plants, furniture...) should be left up to people. Some like the ancient look / mars look / punk look / ... but others just want to keep it simple.


#40
Outdated / Re: [A15] Crafting Hysteresis (v1.0.3)
September 15, 2016, 02:10:59 PM
Quote from: ZorbaTHut on September 03, 2016, 10:53:24 AM
Updated to v1.0.3.

* Butcher tables can no longer be wedged into an unusable state by choosing an unsupported option
* Bill UI adjusted slightly to avoid element overlap with stonecutting tables

Did some compatibility testing.

* Feed The Colonists seems to work fine; remember that, if adding Crafting Hysteresis to an existing game, you must delete and recreate any existing bills to add the new options
* Colony Manager does not support the new options; this fix has to happen on the Colony Manager side (and realistically, they'd just reimplement CH within their own framework)

Awesome!

I am using this in combination with "Feed the colonist" mod. This creates an efficient scenario where they build food between min and max in groups of 4.
#41
General Discussion / Re: My 1st Spaceship Launch
September 15, 2016, 01:08:28 PM
Having small hauling areas per bench is tedious, especially if you need multiple ingredients for a given bill.

Here's my approach on hauling and restocking:

I have two "classes" of haulers - inside (base) and outside (base).

Hunter+hauler, miner+hauler for outside,
Grower+hauler, cooking+hauler, research+hauler for inside

If you're lucky with pets, you can use them to augment either group. I was lucky with huskies and timber wolves (:)) so I limited the huskies to inside base only.

I am using now my trade beacon rooms also for construction. So all crafting, smithing, tailoring etc is done with benches in these 15x15 rooms. Since my last base was in the cold, my farms are considered inside too. Same setup for cooking, brewing and drugs.
This requires a lot of digging (3 - 4 15x15 rooms) but once setup it works like a charm. Make sure to install firefoam poppers too .... you dont want to loose a 15x15 room of stocks.

If you like mods, have a look at "hysteresis" icw "build 4"

#42
In Debug mode you can also change weather to Rain to extinguish the fire.
#43
Bugs / Re: FPS Drop if animal zone includes a wall?
September 12, 2016, 06:14:10 PM
I tried to reproduce it today - vanilla, new world, 5 colonist w/ max skills, room of 50x50 with 50+ chickens (untamed). No noticeable difference between roofed w/ and w/o walls.

#44
Bugs / Re: [A15] Pathfinding w/ hydroponics bays
August 30, 2016, 06:37:49 PM
I was under the impression that some installeble objects should not be walked over, such as the hydroponics. That was the reason for asking / mentioning the "bug"

As for my layout, i know there is a design that covers 76% of the area and mine is at 66%. Choices ;-)
#45
Bugs / [A15] Pathfinding w/ hydroponics bays
August 30, 2016, 12:01:39 PM
In A15 I noticed that the path finding of colonist still takes place through hydroponics bays. It seems to happen only during harvesting and not normal walking (drafted or not).

The screenshot shows two spots that are out of reach but are still harvested.



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