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Messages - Nasikabatrachus

#166
Help / Re: Crafting table problem
March 20, 2014, 05:20:43 AM
This will be fixed if you rename your SkillNeedDef folder to SkillNeedDefs (with an S on the end).

Misspelling bugs are the most annoying bugs.
#167
Outdated / Re: [MOD] (Alpha 2) Clean Sand
March 20, 2014, 05:09:38 AM
Modified OP to reflect save incompatibility.

Also, I think there may be a performance benefit to this mod. Running the game in accelerated ecology mode without the mod, I notice the game starts to slow down as more and more grass fills in the sandy regions. With the mod, accelerated ecology mode runs at a consistent speed. I suspect, but have not confirmed, that this might mean the game will run smoother overall, especially in long-lasting games on slower computers.
#168
Inspired by this thread, I made a very simple mod that prevents any plants from growing on sand:

http://ludeon.com/forums/index.php?topic=2624.0

The thing about grass is that soil seems bare without it, but it looks terrible on sand.
#169
Outdated / [MOD] (Alpha 2) Clean Sand
March 20, 2014, 01:44:03 AM
I don't know why I never thought of it before, but today I made a very simple mod to solve a pet peeve of mine.

Usually, after many days in game, the desert ends up looking kind of, well, hairy:

http://puu.sh/7Cjrs.png

Not only does it look kind of ugly, it also doesn't make any sense. Why would the grass be growing like that if it wasn't that way already? On a newly generated map, the sand is clear of grass, giving it a strong desert-y feeling, but that is eventually erased.

I much prefer my maps like this:

http://puu.sh/7Cjxv.png

This mod solves the problem by reducing the fertility level of sand to .01, below any plant's threshold for growing. To use this, simply load the clean sand folder into your mod folder. Or, if you prefer, just copy and paste its TerrainDefs folder into another mod.

NOTE: cannot be used with existing saves.

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#170
If you look closely, you may notice little green dots emerge from plants, move across the terrain, and land somewhere else, generating a new plant. That's how plants spread. Walls, chokepoints, and even stretches of rough rock floor out in the open can isolate one patch of soil from another. In this way, fires, animals, and colonists can change the "ecology" of isolated areas through selective destruction of plants. I've been cultivating wild berry and agave plants in my games for a while using this method; it's even possible to get a large patch of such plants growing in an open area if you're good about keeping the grass away.
#171
Thanks for the comments. I'm taking down the orange arrow thing since that seems to be problematic. This release was definitely (im)balanced on the harsh side of difficulty; next release should be more reasonable.
#172
I just downloaded it successfully. I don't have any insight into how the forum works so I have no idea why you couldn't.
#173
General Discussion / Re: What does "Scary" do?
March 14, 2014, 07:22:13 PM
Currently, it renders colonists incapable of fighting fires. It might do other things, but I don't think so.
#174
Mods / Re: [REQUEST] Silver Stacking
March 14, 2014, 07:12:31 PM
Quote from: Vas on March 14, 2014, 07:37:34 AM
Quote from: Tynan on March 06, 2014, 04:32:31 PM
I'm going to start having silver stack higher. It'll take some coding but you're right that one stack limit for all items isn't appropriate.

How is it going to take some coding? :P  You just change a single value.  xD  At least, it works for me when I do it.  It just caused more glitches when I tried to make silver take a 2x2 grid.


Probably because he's going to make pawns carry given resources up to their stacklimits; right now you can mod silver to stack at 750 but pawns will still have to make many trips to move that stack around. That's one reason my resource compression mod is going to have uranium as a store of value worth more than one full stack of silver.
#175
Help / Too many resources, textures getting clipped
March 13, 2014, 08:35:27 PM
Working on my resource compression mod and I've run into a bit of a snag. It's not exactly a bug, but it's ugly: http://puu.sh/7uosp.png

The problem: the display of available resources in the top left of the screen starts to clip off when there are a certain number of resources displayed there. Removing the <isResource> tag solves this. However, in order to buy and sell these resources as commodities from traders, the <isResource> tag has to be present on those thingdefs.

Is there a way to make these things purchasable from traders without also having them show up in the top left of the screen? I've tried removing <isResource> and adding the <purchasable> tag, but that just prevents combat traders from showing up.
#176
Outdated / Re: [MOD] (Alpha 2) Camp fire 1.1
March 12, 2014, 07:33:55 PM
Clever implementation of this idea. I laughed when the campfire exploded.

Suggestion: make poverty grass drop a grass resource when cut, and make that resource a requirement for the campfire in games without the wood economy. Is that possible? I've thought about it, but haven't checked.
#177
In terms of balanced, dev-expected play, you'll run out of RimWorld in about 50 in-game days. That's a few hours. However, I have repeatedly enjoyed playing colonies out to several hundred in-game days. While it's certainly not as deep as even 2D Dwarf Fortress, it still has a lot of what draws me in to fortress mode.

Now that modding is implemented, we're starting to see some rather diverse player-created content. Modding is limited for now, but it will improve over time, even from month to month. Check out the mod releases subsection and see if anything appeals to you.
#178
Help / Re: (Not) Working with Traders
March 10, 2014, 01:25:30 AM
Thanks. Looks like my texture problem was using texturefolderpath and the other bugs were a result of using the debris base rather than the resource base for the parent.
#179
Help / (Not) Working with Traders
March 09, 2014, 07:05:27 PM
So I added some new Things which I'd like to be able to buy from and sell to traders as commodities, but when I open the trading interface and try to do it, well:

http://puu.sh/7psiZ.png

Here's a sample ThingDef:

<ThingDef Name="CrateBase" Abstract="True">
<eType>Debris</eType>
<category>Item</category>
<thingClass>ThingWithComponents</thingClass>
<altitudeLayer>Item</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0.4</fillPercent>
<maxHealth>100</maxHealth>
<selectable>true</selectable>
<neverMultiSelect>false</neverMultiSelect>
<pathCost>55</pathCost>
<overdraw>false</overdraw>
<comps>
<li><compClass>CompForbiddable</compClass></li>
</comps>
<drawerType>MapMeshOnly</drawerType>
<naturalBuilding>true</naturalBuilding>
<randomizeRotationOnSpawn>false</randomizeRotationOnSpawn>
<designateHaulable>false</designateHaulable>
<dropSound>Interaction/Haul/JunkDrop</dropSound>
<saveCompressible>true</saveCompressible>
<stackLimit>1</stackLimit>
</ThingDef>


<ThingDef ParentName="CrateBase">
<defName>PotatoCrate</defName>
<label>Potato Crate (300)</label>
<basePrice>250</basePrice>
<textureFolderPath>Things/Item/PotatoCrate</textureFolderPath>
<alwaysHaulable>true</alwaysHaulable>
<storeCategories>
<li>PlantFoodRaw</li>
</storeCategories>
</ThingDef>


And here it is in the Trader Def:

<li>
<itemDef>PotatoCrate</itemDef>
<dropPriceModifier>Cheap</dropPriceModifier>
<amountMin>2</amountMin>
<amountMax>4</amountMax>
</li>


Am I doing something wrong, or is this impossible to do in Alpha 2?
#180
No problem, Tynan. It's all part of the learning process to me.

Toughrock Mod version 2 will be put up shortly! This post will have the original release attached.

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