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Messages - The Man with No Name

#31
Ideas / More lighting: warm lighting and wall lights
January 08, 2018, 03:31:19 PM
A couple more lighting options that I think should be in the vanilla game.

Firstly, warm lighting. The game's default white light is good for workshops and utility rooms, but it's not very cosy-looking for residential areas. So I've modified some lights to produce warm lighting for bedrooms and the Rec Room. The colour I've used is exactly the midpoint between the default white light and the orange light from the MoreFurniture mod, so 217,167,104,0. I was going to call it "incandescent", but it didn't fit on one line in the UI, so I've called it "warm".

Secondly, wall lights. I'm using the Wall Light mod. Standing lamps look a bit silly in corridors, while the wall lamps look much neater. I think they should be in the base game.

Here's a couple of screenshots using both warm lighting and wall lights. I also modified the integrated lamp/end table from MoreFurniture mod, which itself would be a great addition to the game, to produce warm light rather than white light in the bedrooms.



#32
Thanks for the replies.

There doesn't appear to be consensus on whether changes made to the Core folder will show up in game. I presume it's likely that they do, since the Core files folder is located within the Mods folder, where mods are placed. I'll assume this is the case, unless anyone states otherwise.

Since all that needs changing is one number (50 to 18), it's probably simpler for me to make direct changes to the Core folder, rather than creating a separate mod. I'll just remember to change it again if the game is updated before I finish my current playthrough.

EDIT: I made the change to the Storyteller file in the Mods>Core folder and also added some text to the Randy description to see if it would appear in my current game. It did, and there was no debugging log appearing, so hopefully it's all working okay.
#33
I played a few hundred hours of this game a few months ago, and my biggest gripe with it was the numerous mindless "friendly fire" incidents that I felt really spoilt the game.

Returning to Rimworld a few months later, I saw there was an Avoid Friendly Fire mod, with almost thirty thousand subscribers on Steam, and subscribed to it myself. I haven't had any major issues with colonists shooting each other while using this mod, although one colonist did suffer a non-fatal bullet wound from another colonist, so the mod doesn't make friendly fire incidents impossible.

I discussed last year the possibility of having colonists hold fire instead of shooting each other when such situations arose, and one concern was that this extra layer of processing might affect game performance, although I haven't noticed any impact on this using the mod.

So the Avoid Friendly Fire mod appears to work as hoped. For me, it's a no-brainer that this should be part of the vanilla game. What are the opinions of other Rimworlders?
#34
Thanks for the replies. Good to hear that events are calculated separately. I guess it would be possible to fight simultaneous raids on multiple maps, although I can imagine it could get pretty hectic. The Avoid Friendly Fire mod should help reduce the likelihood of mindless acts of self-homicide by unsupervised colonists on another map in such eventualities.
#35
I'm playing a Randy game and now have 20+ colonists. I think I prefer having less colonists to deal with and so would like to use the Cassandra critical population cap of 18, rather than Randy's 50. Can I do this with an active game?

The file that governs this is, I think, Storytellers.xml in RimWorld\Mods\Core\Defs\Storyteller.

1) Is it possible to edit files in the main Rimworld folders directly? Some games will only recognize changes if they are put in a specified mods folder, and not those that are made to core files.

2) If so, will changes to this file register in an active game that has already begun?

3) Is it simply a case of replacing this section of code from the Randy settings:

<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>50, -1</li>
</points>
</populationIntentFromPopCurve>


...with this from the Cassandra settings?


<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>18, -1</li>
</points>
</populationIntentFromPopCurve>


Thanks in advance.
#36
I've set up a second colony, near my original one, to collect resources from. There's a basic shack there, but nobody lives there permanently.

This second colony gets events, like raids, even when there's nobody there. Will having this additional colony affect the frequency of similar events in my original colony?

I can see two ways of it doing this:

1) Raids happen with the same frequency, but are now split between the two colonies, so the original colony only gets half as many raids as before (and in my instance, the raids on my second colony are inconsequential unless there's anyone there).

2) I presume that events don't happen concurrently at different colonies, so if one colony is suffering a raid, then there won't be one at the other (since the human player cannot fight two battles simultaneously)? If so, then, in my instance, there could be a raid event going on at the second colony, until the raiders eventually get bored and leave the map, during which time the original colony would be "immune" from a raid.

Are these factors in play?
#38
If you are concerned with risking your pawns in this scenario, how can you not be concerned that a human player directly ordering a colonist to stop firing is followed in some cases and ignored in others? Isn't it like a basic rule of firearm safety to have things clear and unambiguous to avoid confusion?

