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Messages - reteo

#1
General Discussion / Re: Rimworld and FTL linked?
August 07, 2019, 12:25:23 PM
Quote from: Kirby23590 on August 07, 2019, 11:08:22 AM
Uhmm...
No, Sorry... The ship isn't the Kestrel from the FTL, it looks like it, but not really from the Main Menu screen from Rimworld and FTL's Ship Selection screen when compared.

If you read the Fiction Primer of Rimworld.

There is no such thing as Faster than Light travel since it's impossible to make a ship that can travel like that in Rimworld's Universe,
and there are no real aliens in Rimworld except bio-engineered ones made by humanity created by mad science,
like Thrumbos, Boomrats, Boomalopes and the Insectoids...

So i'm kinda sorry saying that, Rimworld and FTL aren't in the same Universe.
Unless you're playing with mods that adds aliens of course. ;)

Yeah, I missed the story, and wow, that's a bummer... Ah well.
#2
General Discussion / Rimworld and FTL linked?
August 07, 2019, 10:38:09 AM
Looking at the broken ship in the main screen, I noticed that it has the same colors and artstyle as the (Federation) ships in FTL, and is even broken apart in a similar way.  Is it possible that our rimworld might be in the same universe?  ;)
#3
One thing I noticed: Most of the regular trees in the game have a +1 beauty modifier.  However, the fruit trees seem to have a -1 beauty modifier.  Is it possible to change the fruit trees so they have the same beauty modifier as the others?  I like to make paths lined with trees to improve the beauty value outdoors, but it would be even better if I could line paths with fruit trees to improve beauty and provide an ingredient source at the same time.
#4
My usual preference is the next size up from the default (275×275).  This is because this simplifies the discovery of the exact center of the map.  You see, on a default (250×250) map, the exact center is actually the point at the center of a four-space square (the map size is even, after all), while on the next size up (275×275), the center is a space.

I'd go larger, but anything above that next size seems to warn about AI stupidity and general game brokenness, and I'd rather keep the game functioning as expected.
#5
Quote from: dismar on May 29, 2018, 02:21:01 PM
I'm actually going to make all the blended clothes and such be a random color generator like cloth. I did not much care for the fact that all my pawns in my last play thru were running around in green hemp lol

^ FTW!

Quote from: dismar on May 29, 2018, 02:21:01 PM
as for the recipe issue with core items. Like the pool table needing cloth. Its a small limit on current coding that stops me from messing with those recipes for now. Might be something I look at in version 1.0. But for now it was one of the reasons for the convert other clothes to cloth recipe I added.

I don't understand.  Your cloth works just fine on the cloth-recipe furniture.  My only concern was the Psychology mood debuff on uniformity.  And it's not like I can't grow cotton at the same time as other forms of fiber for fabrics. (As well as my fatigue at white, green, and hot lavender)
#6
Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
While you are most likely not producing all of those fabrics at the same time, it's unlikely that between crop rotations, you are either exhausting, selling, or burning through your entire stock of all the spare scraps of the last  batch and all of the clothing and other such materials made from the specified material.

Depends on the size of the crop zones involved.  If you grow an enormous amount of cotton, then it's likely that you'll have a near-permanent supply. 

Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
Fine with color, I've just never grown it due to the fact that it seems like it wouldn't mesh too well with modded/vanilla recipes that need cloth. Shirts are nice, but I can also use standard cloth for carpeting, some prosthetics, joy objects, etc.

I would prefer to keep linen and hemp on hand for clothing, but green and hot lavender really tend to clash.

Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
This opens the argument from the other side of the camp, which wants uniformity. While I'm fine for the most part, the all-too-bright shade of green for hemp is still too much for me. I'm not saying I want all my clothing to greyscale, but I'd prefer if there wasn't the occasional too-green article of clothing on someone's otherwise ordinary outfit. I usually sell my hemp stuff ASAP. Plus, it's just a lot easier to tell what you're looking at right away. Sending a pawn in synthread/hyperweave/devilstrand to go and stab a raider versus one in cloth can mean the difference between bruises and lost limbs.

I use the psychology mod.  Among the mood debuffs is "same outfit," in which two or more colonists are wearing the same colors.  If half the colony is wearing the same outfit, the debuff can reach -12 for all involved.

Quote from: Call me Arty on May 28, 2018, 03:16:10 AM
Not sure if this amount of thought went into it, but white is the color spectrum equivalent of a rainbow, it's a little bit of every color mixed in just right. This makes sense if we had lizard-greens, bear-browns, elephant-greys, and Yorkie-yelllows all mixing together. While brown is probably the more accurate color, as that's what you get when a preschooler mixes all the colors together instead of an optician, it's also the color of a lot of other leathers. I guess it's the same deal with linen looking a lot like cloth, and they wanted to make it stick out more, so you could tell from a glance if you had a blended leather jacket or a grizzly bear jacket.

Keep in mind that lights are additive colors, while colored objects are subtractive; if all colors of light are applied to an area, the light that is applied becomes white.  On the other hand, adding dyes to a white paper will absorb more light, leaving less to reflect.  While combining all colors in dye form would theoretically produce black, in reality, the result is actually a muddy color within the vicinity of medium-dark gray; usually the brown color comes from the presence of more red and green then blue.

Still, identifying clothing material by its color is a losing game, no matter what you do; how do you tell the difference between elk-skin and deer-skin?  Or squirrel-skin?  Or cow-skin?  They are all minor variations on the color brown.  There's no easy way to tell at a glance; only by clicking on the article of clothing (if it's on the ground) or looking in the character's gear (if it's being worn) will tell you anything about it.
#7
Maybe, but keep in mind that not all of those fabrics will be made at the same time; it's easiest and most convenient to make a huge batch of cloth, because it is not just used in fabrics; there are a number of articles of furniture that are fashioned from cloth.  It's also convenient to make a huge batch of blended leather, in order to cut down on the space the disparate variances of leather take up, since each one will have its own stack.  And those two specific fabrics seem to be "white" and "whiter."  As for linen... the hot lavender color really doesn't appeal to me.

