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Messages - minimurgle

#16
Rimworld round robin is now at A17. If you wish to join we manage it from the this discord https://discord.gg/ZJTatPT

If you don't know what a round robin game is. It's where one person starts a save, plays for a certain amount of time, then passes it on to the next player or a manager (who will pass it on. This is what we will be doing)





IF YOU WANT TO JOIN PLEASE READ RULES FIRST AND THEN HOW TO JOIN LOCATED TOWARDS THE BOTTOM




Rules and Info
Some people may not have seen the first post so here are some rules and info, which have been expanded upon in the discord.

  • We are currently playing on Cassandra rough in Arid Shrublands.
  • The current growing season is 20 days.
  • Turns should be 15 in game days but we will understand if you overshoot a day or two.
  • You have 3 real life days to complete your turn. Extensions can be made if necessary.
  • If you can't make your turn please let me or a moderator, on the discord, know and we can bump you back a few turns.
  • If you completely miss your turn without saying anything it will be assumed that you are no longer interested and you will be removed from the list.
  • If you have been removed from the list you may redeem yourself by just asking to be put back on.
  • Each person may name 1 colonist.
  • Please don't name a colonist that someone else has named.
  • Please take notes of your time with the colony and post it in the RRR history post on the forum and put a link in the history channel in the discord.
  • While the game is not on permadeath savescumming is heavily discouraged.
  • No kill boxes please. No one will mind if you create some efficient defenses but the game is no fun for anyone if all the raids are decimated.
  • Nobody can stop you from doing what you want from the save but please refrain from doing anything that would ruin the fun for people. Launching the colony into space would be one of those.
  • Neither me nor the other moderators can keep track of everything you do. Because of this we use the honor system.


How to join

  • Click the discord link. You may need to make an account
  • After entering the discord navigate to the participation requests channel
  • Leave a single quick message there.

FAQ
Q: Can we add a mod?
A: Probably not in this run, but maybe later.

Q: Can we use a mod that isn't part of the pack?
A: Absolutely not. This has the potential to break everything

Q: How can I get notified when it's my turn?
A: Through discord you can download the desktop or mobile app and turn on the appropriate notification settings.

Q: If the line get's too long will you create another group?
A: That is the plan yes. Though when that'll be is not known.

Q: Is it just me or are some of the people in the discord a little weird?
A: Nope, this discord is full of weirdos, especially that minimurgle guy.
#17
Outdated / Re: [A17] Dangerous Rim V1.3
June 16, 2017, 10:03:24 AM
Took me way too long due to the fact that I got distracted by other things. Anyway V1.3 is now out

ChangeLog V1.3
-Severely dropped difficulty raid scale so it's not rediculas
-Swapped raid point scale of immediate and staged attack
-Tweaked custom storyteller to be more random
-Added custom scenario.
-Added new raiders
#18
Thanks for pointing those things out Kaptain! I may be taking a looksy at that plugin too.
#19
I recently got myself a drawing tablet. While talking to XeoNovaDan he told me to draw him a thrumbo.

#20
Thank you so much for adding in some examples Skully and Kaptain. Thanks for the hotline Shinzy?
#21
Well I would love to help you I'm not quite sure what your talking about. The current brewing table is rectangular and is shaped just like the other production tables.
#22
At a quick glance I didn't see anything wrong with it.

A piece of advice for you though. The best way to check some code is to run it. So load up rimworld and do things related to that code. If you get errors fix them and try again. Then when you don't get any errors your done.
#23
Help / Re: Custom RaidStrategyDef
May 28, 2017, 10:01:41 PM
Allow me to explain abstracts to you.

Say you have thought about a raid, or for this example a gun. This would be it's parent the abstract. if you look at the ThingDef for a gun you'll notice it has a parent listed. But those parents aren't in the game because they're abstract.

Now you have the actual raid, or again a gun. Except this time it's the actual ThingDef for the gun. This isn't abstract therefor it doesn't appear in the game. You'll notice raids don't carry the abstract tag because they are actual ingame thigs.


As for actually making a custom raid I can't help you too much hear because as far as I've looked most of it is c#. But I can say that you shouldn't need patching. As long as you don't modify the core files and add a completely new def for the raid you should be good.
#24
Check the pins on the help page
I feel that one of the documents there is quite helpful
#25
Hi Benni. While it is possible to use this process to change other mods you should have permission from the mod author first unless it's for your own personal use. If it is uploaded and you got permission from the author of the mod that your changing you should make it very clear that you've changed stuff from the other mod.

The only other things I can tell you from my experience is that your mod needs to be loaded after the other mod. You can also put <success>Always</success> to suppress errors if the other mod isn't present. (that could be wrong but it's something like that)

Just a warning it would appear that people are having trouble getting this to work all the time.
#26
Quote from: sadpickle on May 26, 2017, 05:56:48 PM
Related: anyone notice most rivers seem to drain into interior land-surrounded oceans? I love the rivers and their branching but I wish more terminated into the actual sea as opposed to these super-lakes.

I think that's either coincidental or not working as intended. If I recall, Tynan had said that they shouldn't be draining to lakes in the A17 update notes.
#27
While most people probably don't want all the features of the Dangerous Rim mod in the next update I plan on reworking body part coverage to be less annoying. I can release a standalone version pretty easily until I add settings in.
#28
Outdated / Re: [A17] Dangerous Rim V1.1
May 26, 2017, 03:36:22 PM
Sorry about two updates on the same day. But I feel this was needed.
ChangeLog V1.2
-Updated patching method to improve optimization
#29
Thanks for putting this out there. I've already updated mine but I can see a few mistakes I made
#30
Oh fun more corrections