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Messages - AngleWyrm

#196
Releases / Re: [A17] RimFridge
July 05, 2017, 12:38:06 AM

Thanks for the fix
#197
Ideas / Re: forced population cap and storytellers
July 04, 2017, 09:20:44 PM
Quote from: harpo99999 on April 17, 2016, 07:39:11 AM
...the big drain on performance is the pathfinding for each pawn every tick of the game, so you having a larger population of pawns equals a lot worse performance of the game

Have you tried the Zombieland mod? Hundreds of zombies on-screen.

#198
Ideas / Re: Expanded Prisoner Behaviour
July 04, 2017, 09:12:50 PM
You could charge colony labor for prisoner maintenance, in addition to their food consumption and other needs. Prisoners OP!
#199
Ideas / Re: Searchable landing site criteria?
July 04, 2017, 09:08:27 PM
Highlight world tiles with colors according to the number of search criteria it satisfies.
#200
Quote from: sidfu on July 04, 2017, 07:55:31 AM
There are 2 types of outlets for sewage. 1 is a outlet u place on a river,pond or ocean tile area it requires no electricity. the other u can say is a modern day treatment plant.

Have you done this?
I tried to install the outlet on an ocean and it would not place, either in shallow or deep water.
#201
Stories / Re: Your favourite colonists
July 04, 2017, 09:37:52 AM
Latest edition to my favorite pawns collection: Ensign Dorean.
Starfleet sent an away team to visit our little cult, the Order of the Stick, local #342. We were skilled at avoiding Agency detection so these guys were easy; and we talked one of them into sticking around for a while: Ensign Dorean.

He agreed to stay on as an observer, and we had a meeting at the alter...
"Let's all welcome Ensign Dorean to our group. Dorean, we've got to get you through the formalities of inclusion, and since you're the most disposable of us at the moment I've got this here Igni pill for you to take. No one knows what it does yet. Step up to the plate and join us if you can. Or we'll just have to find another use for ya."

It was a rough ride, and for a while it looked like he might not make it, but he pulled through the worst and is currently sleeping off the effects of spending the day wandering around in a daze. So far the mutagen has given him two mutations; one put his metabolism in overdrive, heating him against cold temperatures and another gave him antigens against disease.
#202
Tier-1
Built a wash basin and latrine; they seem to use it occasionally, but some of the colonists have soiled themselves and are filthy. Is there something the player can do about this situation? Is there a latrine range, or latrines per colonist type of metric we should be optimizing?

Tier-2
Researched basic plumbing and built bath tubs, showers and toilets, but they don't seem to work. There's a demand for plumbing pipes and yet I don't see anywhere to route those pipes to. Am I missing something, or is this mod currently only usable on river tiles and/or after developing electricity?

If electricity is required to make a working system then plumbing should probably appear after electricity in the research tree.

Suggestion: Have some way for them to clean themselves in water tiles.
And maybe rain barrels.
And clothes lines.
#203
Ideas / Re: Side Jobs
July 04, 2017, 02:38:46 AM

Quote from: EstebanLB01 on July 03, 2017, 03:03:39 PM
Nice suggestion! way simpler and less risky than what we have now

Not to worry, someone will come along spouting phrases like "risk/reward," "end-game content," "scarcity," etc and create a mod that kills off any teams sent or returns them with 1k silver for their trouble. Version two will only kill four out of five teams sent, and the one that survives will get 1.1k silver.

Still a WIP, not meant to be a source of usefulness, source code not available, yada yada yada  XD
#204
Mods / Re: What would make the game easier to mod?
July 03, 2017, 10:31:25 PM
Over the past couple weeks I've seen several modders attempt to resolve communications issues by establishing new timers to check for status changes. That method is likely to generate lag.

Some sort of .OnChange() method hook, so that mods interested receive notification when there is a change, instead of consuming CPU time checking every few time intervals.
#205
Quote from: Distman on June 19, 2017, 04:13:19 PM
Natural balancing features. Most brews and tonics won't be without it's side effects and dangers. Addiction and hangover will be common side effects. But also overdosing and... death. Don't you go chug those healing potions!

Is that going to be an adjustable property in the xml files, or hard-coded as a developer decision?
#206

Quote from: dStreamline on July 01, 2017, 05:11:36 PM
One of the grand issues with a mood-affecting punishment system (part of which you hinted at in your introduction) is that are inherently biased towards the player, and whatever their motivations may be.

The word justice is sometimes used as a euphemism for vengeance, and can also be entangled with issues of subjugation, empowerment, dominion. Where those ideas are less resolved into specifics, they tend to leave the play-field of the game and promote into a meta-game conflict between player and developer.

There is a difference between the thirst for blood & harm and the desire to alter colonial destiny.

I do like the idea of satisfying our primal hungers and it would be fun to do so without excuse or pretense. Or to put it another way, I want to feel the quiet sting of the sin of excuse and pretense.
#207
Is there a non-steam version of ReplaceWalls available?
#208
Quote from: SpaceDorf on July 02, 2017, 05:15:17 AM
One question though, how are you running misc. robots without misc. core ?
Keen eye on your part, oversight on mine.
I've been playing tribal starts since my last pass updating mods; I'll have to activate the Misc. Core before I get there, thanks for the heads up.
#209
Is there a way to throw an error box log text if an xpath fails?
I'd like my add-on mod to issue a message to the user:
"Ancient Magic: failed to find dependency Infused mod; is Infused mod installed?"

<!-- remove two records if they exist -->
<Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
        <li Class="PatchOperationTest">
            <xpath>/Defs/Infused.ChanceDef</xpath> <!-- is there a record in defs called Infused.ChanceDef? -->
            </li>
            <li Class="PatchOperationRemove">
                <xpath>/Defs/Infused.ChanceDef[defName = "Default"]</xpath>
            </li>
            <li Class="PatchOperationRemove">
                <xpath>/Defs/Infused.ChanceDef[defName = "IndustrialAndBelow"]</xpath>
            </li>
        </operations>
    </Operation>
#210
Help / Re: Can someone help me with this error?
July 02, 2017, 12:57:10 AM
Quote from: Halcyel on July 01, 2017, 11:35:44 AM
I know that the first error is only because the modder doesn´t put the correct so we need only to ignored it xD
Thank you about the quick answer about the second error  :D

Yep, examining the About.xml contained the mod as published in the dropbox link for version A17 shows that the version tag was left empty.