Anyway, I've fallen out of love/lost faith with this game because of the poor implementation of the "Allow firing"/"Fire at will" toggle and can't play it any more, so further discussion on the subject is, for me at least, immaterial.
#39
There's another major flaw with the current combat system which I've noticed in testing. If a shooter who is manually-targeting downs/kills their target, they will just stand there doing nothing. So if a player selects a target to shoot in a firefight, they will have to be careful to make sure they watch when the target is downed or else their shooter won't be participating any further in the firefight until they are given a new order.

The logical mechanism would be for shooters to go back into automatic-targeting once they no longer have a manual target. I haven't been able to come up with a situation where a player would only want to fire at one designated hostile target and then have the shooter standing awaiting orders upon that task's conclusion. The reverse scenario - wanting a manual-shooter to fire at another hostile target after downing their target - happens every single instance I have a colonist manually-targeting in a firefight.

So, again, the game's firing system reveals itself to be inchoate, deficient and in need of further logical refinement.
#40
Yeah, so presumably one could create a giant 16x16 non-repeating pattern as long as the edges matched up.

I've been having a look at the Carpets+ mod. The nice design in the image above is for special carpets requiring synthread, devilstrand or hyperweave, and only available in three colours (light blue, turquoise, red), while the regular carpets, available in several colours, have a less-appealing tartan design. I've swapped the images in the mods folder, though, so the nice graphic is available for all carpets. I've included a screenshot showing all the different colours with the nice design. Personally, I tend to like neutral non-defining colours for interior design, so I quite like the cream one. So I might just use this modified mod for now as its a nice enough texture.



EDIT: Missed out a couple of colours.

#41
Quote from: dburgdorf on May 07, 2017, 05:49:12 PM
Odds are, the carpet graphic hasn't changed. But my previous message contained a link to a message in which I'd provided the a17 textures.  :D

Yeah, I've played my whole current game in A16, and, since I'm most of the way through, will probably stick to it.
#42
Quote from: dburgdorf on May 07, 2017, 05:46:27 PM
Terrain/floor graphics are not "squashed" into single game tiles. Rather, they're much larger than single terrain tiles in order to avoid obvious repetition in the look of the floor or ground.

Yeah, I was thinking that. I've read that carpets are 256x256 pixels, so it may be that the 1024x1024 texture graphic represents a 4x4 square. Will probably have to test it to be sure.

-----------------------------------------

NEW POST: Which looks most beautiful? From top to bottom: vanilla "high-beauty" carpet, vanilla wood floor, Carpets+ carpet.



------------------------------------------------------------

2ND NEW POST: Here's the texture image from the Carpets+ mod. It's the same size as the vanilla carpet graphic, 1024x1024, and so it looks as though it represents a 16x16 square.

#43
Quote from: AngleWyrm on May 07, 2017, 05:18:26 PM
Might make a border trim:
  • center piece, to be placed where all adjacent tiles are carpet
  • border trim, rotate-able to be placed north, south, east or west of a center carpet
  • corner trim, rotate-able to be placed with a border on two sides, E&S, E&N, S&W and W&N

That's probably getting a bit more complicated than I was seeking to do. There are some interesting-looking carpets mods already:

Carpets+



MoreFloors



Area Rugs



This last mod adds other things like two new crafting benches to make the carpets, while I'm looking for something more basic in just having different graphics for the vanilla carpets.

I could just download one of these and then substitute my own graphic for the mod's graphic and use the mod as a surrogate for my own experimental purposes.
#44
As I mentioned in another thread, I think the game's "high-beauty" carpets are a bit dull and feel that the beauty-neutral wooden floor is much more visually appealing. I was therefore thinking of modding the game's carpet graphic textures, by giving them a pattern or something, to make them look nicer.

I have located the game's carpet texture, reproduced below:



The carpet graphic is 1024x1024 pixels. From reading around, I think that a game square is 64x64 pixels, but that it may allow for a larger-sized graphic by automatically resizing it. So it may be that the image above represents a square of 16 by 16 game squares, or it could be just a single square.

Perhaps the best way to find out would be to test-draw on the carpet graphic and then see how it is reproduced in-game.

At this stage, I am lost and need somebody to hold my hand. I've looked at the mod tutorials on the wiki, but still don't know how to create a mod to insert my modded texture into the game.

Any ideas?
#45
I wasn't sure what "Asset Bundle Extractor" was, so I googled it plus "rimworld" and found a thread from this forum discussing the same issue, found here.

So "Asset Bundle Extractor" is just a different program to do a similar thing to what "Unity Assets Explorer" does? I downloaded it, but my antivirus software deleted it.

I found a post containing a link to what I presume is the A16 art at the top of this page. Will that do?

Here is the basic carpet texture from that file:



--------------------------

EDIT: Also, anyone have any idea of what size this texture might be in game squares?