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Messages - orty

#16
Why are my pawns suffering from Someone's Organ Harvested thought when they're at a different colony than the colony where the guy's guts were cut out?  How did they even find out about it??  That's crap.
#17
General Discussion / B18 Trees
December 07, 2017, 12:36:59 PM
From the wiki page for "Trees":

"Not to be confused with Smokeleaf"

LOLz.  Snoop Lion would be proud.

To the point though, with the new biomes we got a few new trees, but the yields and grow times aren't tabulated on the wiki page.  Any help?

It seems like a lot of B18 content hasn't been incorporated into the wiki.
#18
Quote from: Calahan on November 18, 2017, 07:19:01 PM
So out of curiosity can I ask how ctrl-clicking, so holding down a key while you click the mouse, is different from using the keyboard shortcut I mentioned (* on keypad, or rebind as necessary to your preferred key. Rebind to ctrl if you wish), which is clicking the mouse and then pressing a key? I guess I'm not really seeing the difference between them (but maybe that's just me).

To answer this directly, ctrl-click is a much smoother KBM operation than clicking two places on the screen, or clicking and moving your left hand across the keyboard to the default * or to press any other key.  Double clicking with ctrl could also select all bottom things on the screen like it does without ctrl.

In any case, ctrl-click is underused in Rimworld controls (i.e. not at all).  There's potential in it.
#19
Even holding ctrl and clicking a few tiles would cut that kind of selection time in half.  It's just so tedious when it comes to housekeeping.
#20
I tested selecting a few different combinations of overlaid objects: walls, wall blueprints, conduit, conduit blueprints, chunks, floor blueprints (constructed floors aren't selectable), grenades and plasteel.  It appears that at some level, the most recently placed item gets priority selection, seen in cases of the same combination of objects, but placed in different succession.  An exception is walls over conduit - the walls will always be selected first, regardless of which was built first. 

For example, imagine a line of 10 conduit under a line of 10 wall.  I want to delete the conduit and leave the wall intact.  Pretty straightforward and not uncommon, I think.

There are a few ways I could approach this:
1) Click the first tile, twice to select the conduit, then press X (hotkey to deconstruct).  Repeat down the line.  (Similarly, I could select the tile and press * for the conduit, but it's the same as clicking twice or clicking the double-arrow icon, followed by the same process). 
2) Architect > Orders > Deconstruct, click & drag on wall/conduit.  Click the first tile to select the wall, and canel, leaving on that tile only the conduit to be deconstructed.  Repeat down the line. 

I can't think of any better way.  In option 1, that's 20 slow clicks and 10 times pressing X.  If I could hold ctrl to invert the selection priority, especially knowing which items will be selected last, I could do that same process in one ctrl-click & drag to select the conduit and then press X to deconstruct.

I don't know if that's a big coding challenge or not, but would be a huge QoL improvement!

#21
Quote from: Calahan on November 18, 2017, 05:51:26 PM
I'm guessing you don't know about the "select next thing" button. It's the thing that looks like two down triangle symbols in the top-right of the info panel, or press * on the keypad.

Pretty sure that covers the functionality you are requesting.

I do know about that button, but using it is even more of a hassle than clicking twice on the same tile.  You have to click the tile, then move the mouse down to the bottom of the screen and click the button you're proposing to use.  Imagine using that to select just five chunks as described in the OP.
#22
I know that I want to click and select a chunk of limestone beneath my limestone wall blueprint.  I can see both clearly, but when I click on the tile, the limestone wall blueprint is selected and I need to click again (two slow clicks, so I don't double-click) to select the chunk. 

Where two or more selectable items are stacked like this, it would be very useful (toward reducing clicks) to be able to ctrl+click and select the bottommost object - invert the hierarchy of how objects are selected natively. 

Also very handy after a bloodbath.
#23
Ideas / Leather Scrap Quilt
November 14, 2017, 09:34:05 PM
LEATHER SCRAP QUILTS:

Do you have a technicolored array of uselessly small stacks of leather cluttering up your stockpiles?  Tired of waiting for a wandering trader to buy them from you?

Leather Scrap Quilts to the rescue!  Use a tailoring bench to craft together many small stacks of any assortment of leather species in a patchwork for a warm, cozy night's sleep in your unheated bedroom.  It's a piece of 1x1 or 1x2 furniture placed at the foot of a bed, installed a la art, and prevents Slept in the cold moodlet for the bed's occupant(s).  Saves power/resources!  Requires wool.
#24
Ideas / Re: Your Cheapest Ideas
November 14, 2017, 09:06:10 PM
LEATHER SCRAP QUILTS:

Do you have a technicolored array of uselessly small stacks of leather cluttering up your stockpiles?  Tired of waiting for a wandering trader to sell them to?

Leather Scrap Quilts to the rescue!  Use a tailoring bench to craft together many small stacks of any assortment of leather species in a patchwork for a warm, cozy night's sleep in your unheated bedroom.  It's a piece of 1x1 or 1x2 furniture placed at the foot of a bed, installed a la art, and gives an Insulation-Cold buff to the bed's occupant(s).  Saves power!  Requires wool.

... please?
#25
General Discussion / Re: A17 Caravans and Joy
July 19, 2017, 04:28:44 PM
I just sent a caravan of 3 colonists, 4 muffaloes, and 3 alpacas on the journey to find the Friendly AI.  I had heard about and experienced first-hand the joy issue so I packed a bunch of joints, a flatscreen TV and some pre-charged batteries to set up along the way to recover.  The trip has taken about 12 days so far and I still have to settle and build pod launchers to get over the last gulf between my peninsula and the flag, but... I never once had to stop and settle for joy, even with a couple ambushes where one or two colonists needed tending.  It looks like even though the joy bars will completely empty during a caravan, joy doesn't affect the mood bar while traveling.  Great improvement probably incorporated in the latest update.

This makes caravaning long distances actually feasible as long as you have some pemmican.  Best nutrition/weight, and with a rot timer of 1 year, it's basically good for any realistic travel time.
#26
Ideas / Re: Your Cheapest Ideas
July 05, 2017, 04:40:55 PM
Quote from: jdemiers17 on June 14, 2017, 08:01:19 AM
Haul plants after harvesting , if the colonist harvested what they could carry then they would stop and haul it. just like a hunter hauls after they hunt the animal. it doesn't make that much sense for a pawn to harvest some berries that are on the other side of the map and then just leave them on the ground.

Perhaps this could be a default feature of only plants that are not in growing zones, and should be a default for mining and cutting trees.  Tough to assign a haul task interstitially between the harvesting/mining task just completed and the rest task that is queued next.  Is there a stockpile zone between the pawn and the bed?  Is hauling set manually as priority over the task at hand?  Not a cheap fix, IMO.
#27
Ideas / Re: Your Cheapest Ideas
July 05, 2017, 03:25:08 PM
1. How about a (maybe menu-toggled) Wilhelm Scream when refusing to help chased pawns?

2. Give pawn thumbs an icon or overlay if they're suffering from heat stroke/hypothermia or have another health condition that isn't debilitating but could become serious without action.  (i.e. a quick-look at all pawns' health statuses)

3. Provide a small radio icon/animation above the comms console when a ship is in range.  (Many, many times we've forgotten that one is in range only until a message pops up that it's left!)

4. Ability to auto-generate a growing area on only fertile soil, or maybe any specific soil type.

5. Add toggle button for "and/or" function in stockpile zones for condition and quality sliders (i.e. awful-normal AND 0-50% / awful-normal OR 0-50%)

6. Add a skill level range slider for performing operations, similar to range sliders for bills, or restrict them to the highest-skilled pawn in the relevant skill area.