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Messages - publicuser

#91
Releases / Re: [1.0] RimHUD v1.2.9 - A new UI mod
October 18, 2018, 05:07:03 AM
suggest to add Temperature View into the mod (colonist's individual temperature), like moody
#92
Now the game goes to 1.0, hope this mod to update
#93
Unfinished / Re: [B18] Prison Labor
October 13, 2018, 10:28:46 PM
Want to know the progress of 0.10.0, will it release with RimWorld 1.0?
#94
If you can attack through wall diagonals, AI also can attack you theoretically. So one solution is make AI hit back and fix stack issue

Perfect solution is stop attacking through wall diagonals
#95
add some pictures(by 飞羽仙狂windy)


[attachment deleted due to age]
#96
Translations / Re: New translation cleaner tool
October 03, 2018, 04:35:58 AM
Will the tool include in 1.0 stable build, and can it translate mod?
#97
The software not support Vista and XP (Requires .NET Framework 4.6.1)
#98
Bugs / Molotov cocktails can burn beyond wall
September 28, 2018, 03:54:58 AM
Molotov cocktails can burn beyond wall, bug or not?

If not, we can use this to attack AI who dig the wall

[attachment deleted due to age]
#99
Quote from: 5thHorseman on September 28, 2018, 02:22:45 AM
So long as you can see WHERE it will reconnect when the colonist gets around to doing it, and can click it multiple times to get it to reconnect to the thing you want it to, then I'm all for it requiring their interaction.

Same goes for temperature of coolers and heaters.

Temperature of coolers and heaters, we can barely understand as colonist has remote control, but reconnect power without interaction is too smart
#100
We can use "reconnect" to turn on/off electrical equipments without colonist operation

Just need to build one power conduit (not connect to your power system) beside electrical equipments, then you can click "reconnect" button to turn your electrical equipments on/off without colonist operation

Solution: Make reconnect need colonist operation
#101
Bugs / Re: AI will always attack unfinished walls first
September 28, 2018, 12:25:47 AM
Another things in this case: AI attack unfinished walls frenzily

One AI throw grenade to the array (the logic is to destroy the array) while teammates attacking, and these guys not run away, still focus on their work. How persistent they are!!!
#102
Bugs / Re: AI will always attack unfinished walls first
September 27, 2018, 11:41:10 PM
Quote from: Bobisme on September 27, 2018, 11:56:15 AM
If your base is surrounded by a giant wall and they see one piece not completed, they would go for that as the easiest target to get in,
Though as you say, just place unfinished walls in areas of no where and watch them think it's to their advantage, the game is basing their thought of the first one, hard to differentiate which is which.

you could tell the AI to go for 'the heart of the base' via path finding but then they walk through hell fire to get there, i can't see them doing much about it.. unless possibly every piece has, like, a threat meter attached, so they would know those walls are inconsequential.. alot of extra code i think

I think even if AI choose attack objects randomly, it still better than attack unfinished items together. At least they can decentralize risk.

When one AI find people or threats, he can call support to come
#103
Bugs / AI will always attack unfinished walls first
September 27, 2018, 07:05:33 AM
Set an array of unfinished walls and forbidden them out of your base entrance. When AI attack you, the unfinished items will attract most of them, if they don't find people or turrets. So you can make many strategys to ambush them.

This is illogical. Imagine, if you want to attack a base, will you attack construction site(unfinished item) first? It doesn't make sense.

[attachment deleted due to age]
#104
As we all know, we may be ambushed in item stash opportunity, if we walk to the door.

But we can use sniper rifle or bolt-action rifle to attack walls or doors far away, then the ambush will never be triggered. When the wall or door broken, you can reforms your caravan without injured or died
#105
Quote from: Tynan on September 19, 2018, 05:11:19 AM
Wow, something's wrong there! Is this still working now?
still working.
Refrigeratory is a bit complicated. Build the structure like picture 1, set all the coolers to -273C, waiting inner temp down to-273C, then power off and remove unnecessary parts (picture 2).
PS: picture by 飞羽仙狂windy


[attachment deleted due to age]