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Messages - Jibbles

#346
Ideas / Re: Remove roof collapse from the game
August 28, 2017, 07:09:03 PM
They won't build a roof in mined out areas unless you closed it up with walls and a door.  In most cases, you're going to make a room out of that area when you do that.  There's a no roof zone if you didn't want them to add a roof.

Personally, I would HATE if auto-roofing was removed.  It would be tedious to have to make a roof zone anytime you build and expand your base.  It would be even more annoying when you're building oddly shaped bases. I'm aware I could just slap a boxed roofing zone over that area... But I wouldn't want roof sticking out in places I don't need and have shadow patches everywhere.

If you want to put your preference to the test.. Then load up a new game.  Expand a no roof zone all across the map and start building.
#347
Ideas / Re: Improving Combat Mechanic (MUST READ)
August 28, 2017, 02:22:14 PM
I keep waiting for this feature. Also want it so you can command a group of people to interact with same items, e.g. get 10 to snort yayo. Believe this could be done with achtung mod so I may try that.
#348
Ideas / Re: Remove roof collapse from the game
August 27, 2017, 04:27:27 PM
I see your point. It's a good idea to make the pawns a bit smarter about that.  I imagine it would need its own button though.  I wouldn't want my pawns to think they should tear down a roof to deconstruct walls. I would constantly be dealing with expanding roofing zones and temperature problems when it comes remodeling parts of my base. I guess it could also be reduced if pathing was worked on a bit. Pawns still trap themselves inside walls so I'm not sure how far that will go.
#349
Help / Re: Allow me to plan, please
August 26, 2017, 01:02:54 PM
You can export a blueprint if you want to save it.  When you want to use that blueprint in other games you can use the import option. All this is done by right clicking.

It doesn't care if you have the resources or not as far as i know. You can even change resources such as stone types in the original blueprint.. But it does care about research. If you imported only a turret, it won't let you build that blueprint if you haven't finished the research. So I would use walls or other resources to display the radius in the blueprints and trace the outline of the walls with the planning tool, or simply use it  as a guide.

Again it's not the best method, but it's another way to try if don't want to enable god mode.
#350
Mods / Re: Rimworld Sprite Tutorial: [Animals]
August 25, 2017, 05:12:18 PM
#351
Mods / Re: [Mod Request] More colonist bar icons
August 25, 2017, 04:09:07 PM


I think he mentioned that since you said it was bloated.  This is just spawning in a bunch of colonists so much of those icons will disappear once you've take care of them, plus theres the option to disable. But this is my preference for the bar.

You're right, it doesn't display actions. Sorry about that. There's not a mod that I know of that does exactly what you want. I encourage you to give it a chance as seeing a pawn's state is super useful when you have several pawns.  There's some extra features in there as well such sorting and follow a certain colonist. 

Hope you get what you want someday. Maybe you could suggest adding actions to the modder if you end up using his colonist bar.
#352
Help / Re: Allow me to plan, please
August 25, 2017, 01:57:09 PM
Rock5

I like fluffy's blueprint mod.  I make presets that displays an items radius such as turret or orbital beacon so I load them up into other games. May not be the method you're looking for, but that's how I get around it for now.
#353
Mods / Re: [Mod Request] More colonist bar icons
August 24, 2017, 05:32:37 PM
The colonist bar shows their current actions and state through icons. So if a pawn is sick and hasn't received treatment, an icon will show up. if they're drafted, then an icon will pop up. If that's not happening then something must be up with the settings.

I could be wrong, but I want to say that it does display icons like hauling  and mining. On my phone right now so can't see.
#355
Ideas / Re: New equipment type.
August 24, 2017, 02:01:22 PM
If I remember correctly, I could make the item equipable.. They can't use it as I intended if I put just that.  If I added equipment type then it would let me use it similar to a weapon which is what I was looking for.  The only two equipment types I'm aware of are Primary and secondary.  Rimworld wanted to call it a weapon regardless what other tags I threw at it.
#356
Ideas / Re: New equipment type.
August 24, 2017, 01:45:52 PM
Don't remember exactly what the results were the last time I tried this.  Incapable of violence still couldn't equip if I made the item similar to a weapon.

I may try again later, probably messed up somewhere. Looking at the def, I do have an idea that I haven't tried yet. though I highly doubt it will work.
#357
Ideas / New equipment type.
August 24, 2017, 06:04:19 AM
Would be useful to have another slot for holding unique items. I'm going to call these items gadgets for now.  Think it would fit well with vanilla and make modding some items a bit easier.

I'm dreaming here but allow pawns to carry gadgets along with a weapon.  Weapons are not allowed in the gadget slot. Nor items such as food or resources. I say this because giving pawns the ability to hold more than one weapon changes strategy a bit and would need to re-do just about everything involving combat to balance things out.

What are gadgets? They are items that do not cause direct harm. So the list is pretty broad.   Think of items such as a shield belt if that wasn't already a belt.  Or a device that prevents friendly fire if equipped. A lighter. A flashlight. A drill. A portable joy item... the list goes on.

Gadgets could even shoot objects and have target parameters. example; throwable glow sticks. Since it's a "gadget", it wouldn't be considered as a weapon which would allow pawns incapable of violence to equip these items. 
#358
Ideas / Re: Remove roof collapse from the game
August 23, 2017, 05:11:00 PM
Not sure I can agree with you since there are ways to easily avoid roof collapse. They're not time consuming, and they're logical.

I was new to rimworld, mining into the mountains. A thick roof crushed my pawn. I had to laugh when I realized what happened. That was the moment I fell in love with the game.  It has created many funny unpredictable moments in the game for me.

The game is in alpha so expect exploits.  Even before the ship exploit was fixed, making a roof collapse over it wasn't extremely effective.  Definitely not more effective  than surround IED around it.

Shooting a pillar down to lower health, then trigger ways to prevent repairing that pillar is kinda time consuming. Not only that, it's very dangerous for your pawns to be around.  So using that as another defense method has always been gray area for me to call it a exploit.  Though, Tynan would probably do something in the future to prevent this from happening.  Anyways, kinda up to the player to use that exploit.
#359
Mods / Re: Rimworld Sprite Tutorial: [Animals]
August 23, 2017, 06:17:04 AM
I didn't think about icon tutorials.  I'm sure I'll get some good use out of those.
Great work on the textures jabbamonkey! I like all of them, especially the generators.   My favorites are the benches since each of them have their own thing going.  Always felt those were a bit stale in vanilla. Keep up the good work!

Any guides for making atlas sprites like the conduits and walls?
#360
Find it strange that there isn't a completed version to download so we can test and see how everything is supposed to look and work. Can someone share? I'm grateful for this tutorial but I'm not able to get it to work.

still missing the / in xml file.

I come across errors even though I've copied things word for word. Guess I'm doing something wrong when it comes building the project.

Could not find type named Plague.ThingDef_PlagueBullet from node
Could not find a type named Plague.Projectile_PlagueBullet
XML error: <AddHediffChance>0.05</AddHediffChance> doesn't correspond to any field in type ThingDef.
XML error: <HediffToAdd>Plague</HediffToAdd> doesn't correspond to any field in type ThingDef.
Config error in TST_Bullet_PlagueGun: TST_Bullet_PlagueGun has null thingClass.