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Topics - milon

#101
Topic not really about RimWorld the video game; moved to Off-Topic.

https://ludeon.com/forums/index.php?topic=15607.0
#104
Tools / DLL Creator
August 21, 2015, 02:24:02 PM
I know very little about modding, but I know that basic XML mods just replace/add content.  This makes them potentially incompatible with other mods because they're all trying to rewrite the same files.

A DLL mod is a fancier bit of compiled code that edits memory values at run-time, rather than overwriting an entire file.  These are more likely (but not guaranteed) to be compatible with other mods.

So here's my idea / question.  Is it possible to take an XML mod and run it through a script that compares it to the Core file it's replacing, take the difference, and spit out a DLL that does the same thing?  In other words, DLL mods made easier.

I would have no ability myself to create this, but I think it's quite doable, and could be used to increase the compatibility of mods and even to standardize things a bit.  Just a thought.  Would anyone use it?  Anyone want to try to make it?
#105
Off-Topic / How did Big Hero 6 start?
August 21, 2015, 12:57:24 PM
Anyone remember Big Hero 6?  I'm pretty sure this is how it all starts:
https://www.youtube.com/watch?v=xK54Bu9HFRw

And what do they call it?  Kilobot  *shudders*
#106
Ideas / More Events
May 20, 2015, 07:38:46 AM
I'm really liking the new events that Tynan is putting in, and that got me thinking about events in general. My opinion is that we need more of them for a fuller and more diversified game.  So what would you like to see?  I put this thread in the suggestions subforum because it will hopefully result in some really good ideas for Tynan.

Let the voting begin!
#107
Life in the Ruins
Yet Another Try At Community Stories

This is inspired by a General Discussion thread, What happens after you leave?

Life in the Ruins is an effort to generate more community stories/games.  The basic idea is to play/experiment in the ruins of someone else's colony.  You don't need to include new colonists with your uploaded save file.

Details:
- Play a game until your colonists are gone (ship takeoff or colony death)
- Save & upload the game (.rwm & .rww), include screenshot(s) if you like
- Give a brief description of the map including biome and any major features
- List any mods used

When you download a save, you can either spawn random colonist(s) with the Dev Mode tool, or just fast forward until you get a Colonist Joins You event.

Suggested form to use when uploading:

Colony Name: Life in the Ruins
RimWorld Version: Alpha 11
Screenshots: Insert here, if applicable
How your colony ended: Horrible, horrible Boomrat death
Description: Brief description of the ruins, resources, and any current threats (ie. Base is 75% burned down, the food was all eaten by the boomrats, and an unlucky lightning strike opened a small mechanoid hive.)
Storyteller: Randy, 100%
Mods Used: none
Save Files: URL to .rwm & .rww files
#108
Ideas / Dominant Hand
February 13, 2015, 01:16:13 PM
I'd like to see the implementation of Dominant Hand for all human(oid) pawns.  The dominant hand, just like in real life, is more effective than the non-dominant hand.  Most pawns (80%?) would be right-handed, a few (15%?) would be left-handed, and rarely (5%?) they would be ambidextrous.

Losing the non-dominant hand/arm would impact hand/arm skills in a small way.  Losing the dominant hand/arm would impact hand/arm skills in a big way.  Losing both would disable the skill entirely.

Not exactly a "cheap" idea, but not terribly complex either, I think.  And it would add a little more variety to the colonists.
#109
General Discussion / Spam Bots
February 03, 2015, 11:24:01 AM
I've been seeing "lots" of spam bots lately.  ("Lots" for RimWorld.  Not a lot compared with other forums, but a lot for us.)  Has it reached a point that's causing problems / requires action?
#110
Bugs / Wiki Problem?
January 26, 2015, 03:37:48 PM
I just upped my wiki edit count to 10 (same user name), and tried to add a mod to the mod list page.  Every single time I try to commit the change, the wiki server returns no data (Chrome says 'no data received') and both www.rimworldwiki.com and www.ludeon.com become inaccessible for 2-3min.  Has anyone else experienced this?  I'm attempting from Win7 with Chrome web browser.

EDIT - It finally accepted the edit (IceSheet mod).  I'm still wondering if this has happened before, or if this was just a one-off.
#111
Ideas / Colony Projects
January 18, 2015, 11:29:33 AM
I'd love to see colony Projects implemented.  Here's what I mean:

A Project is a combination of any mining, constructing, growing, hauling, and/or production tasks that a player wishes to accomplish.

