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Messages - Alexander_Lem

#1
Quote from: Harry_Dicks on January 30, 2018, 06:23:43 PM
Quote from: Alexander_Lem on January 26, 2018, 09:05:06 AM
ChJees,
There's a minor issue with faction colors:
If there's two outlander factions present - they're using the same color scheme as android enclaves and the latter become really hard to find.
I know it can be fixed through simple xml tweak, but i think it would be nice to have separate colors for android factions as a stock option for mod.

I've had this issue as well, and I only allow 1 outlander and 1 android faction, through RF - Faction Control. They aren't always similar, but sometimes they look like they are virtually the same color, as far as I can tell.

There are two colors defined for Outlander factions and the same two colors are used in Android's defs.
It seems that the game randomly picks color from faction's xml def on world generation and therefore can choose same colors on different factions.

Or maybe it was intentional? Like, Androids are trying to blend in (Since most of their descriptions do involve running away one way or another) and are hiding by making their settlements to look like a generic outlander outpost?... Who knows...

P.S.
You can change them manually by going to ...\Rimworld\Mods\Androids\Defs\FactionDefs\Factions_Androids.xml and editing the <colorSpectrum> section (begins at line 47 for now), colors are defined in RGB scale from 0 to 1.0
#2
ChJees,
There's a minor issue with faction colors:
If there's two outlander factions present - they're using the same color scheme as android enclaves and the latter become really hard to find.
I know it can be fixed through simple xml tweak, but i think it would be nice to have separate colors for android factions as a stock option for mod.
#3
Your landing pads and spaceships are just amazing!
I've seen this tread before, but skipped it since I was playing tribals, but I'm definitely adding it this time! :)
I hope they will eventually replace vanilla trade beacons, landing actual ships is so much cooler.

I'm sorry to hear that outposts were discontinued, the screenshot looks very nice. Maybe you can reintroduce them as a faction mod with custom base generation?
P.S. Can you post/pm a few more screenshots of small and big outposts for inspiration?
#4
Outdated / Re: [A16] Camping Stuff v0.2.3
June 11, 2017, 06:14:57 AM
And here i am, starting an A17 game with A16 camping stuff. No errors, everything's working fine, even crafted a few tents. And then a need arises to deploy one and... nothing happens on rightclick :c
#5
Quite unimportant note, but it's still buggin me like hell

Why 1st, 7th and 15th?
7th is kinda a midpoint between 1st and 15th (actually it isn't, 8th is), But 15th and 1st are consecutive days. Mathematically it seems logical to do elections on 1st, 6th and 11th days of season, dividing it into three equal time periods.