If cloth can once again adopt a random color per article of clothing, that would cut down on what eventually will become uniformity.  And as for blended leather, wouldn't brown be a more appropriate color?
#8
Quote from: Call me Arty on April 10, 2018, 01:01:45 AM
That being said, have you considered nuts? Hear me out, I think they'd fit.

Don't listen to this guy... he's nuts. ;)

Seriously, I think it would be useful, and we could add a recipe for trail mix (nuts and dried fruits), which could be an improvement on pemmican for caravanning.

On an unrelated note, in the vanilla game, cloth, when formed into clothing, often resulted in differently-colored clothing.  However, with the cloth produced by this mod, clothing is always gray.  It'd be nice if the "color randomizing" effect of cloth were restored (and possibly also passed onto the blended leather/wool).  I'm currently using the dye vat to compensate, but I really don't want to keep multiple stacks of colored cloth about.
#9
This is a great mod, and I'm glad I found it, but I think it could be improved by allowing filtering by passion, so that not only are pawns competent at their jobs, but also gain joy from them... which can be a boon in the early-game where moods can quickly drop from discomfort.
#10
Support / Re: Opaque Purple (or Pink) Overlays
April 10, 2018, 11:34:37 AM
Found a workaround.  You just need to use the command below from the game's main directory.

Quote from: why_it_is on January 16, 2018, 12:17:56 PM
Thank you!

I just used sed to do it:


sed -i -e 's/__ST/G_ST/g' RimWorldLinux_Data/resources.assets


That fixed it.

I had previouly this exact problem and now it seems I can use  Heat map, see roofs properly and so on.

It seems that changing __ST to G_ST in the resources.assets file causes OpenGL to accept the shader without error.  As far as I can tell, this fixes all of the shader issues I'd been having, from the roofs, to the deep drill, and even to third-party mods that also were producing the shader problem.
#11
Quote from: Giselbaer on January 18, 2018, 04:15:33 PM
I was a bit reluctant to post the sed command, because there are three occurences of __ST in (my version of) the resources.assets file; sed will change all of them, and I don't really know if changing the others is ok or not. If you guys didn't have any problems, it's probably ok.

Actually, it stands to reason; if it's defining the shader once, and calling the shader twice (roof overlay and deep mining overlay), then having all three changed at the same time means that the shader references will remain consistent.

In any event, this not only fixed the roof overlay and deep mining shaders, but also seems to have resolved problems with the shaders for all my installed mods as well.
#12
Mods / Re: [Mod Request] Stirling generator
November 26, 2017, 01:09:16 PM
First of all, some physics.

The wood-fired generator is pretty much a typical steam-powered engine.  The heat causes water to become steam, increasing pressure from the boiler, causing the steam to push through the pipes, and eventually cause a turbine to spin.  Once the steam is past the turbine, the steam is then cooled in a condenser, which reduces the pressure, essentially becoming suction, which reinforces the steam cycle.  The spinning turbine generates the electricity.

The hydrocarbon cycle is different; fuel is ignited, which produces a sudden compression.  This compression is contained within an enclosed shaft to push the cylinder up, forcing the shaft connected to the cylinder to turn.  This turning shaft then generates electricity.

The wood-fired generator converts heat energy to electric power.  The same applies, for that matter, to the geothermal generator.

The chemfuel generator converts chemical energy (using the combustion cycle) into electric power. 

The wind turbines convert kinetic energy (from the wind) into electric power.

The solar panels convert light energy into electric power.

Now, the stirling engine is also a thermal generator.  It does not "balance" the temperatures; its point is that the differences between the hot spot and the cold spot drives the engine.  The hotter the hotspot, the better.  The colder the cold spot, the better.  Both sides require significant insulation to prevent the ambient temperature from balancing them out, making the stirling engine useless.  And to keep those insulated areas hot or cold, you have to actually expend energy, which would completely defeat the purpose of the engine in the first place.
#13
Quote from: Snafu_RW on November 25, 2017, 07:51:29 PMIIRC the overhead mountain doesn't go away if mined to collapse :( (this may have changed in B18)

It's not quite a DF atom-smasher, but it does do a lot of dmg..

If mined to collapse, the mountain's "roof" will start to recede as collapses keep happening, but it takes a lot of iterations before it would actually be gone.
#14
Mods / Re: [Mod Request] Stirling generator
November 25, 2017, 05:46:30 PM
Quote from: Canute on November 25, 2017, 04:54:37 PM
A sterling generator can produce alot of energy, just depend on the temp. difference and how big the input are (ok in this case 1x1 a wall segment).

In order to make a lot of energy through the stirling process, one side needs to be extremely cold, while the other side needs to be extremely hot.  This kind of thermal difference is not possible in the real world without first expending energy to heat one side, expending energy to freeze the other side, and provide sufficient insulation between the two to keep those respective sides hot and cold.

Like I said, it would be way more expensive to get a stirling engine to the same power generation as the wood-fired generator.
#15
Support / Re: Opaque Purple Overlays
November 25, 2017, 02:52:00 PM
UPDATE:

I found the problem wasn't in the vanilla game at all, but in a mod, specifically, Fluffy's "Area Unlocker."  I'll get to reporting on the "Mod Bugs" forum.

***

UPDATE 2:

Nope.  All mods disabled, started a fresh game, and the issue persists.  Problem is definitely vanilla.  Something happened earlier that caused the issue to go away, but I'm not sure what it was.  I'll do some more digging...