But players can already do that.

True, but Projects can be named, saved, and easily repeated.  For example, "Project Fortress" could include stone cutting, mining, and constructing which results in a previously specified configuration of walls and turrets.

Why would we want that?

It saves time for planning out rooms, fortifications, growing zones, etc.  Ideally they could be rotated and placed at will.  Additionally, it could contribute to the in-progress Tales system to output something like "Flare Shift completed project Take Flight."  Which could go a long way to helping the game engine know what player-significant colony events happened.
#112
Stories / Community Colony: The Frozen - Part 3
January 02, 2015, 09:43:20 PM
Happy (slightly belated) New Year!

As a celebration, I give you our first Community Colony: The Frozen!

What's a Community Colony?  It's essentially a RimWorld pick-up game.  You play a bit, post your story & save file, and then let someone else have a go at it.  It's a succession game without schedules or turns.  Just remember - your story only becomes 'official canon' when it's posted to the forum before anyone else posts a different story.  Once a new story is up, anything else becomes non-canonical.  So don't delay your updates!

RimWorld version: Alpha 8
Mods required: IceSheet (do NOT use the WaterWorld expansion)
Storyteller: Random Randy
Challenge Scale: 100%
World: PolluxPlanet.rww
Latest savefile location: https://drive.google.com/file/d/0BwObvwnqze0zUGRKSjhXSzJ5a0U/view?usp=sharing

You may upload your .rwm save file to my Google Drive (RimWorld Community folder):
https://drive.google.com/folderview?id=0Bwl7VU9z47sqUmVGemJaT3FNdms&usp=sharing
Feel free to upload screenshots to it as well, but please put them in the Screenshots subfolder.

For the curious, the world seedString is 'icesheet' (no quotes), and was generated at 200 x 150 (I have a crappy computer).  Colony 'The Frozen' is set in an Ice Sheet biome with both mountains and an eastern coast.  Because why not?  ;)

For some reason, when I generated the colony, the colonists all landed naked.  No idea why, unless it was because I disabled my only other mod (Prepare Carefully) right before generating this one.  But no matter, it added to the story!  Speaking of which...
#113
Stories / IDEA: Community Colony
December 22, 2014, 01:56:31 PM
Community Colony: The Spiritual Successor to the Succession Game

Why?  The succession game was a great idea and had lots of interest, but ran into problems with peoples' schedules changing, taking too long to update (eh heh hee), etc.  My idea is to take all the good parts of the succession game and rework it to avoid those problems.  I'm sure we'll create more problems in the process, but we can solve those as we go.  ;)

I hope I got the poll regions correct - I'm typing from memory on my work lunch break.  That's a good use of my time, right?  :)

Suggested format (last edited December 22, 2014):

  • Everyone will use the most recent RimWorld Alpha (currently 8 )
  • Mods will be restricted to IceSheet & EdbInterface (open to discussion)
  • The savefile will always be available for download & play
  • Everyone could potentially play simultaneously
  • Updates are on a first-come first-served basis
  • A minimum of 1 screenshot per week and 1 text entry per week shall be provided with each update
  • (optional) name a colonist after your forum character for first-person roleplaying updates
  • You must post your update before updating the community save file
  • If another player posts an update before you do, your turn becomes non-canonical and "didn't happen" (except in an alternate universe if you really want to post it)
  • Save files won't be posted for non-canonical updates (but may be linked separately)
  • Each Community Colony gets its own unique thread, named for the world/colony it's for
  • If/when the colony bites the dust, another can be created by anyone
  • (optional) Additional Community Colonies can be created in the same world as the original

I hope I explained my idea well enough.  What are your thoughts?  Do you see potential problems?  Would you join the Community Colony?
#114
Bugs / Wikia has wrong link
December 17, 2014, 01:44:24 PM
Website bug, not a RimWorld bug, but this seems like the best place to put this:

Wikia has a RimWorld entry (locked) that points to a 404 URL.  It needs to be changed to point to http://rimworldwiki.com/ instead.
#115
Bugs / Forum Bug - Post is Unread after Post/Edit
December 03, 2014, 02:01:01 PM
My apologies if this isn't the right thread for this.  Mods/admins, feel free to move as needed.

