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Messages - mugenzebra

#1
Ideas / Re: Do we really need rimkids?
December 13, 2016, 12:02:32 PM
Quote from: A Friend on December 13, 2016, 08:16:30 AM
Sure it might be logical and practical but it just seems wrong to strip a person of their childhood. Imagine waking up one day in a tube and there's these two strangers saying they're your mom and dad and then forces you clean up a bunch of people's rooms.

Your empathy is understandable. But that is the life of the rim, it goes to the extreme, you don't get the glitterworld life. And you realize some pawns have childhood of being, iirc, test subjects? So for some colonists, theird childhood is already bad. You know kids don't have to stay in artificial womb all the time, they can come out sometimes to have time with their parents lol After their body is in adulthood they are still their parents children, right? Let's be imaginative here.

As of education, I am sure you've seen the movie Matrix right? Getting educated in simulated world doesn't sound too unrealistic in RW.
#2
Help / Raiders with power armors and lvl 20 shooting?
December 12, 2016, 04:00:11 PM
Just saw a post in suggestion board. Having raiders with power armors and lvl 20 shooting sounds like indeed extreme. This sounds entirely moddable. Any thought?
#3
Ideas / Re: Major raid
December 12, 2016, 03:52:14 PM
Quote from: Dukkha on December 12, 2016, 01:56:56 PM
Now that you mention it, it would be cool if (on rare occasions) you were attacked by one or two highly trained assassins with exceptional AI.
Rather than their goal being to slaughter your entire colony (which could feel punishing rather than challenging), perhaps they were hired to kill a very specific colonist, or steal a high value piece of art.
Just a thought.
interesting idea.
#4
General Discussion / Re: Alpha 15 Economics Study
December 11, 2016, 10:28:11 PM
Quote from: brcruchairman on November 24, 2016, 08:20:04 PM
That actually sounds really interesting! My apologies for the lack of initial response, I seem to have missed your post. But, once I've got my results published from vanilla-only, I'd really like to collaborate with you to see how the empirical results compare to the theoretical ones. If nothing else, it'd be a good exercise in finding where I went wrong with my calculations. :p

As for your mod itself, that looks really useful in-game. I usually stick religiously to vanilla-only, but I might bend my rules for this one. This will be especially useful in finding practical values such as colonist work-per-tile for crops, or animal resource consumption per unit of output. (E.g., how much hay is used in producing a unit of wool for an Alpaca?) I'm definitely going to have to give your mod a look once I've finished gathering my vanilla data.
I accidentally stumbled upon this post again while randomly strolling through this forum. :D
So basically this forum doesn't send notification from post replies, so I'll suggest if it's possible you can pm me or respond to my mod posts, as I've done tremendous amount of code just in the past 3 weeks since your reply. Now users can create graphs dynamically, show a table of stats, do basic text displaying, and taking notes.
#5
Ideas / Re: Do we really need rimkids?
December 11, 2016, 06:37:42 PM
TLDR; Let's not be stuck with the idea of raising kids "traditionally," could we? At space age, we can have artificial wombs, which will allow children to grow at hyper speed, this rids the needs of raising and teaching kids. In addition, having frequently dropped pods and wanderer join don't make sense logically, let along those people are often our colonists' relatives, LOL. The game begins with a crash-landing situation, this should be pretty rare, or else space technologies are just not reliable to a ridiculous degree. Having rim-kids this way can be a reasonable way to have families and relatives in Rimworld.
#6
Mods / Re: [Mod Request] Taking notes? Calculators?
December 08, 2016, 03:59:39 PM
Quote from: Spdskatr on December 08, 2016, 06:08:37 AM
Thanks a lot mugenzebra, that is exactly what I wanted.
You're welcome!
#7
Mods / Re: [Mod Request] Taking notes? Calculators?
December 08, 2016, 01:08:01 AM
I just added simple note taking capability. Just download and install the mod and go to Estimator tab, then Note sub-tab. Your note is saved upon saving, and reload upon restarting your game. I tested it, it works fine, you can try it out and if there's any problem let me know. Other sub-tabs are non-functioning besides Graph sub-tab.
#8
Mods / Re: [Mod Request] Taking notes? Calculators?
December 06, 2016, 02:38:04 AM
My idea is to integrate note-taking capability into my analytics mod: https://ludeon.com/forums/index.php?topic=27521.msg279160#msg279160
which eventually will generate analytics report
#9
Mods / Re: [Mod request] You play as a leader of colony
December 04, 2016, 08:50:48 PM
choose a pawn, if it dies, delete your save. if other pawn hates that pawn, arrest it, kill it, do whatever.
#10
Mods / Re: Mod Request - Tourist Industry
December 04, 2016, 08:48:59 PM
you can pay traders to come visit your colony, sell them meals and use hospitality mod.
#11
Mods / Re: Mod for allowing doctors treating themselves?
December 02, 2016, 12:05:46 AM
Quote from: RawCode on December 01, 2016, 11:26:32 AM
operating?

currently pawns unable to just put piece of cloth on wound to stop minor bleeding...

We gotta start by taking small step right? And it sounds to me self-treatment might not be as simple as it sounds. How about having a button, which upon press will start bandaging the pawn itself. My gut feel is bypassing the job giver system is quicker.
#12
Mods / Re: Mod for allowing doctors treating themselves?
November 30, 2016, 03:57:11 PM
Quote from: Illusion Distort on November 30, 2016, 07:36:13 AM
The soulution would be making a new recipe, defining that the doctor is also the patience and a workgiver that makes it a priority.
I am looking files in RecipeDefs folder and couldn't find anything. But looking at Jobs_Work.xml seems interesting, particularly I found   <!--============= Medical ===============-->

  <JobDef>
    <defName>FeedPatient</defName>
    <driverClass>JobDriver_FoodFeedPatient</driverClass>
    <reportString>feeding TargetA to TargetB.</reportString>
  </JobDef>

  <JobDef>
    <defName>TendPatient</defName>
    <driverClass>JobDriver_TendPatient</driverClass>
    <reportString>tending to TargetA.</reportString>
    <casualInterruptible>false</casualInterruptible>
  </JobDef>


And looking at JobDriver_TendPatient.cs I found

public class JobDriver_TendPatient : JobDriver
{
private const int BaseTendDuration = 600;

protected Thing Medicine
{
get
{
return base.CurJob.targetB.Thing;
}
}

protected Pawn Deliveree
{
get
{
return (Pawn)base.CurJob.targetA.Thing;
}
}
}

This seems to be the starting point, but I don't see anything directly related to if the pawn can self-target itself and give itself treatment.
#13
Mods / Re: WildLife Tab
November 30, 2016, 03:41:14 PM
#14
brainstorm: and from a frozen dead body. I think it's reasonable, and it will not cause mood debuffs.
#15
Mods / Mod for allowing doctors treating themselves?
November 29, 2016, 04:17:11 PM
I wonder has anyone thought of this yet. If everyone else is downed or only one colonist is left, the situation can be dangerous if he gets injured. Little injuries should be allowed to be bandaged by the pawn itself , and self surgery should be allowed for exceptionally skilled doctors. But the speed of the treatment should be slowed.  How would this mod be approached to code? I couldn't find anything after searching 'right click' in source code.