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Messages - robohunterx

#16
Ideas / Mandated High Priority Order
July 17, 2016, 04:12:43 PM
After not lurking on this forum for a while, the Steam release has really brought me back into the world of Rimworld! After a search on this thread for any likewise ideas, I failed to find any as of recent!

So, to start, I'll TL:DR my idea:
Under the Orders Tab, allow a box selection tool to box select "Highest Priority" aka, do this stuff now, for whatever the box selects.


Concept: I've seen this implemented in two other games that I dearly loves as well, Prison Architect (as of recent) and Banished. (Been there form the start) The concept is simple, you box select whatever you want done right now, and all appropriate colonist will rush to go do that. While this can be a super effective tool that beats the hell out of selecting each colonist, and right clicking an item to do essentially the same thing, this would just make it much quicker and more efficient.


Balance: Using this comes at a price, as it might disrupt daily tasks or other important orders/tasks. If you box select too much, you'll find your colonist queuing up to do whatever you tasked first, essentially going back to the standard way of doing things, just in a big queue. But for quick, area tasks such as mass farm cutting/planting, fire fighting, etc, this could be great!


Implantation: Once an order is given, a call could be set to all colonists with the set job type (For example, if someone is not set to farm, the will not come unless another order is in the area such as hauling) and all will pause their current duties to assist with this order. With this being said, on the other flip-side, there should be an easy way to cancel such an order (In the event of a mistake)

Outcome: For time-critical tasks, this would reduce the micro-management of selecting each colonist to preform 1-task at a time, repeating this process until whatever you needed done, is in fact done.

What do you guys think?
#17
Bugs / Re: Innocent prisoner died mood impact
July 17, 2016, 03:59:19 PM
You always have the option to release them as well, of course you would need to make sure they don't rampage anymore, but setting them on a "Joy-only" schedule might fix that.
#18
This has worked for me in the past for fixing stuck downloads:

Close Steam
Navigate to your Steam Folder/steamapps/workshop/
Remove the "appworkshop_294100.acf" file
Check the "Downloads," "Temp," and "Content" folders, for any folder named "294100" and remove those as well.

Essentially, this is removing all Workshop files from steam, and once steam sees the manifest file (the appworkshp_294100) is not there, it will assume that it needs to redownload the files. Let me know if this works.

#19
Bugs / Re: [A14] Non-moving visitors/raiders
July 17, 2016, 03:44:29 PM
You can see if removing all of your settings and data would clear out this odd bug. Of course, it will remove your save files, settings, and other items. Mods can also cause some oddities here and there. If you're interested, the locations where Rimworld stores data are:

\AppData\LocalLow\Ludeon Studios\RimWorld (This holds your settings, saves, and worlds
\Steam\steamapps\common\RimWorld (Of Course the Rimworld Game)
\Steam\steamapps\workshop\content\294100 (This is your downloaded Workshop Content for rimworld)

And that should be it. If you want to go super clean mode, you can reinstall your steam and that'll flush out any odd things that could perhaps fix it as well. Let me know if you want to.

#20
Bugs / [A14] [Workshop] Scenario Copy Bug
July 17, 2016, 03:36:56 PM
1. This happens anytime you attempt to copy a scenario that has already been published to the Steam Workshop.

2. Upon copying a scenario via the "Scenario Edit" page that is currently published to the Workshop, the new copy will retain the same Workshop ID information as the previous when viewing it on the main Scenario selection page.

3. I would expect to have the Workshop Published ID Remove from a new copy, enabling the ability to upload a new scenario with the new copy. This is useful when wanting to modify a previous scenario, but still wanting to upload a completely new item to the workshop.

The offending line of code is on Line 18 of the scenario save file located in '\AppData\LocalLow\Ludeon Studios\RimWorld\Scenarios' >> Your File Name.

<publishedFileId>9-digit-WorkshopID</publishedFileId>

4. To replicate, simply upload a test scenario to the workshop, wait for it to publish, and copy the scenario in RimWorld. You will see the same exact result.


Temp Fix: Simply navigate to the location above, find your file, and remove publishedFileId line of code, save the file and fire up RimWorld. You will then be able to publish the file.

Hope this helps!

-Moore

#21
Great mod. This is the kind of depth I hope he throws into the base game.