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Messages - chaotix14

#106
General Discussion / Re: Pictures and Pictures
August 14, 2016, 02:36:24 PM
Quote from: MeowRailroad on August 14, 2016, 01:38:44 PM100% Made In USA.

Explains why it's only excellent, better hope no darn tornado shows up it'll make that grave shatter and fly like a pile of leaves.
#107
I'm guessing you are as new as they get with rimworld. Check the work tab and make sure they are set to do construction, in fact go through the whole list of jobs enabling and disabling what you do and what you don't want them to do.(perhaps even custom priorities)
#108
Ideas / Re: Dynamic soil Fertility
August 14, 2016, 01:46:43 PM
Honestly yes, on the realism front this would be a great idea. Yes, it would make the game more challenging. Would it make the game more fun? Maybe.

First thing that came to my mind when thinking about this suggestion was. "God no, more micromanagement hassle." Because let's not forget how much fun it was(using colony manager these days, and in DF you'd refer to the magic of DF hack and auto-butcher to remove the hassle of the ever looming catsplosion) to manually set every single thing I wanted trained, penned or butchered to be done so. So unless the colonists can automatically and by themselves deal with the ground fertility without the player having to do more than set a few settings(like a minimum fertilization level) it's nothing more than adding hassle to the player.

Secondly as someone else already pointed out, larger fields aren't always viable. Try the suggestion out in game. Start a fresh new game, rich explorer if you really are up for a challenge, pick a place with at max 25 days of growing season(which is probably going to land you in temperate or a mild tundra area). Now without farming any tile twice and without over hunting the wildlife make it till the first harvest of next year. I don't know how hard or easy it'll be, since you almost always end up with a situation where you have 5-6 mouths(more if you have any animals) to feed by the end of winter.

Thirds, you don't put fertilizer into hydroponics, that'll clog up the tubing. You have to ensure the nutrients dissolved before it lands in the system.

Fourth, "Hell, if it works in DF..." except in DF it adds extra value to the soil rather than being a mechanic where something is taken away from the soil. Also it working DF doesn't mean it will work in other games with a very different focus. Imagine a rimworld without direct control, no way to tell them to prioritize something, none of that extensive micromanagement in combat. Or how about DF's very basic workmanager which basically says either you do or don't do a certain job. While it may have some micromanagement in the game, DF for the most parts it is and will always be a large scale civilization manager/simulator. For every colonist you'll have a handful of dwarves, and with some special exceptions dwarves are very expendable(colonists not so much).

Finally, for anyone who wants this as some attack on the mountainhome playstyle, here's a better suggestion: Remove mountainous spawns. Problem solved, no more mountainhomes. Also why the hell are you so against the mountainhome playstyle being viable that you create a suggestion to make it less viable? You don't have to use it, and why would other people using it affect you in a strictly single player game?
#109
General Discussion / Re: I'm a bad person.
August 14, 2016, 10:09:27 AM
Which given that an animal with size 1(human sized) yields 20 leather, means you need a lot of Yorkshire terriers to make a hat.
#110
It's either because of the stuff work around or because of the vanilla weapon crafting because that also uses components and seems to work just fine. Maybe Tynan did some more of his usual old code rewriting to keep the modders guessing what needs to be updated and how.
#111
Quote from: Sola on August 14, 2016, 09:54:49 AM
I restrict them to a small animal zone, and that works fine.  The dog will even starve because the zone didn't include the larder.  However, every time there's a raid, I draft the owner.  When I draft the owner, the dog is like "OH IS IT TIME TO FIGHT I LIKE FIGHTING LETS FIGHT!" and gets shot down.

Is there a way to prevent your animal from going into combat?  Dogs are good haulers.  Dogs are not good at killing centipedes.

Go to the dog, select masters: none. Solves the problem, and to prevent them from randomly walking into a firefight(which they will) restrict them to a zone far away from danger.
#112
General Discussion / Re: RimWorld's Different Worlds
August 14, 2016, 08:53:21 AM
Why are you so hellbent on getting the seed for this one map? There are billions upon billions of possible seeds, there is very little chance anyone knows what seed that is or has even seen that exact seed.
#113
General Discussion / Re: How to trash things?
August 14, 2016, 08:46:07 AM
Quote from: ahowe42 on August 14, 2016, 06:31:24 AMThanks for the advice.  A few questions:

  • I have not seen anywhere to set properties on storage areas, other than size.  How do I do this?
    Smelter?  Furnace?  I do not have these as options.


Andrew

Click on the stockpile once you've made it, you can set what should go in the stockpile, set quality/damage percentage restrictions and whether something should go into this stockpile before another(at which point stuff will also be hauled from the lower priority stockpile to the higher priority one).

The smelter and the furnace he is talking about are probably a bit ahead of where you are, they need to be unlocked via research. Fortunately if you really want something gone like weapons or clothing, putting it in an area with no roof will slowly destroy the object until it vanishes(requires the item to have a deterioration rate though, you can check whether it has or not by clicking the little i next to the items name). Or you can make your own improvised furnace by making a small roofed area with stone pillars and flooring(make sure nothing else flammable is nearby or you might start a wildfire, also you might want to de-home zone the area where you plan to put your trash) then loading your unwanted trash in the area via a stockpile. Then simply chuck a few molotovs into the trash pile and watch it burn.
#114
Quote from: Etherdreamer on August 14, 2016, 06:22:43 AM
After all that research, and resources done for creating an "robotic mine" it ends not being "robotic" (not automatic) and droping a meh quantity.