== Bug ==

Severity: Minor

I was reading in General Discussion.  I believe I clicked on 'NEW' to see the latest post in the thread Updates Taking Forever.  I posted in the thread, then had another thought to add.  I went back to my post and performed an edit.  The forum took me back to General Discussion, and it still says NEW post.  Last post was by me.  Clicking on NEW revealed no one had posted either.  Clicked on General Discussion (didn't use Back), and it still says NEW post.  I've seen this a few times previously (it's a rare bug, I don't know how to reliably reproduce), and grabbed a screenshot this time.  I'm at work, and for security reasons can't post more than the client area of the browser.  If it's relevant, I'm using Chrome on Windows 7.  Anyway, right after the sticky posts you can see the thread.  Last post is by me, and the forum believes there's a post I haven't read yet.



EDIT - Clicking Refresh doesn't make it go away either.  If it's useful, mods/admins have my permission to access my account in any way necessary to look at the issue directly.

EDIT 2 - Further posting in other General Discussion threads don't fix it either.  I think it might be related to a very short time span between post & edit, but really not sure.
#116
General Discussion / Prison Gardens?
December 03, 2014, 01:30:15 PM
Hey all, I'm at work right now, so I can't test this.  I did a quick search, and didn't find any discussion about this either.  Has anyone ever made a prison garden that grows berries?  The idea is that your colonists will automatically plant and harvest the berries, but they can't carry them away (socially impolite, yo!).  The berries stay put, and the prisoners eat them at will (no mood penalty!).  Throw in a few roses if you like to keep the buggers happy.

Is that feasible?  How many squares of berries would you need per prisoner?  Also, when you have no prisoners, your colonists will gather them.  Maybe it would be best to plant it over the course of a few days so the crops rotate when they're ready to harvest.
#117
Longsleep Revival Briefing

QuoteOther than intelligence enhancement, humanity has applied a wide variety of modifications to its pets, crops, livestock, and houseplants. Sometimes these new species become part of the natural environment and thereafter evolve further into a new kind of organism. Some confirmed examples are:

  • Boomrat: A bioengineered rat that develops an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a weapon, these creatures are now common in the wild on some planets where wars took place long ago.
  • Boomfruit: Probably engineered as a novelty, this explosive plant evolved to be larger and more dangerous until it became the equivalent of a hand grenade, complete with murderous shrapnel. Its explosiveness dissuades predators. After that, people learned to farm the plant, using its explosive fruit as a weapon.
  • Whip cactus - Created as part of a military defense system, whip cactus whips out and strikes moving creatures nearby.
  • Terraforming plants: Many plants - especially desert varieties - have been modified into terraforming versions that emit far more oxygen than the original species during photosynthesis.
  • Rocketrees - These trees form rocket fuel in their cores over many years. They were created as a fuel source and are extremely dangerous in a fire.
We've already got Boomrats. I'd love to see Boomfruit and Whip Cactus especially (take that Raiders!), but any of these would be good additions.  I assume that Boomfruit grow on Boomtrees, which could make for fun times in a lightning storm.  :)
#118
I know this is a really simple problem, but it's got me rather stumped.  My colonists sit on chairs with their meals, only they face away from the table and put their food on the ground, then complain about eating off the floor.  I typically build long tables, but it happens with short tables too.  I normally use the chair as the stockpile, but I've also tried using the table itself and even the normal stockpile. It keeps happening.  I actually think it's been happening all along, but I didn't care about it until the penalty was introduced.  What am I doing wrong?
#119
Ideas / Hauling AI
June 15, 2014, 05:10:45 PM
It would be great if the colonists would haul things "between jobs" as appropriate when their hands are empty. 

For example, Jono is mining mineral and gets hungry.  Currently he just abandons the mining site, goes back to camp, eats, then resumes mining.  I'd love for him to carry back some metal with him (even part of the way) if the appropriate stock pile is en route to the meal source.

Another example is if I'm out of metal and Mindy is constructing a single power conduit. She'll traverse half the map if she has to, but she'll only grab 1 piece of metal. If the stockpile is near the construction site, she should grab all the metal she can, take it to the stockpile and then carry 1 metal to the power conduit blueprint.