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Messages - AngleWyrm

#961
Stories / Re: Pirates, huh, what are they good for?
March 10, 2017, 05:15:33 PM
You know how pirates are often portrayed with peg legs, hook hands and eye patches?
The Lab-O-Doom, helping maintain the image for pirates everywhere :P
#962
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 10, 2017, 10:22:34 AM
Quote from: dburgdorf on March 10, 2017, 09:44:54 AM
Well, one of the problems with having gone down the modding rabbit hole is that I spend so much of my free time working on mods that I don't really have much left to actually *play* the damned game. :D

This comes up rather a lot and I speculate its a detrimental effect that comes from long game load times creating an upper tolerance limit on the number of iterations a programmer can do. It also encourages a split between developer and player that engenders expressing animosity between sides rather than enjoyment of playing the game.

A lot of hidden costs in the convenience features that create long load times.
#963
Mods / Re: [Mod Request] Weapon & Armor Lockers
March 10, 2017, 10:02:51 AM
There's a way to define outfits in-game, and I use it to make everyone wear light and breezy clothes in the summer heat, and put on something warmer when winter rolls around. It's a uniform of sorts.

Might be possible to integrate that functionality into a storage container, so that it contains the clothing for one or more selected outfits. Big enough to hold at least one of each item in a full costume.
#964
If there's a valid story down multiple paths it could be fun to travel them. If it's just Door number three has a boogie man behind it that might better be described as a dead end rather than part of a path.

The motivation to create hardship is strong, and how to do it correctly isn't usually taught, so I'd like to offer some suggestions on the matter:
  • The purpose of grief is to define a course of action as undesirable when compared to other things that could have been done.
  • Creating branching stories where one of the possible choices is painful is the same thing as defining the morals/ethics of the game universe. It is 'bad' to take that path and 'good' to take a different path.
  • plan a spread that includes 'bad', 'good' and some in-betweeny grey areas.
#965
General Discussion / Re: Mortars: Useful or not?
March 10, 2017, 09:29:19 AM
Quote from: b0rsuk on March 10, 2017, 07:30:53 AM
... he could kill two birds with one stone by making colonists automatically lead the target.

Brief block of instruction on how to plot an intercept course.
#966
Releases / Re: [A16] More Monstergirls
March 10, 2017, 07:16:57 AM
Fun stuff :)

Got a dragon girl from one of the traders, and she's become my surgeons pal, nuzzled and named.

I noticed a description that suggested the types have favorite territories, and I haven't seen anything yet in the Temporal Forest biome. If they do occur by biome then I have a suggestion: Please make a distribution curve so that they occur mostly in their favorite biome, but can also occur in other places as well.

An easy to cope with way to do this is to set up a table with one row of chances for each girl. Maybe dragonGirls favor deserts so she gets 10 chances out of the set. Maybe she hates Arctic so she gets only 1 chance out of the set to show up there. Maybe she sometimes visits Tropical Forests, so she gets 3 chances to appear there.

Then you can pick a column that fits the current biome and roll against the set of chances in the column.



Edit: after several world starts they are appearing just fine, must have been bad luck from the RNG.
#967
Releases / Re: [A15/16] Fences And Floors v1.21
March 10, 2017, 07:05:42 AM
That's a vertical fence gate for the North-South running fences, because if you use the regular fence gate it looks a little out of place
#968
Stories / Pirates, huh, what are they good for?
March 10, 2017, 06:55:14 AM
The local clan of the Thumping Bores Missiles pirate clan sent a herd of ingrates to break stuff. Fortunately by then I had a variety of high tech shielded automated turrets (shields courtesy of Mining & Co.) and made quick work of them.

There were a couple survivors though, and so I took them to the Lab-O-Doom where my best surgeon could get some practice installing feet and peg legs and the like. A few surgeries later and what was left of one of them didn't survive a catastrophic incident on the operating table; Stacy has a 141% surgery success rate, so I suspect she got careless or overconfident, although she wouldn't admit it.

Anyway the other volunteer to arrive for surgical practice had two healthy lungs and one of my guys needed a lung. A couple successful surgeries later and I sent the pirate on his way. Sure it wouldn't improve relations, I just wanted to send a message.

So I called the leader of the pirate faction to thank him for the lung and the practice, and see if he wanted to send me some more guys in a slave wagon or something. He just cursed up a blue streak and hung up. :P
#969

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#970
Some alternatives for icon size
  • Have a <- left arrow and -> right arrow to scroll icons when they reach a configurable max count.
  • Have multiple rows of icons when they reach a configurable max count per line
  • Have sets of pawns that can be swapped in/out of the icon bar
#972
Quote from: SpaceDorf on March 09, 2017, 12:25:23 PM
@AngleWyrm I think you are mixing up the taught skills and the bonus of the leader aura :)
Anything's possible, I suppose. Which stat bonuses are related to Leadership Auras? Is it this set?
  • TradePriceImprovement
  • RecruitPrisonerChance
  • GiftImpact
Or is it something else, such as maybe a mood buff?

@Ruisuki, isn't the psychology mod a major re-write of basic functionality, and thus incompatible with most other mods?
QuoteThis mod is a complete overhaul of Rimworld's psychological and social systems. The stories that emerge from your pawns' quirks are the most fun part of RimWorld, and this mod aims to expand on that emergent storytelling by increasing the extent and complexity of its systems.
#973
I've been using this kNumbers mod to track the results of training classes from Nandonalt's Leadership and Teaching mod, and how they effect these stats in their students.



Suggestion/Request
Would it be do-able to add a horizontal scroll bar?

#974
Quote from: Wishmaster on March 03, 2017, 07:02:09 AM
I think I get it now.
I that case, why not simply forbid your fine meals ? Or who should be allow to eat them while the situation is solved ?


Quote from: AngleWyrm on February 27, 2017, 08:33:31 PM
I'd like to see ordered lists in the GUI that I can organize to my heart's content.
  • Contain all food items currently in stock
  • Contain all food items that can be made with bills from the current equipment.
  • Sort by how much saturation each portion gives, and the hungry would go down the list until they run into something with too much saturation
  • Sort by player-specified order so that specific foods could be prioritized or prevented
  • Assign lists to various categories of feed-able creatures, or assemble a group of specific people/animals
That would be fun to mess around with.
#975
Releases / Re: [A16] Minions for RimWorld!
March 09, 2017, 05:41:54 AM
Attack of the Manhunter Minions!


What to do with all that minion leather?
A Minion Leather couch for the lobby of my Taylor's Shop