Was expecting a bit more because it´s not cheap.

I guest right now we can change the 4 to a bit more, or adding a "bulk" version maybe?

http://vignette1.wikia.nocookie.net/warhammer40k/images/3/3a/Canoptekspyder10.jpg/revision/latest?cb=20150219223033

Well it is robotic(robotic =/= automatic), very robotic in fact, since there's an army(well more a company) of mining robots underground doing the hard work. The colonist is merely overseeing the dig preventing the robots from trying to mine each other or creating a sinkhole right under your colony, that kind of stuff(they aren't exactly smart robots).
Also there are a few good reasons why I made it work the way it does, the only way without C#(CCL might have a way which might result in something I'd call satisfactory) I would be able to make a fully automatic mine is by making a separate mine for every ore(which is a load of cluttering to have in the usually already overflowing production tab) and to have it spew out ore in a similar fashion as the insect hives(which I personally really don't like, because I like to keep my storage managed).

I'm assuming with 'the 4' you either mean the uranium yield or the jade yield. Which yes, is quite a bit on the low side compared to the others. But I'm not exactly planning to fix that right now, as I'm planning to change the system in a more drastic manner rather soon anyways(balancing and reworking old systems is always on the to do next list for me, even if I don't explicitly state so). By either making the speed determined by the mining skill(as suggested in the Other thread) or by using CCL to make it a more automated factory.
#115
Perhaps just use a post counter, for example if some user makes a high amount of posts in a short amount of time, they get flagged automatically as requiring moderator attention and don't get posted until the moderator verifies its not a spam bot. The same could be applied to multiple threads over a short period of time. Maybe even add something on that checks for high similarities between posts and lowers the post counter significantly based on that.
#116
I'm back in action. Actually I've been back in action for a bit(A week or so), to create and test a new version of the mod. Here's a smallish update with some new stuff, a couple of improvements(yes, this includes a rebalance and fix of the biogenerator) and all new CCL integration(now that power hungry monster will chill the F out when you aren't working it, among other things).

Also for those who fear for the fate of RalphFox, don't worry he has been gently assimilated and is working on a way to recognize ores from other mods and add them to the mining complex to be mined. So yeah, good news for everyone, the mod gets a co-author with knowledge of C# and it's not so creative founder is back.

Next on the list of things I am going to work on is probably some method of significantly improving surgery success rates, perhaps some more powerful heating and cooling solutions and maybe that promised high tech power solution.
#117
Well I wouldn't be against some mods or at least parts of mods being included in the base game. For example Mechanical defence 2's deep storage would be great to have, since stuff like wood, cloth, steel and silver tend to become massive storage room fillers. Or what about colony manager, the ability for your colonists to self manage some parts like butchering excess animals and assigning new animals to their designated zone. Stone cutting tweaks, hey how about a mod that allows you to specify how many of a certain type of stone blocks you want instead of having to manually manage that. These are mods that don't exactly do anything game changing, but are very good quality of life improvements for the game, and there are many more examples.
#118
Outdated / Re: [A14] Firefoam Mortar v1.2
August 13, 2016, 05:35:57 PM
Quote from: Bucketsmith on August 13, 2016, 04:58:18 PM
There's already some mods out there like that. Most are outdated. Though I'm sure I've seen firefoam grenades somewhere...
The main problem I can think of is how are you going to make your pawns switch to that fire extinguisher 'weapon' when they go on their fire-beating job?

I've pushed my update, btw. Nice red & white colour scheme now. :D I had made a texture for the base, but the game adds a weird darkening effect to mortar and turret bases so that it would always come out a dark red and dull grey. I can't find a way to get rid of it.

Yeah, making them automatically use the fire extinguisher when fire fighting would most likely require C# coding, but you can always use it manually like the mortar.
#119
Outdated / Re: [A14] Firefoam Mortar v1.2
August 13, 2016, 02:35:50 PM
Quote from: Bucketsmith on August 13, 2016, 01:54:51 PM
Quote from: Justas love on August 13, 2016, 01:01:30 PM
Wow, any way for you to make a fire extinguisher and make this into a mod list?
You mean a short range weapon that would make beating fires out less of a danger?
I'd have to look into that. I think that requires some C# magic, which I'm not trained in. :D

P.S.: I've got an update coming in.

Just use one of the launchers or perhaps even just the grenade as a base for the weapon and give it's projectile a downscaled version of your explosion. That should do the trick in making a handheld version. I would make it for my own mod, but I don't like stealing ideas and it would fit better in your mod.
#120
Outdated / Re: [A14] Colony Manager
August 13, 2016, 11:50:54 AM
Do you think you could make it so the colony manager manages the general farming as well? Something as simple as stopping the sowing when threshold X is reached and then re-enabling the sowing when the stock dips below X?

I mean it might just be me, but I am always overkilling the farming part and the mirco can get just a tad tedious.