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Messages - Nibiru1221

#1
Outdated / Re: [A13] Colony Manager V2
May 10, 2016, 12:30:05 AM
First off to the author of this mod.. YOU ARE AMAZING! Great work "REALLY".. and I saw you said you were going to add more for power but I would like to make a request... it looks like you're a very detailed person and that's exactly what this would require but if we had a detailed list showing all our existing power needs and our available power.

I know the list will get crazy long but if we had a type of spread sheet with collapsible categories showing each or our powered devices and how much power each one needs then all those added together to show the whole bases total power need then also all our generators and how much power their generating then our whole bases total generated power, then subtracting the total power need from total power generating to show our total power available. This would be so helpful in knowing if any devices were damaged or causing power related problems or maybe a power conduit was faulty. Wish we could have advanced warning for those damn 'ZZZT' events.. Hate those!!

I've been playing Rimworld for over a year and was always surprised no one ever made a power management type mod.. Since so much of our base management requires power and being blind to the detail of knowing how much power our whole base is needing was really awkward... So, Just 3 hours ago I finally posted on Reddit asking if someone could make a mod for this same request I just asked... and someone there referred me to you cause your mod has some power info... so anyway.. I'm looking forward to using your mod for all the great info it already has.

P.S. --- My only gripe.... BOOOO!! That we have to create a new game to use this !! :(
>>> Maybe someone knows a way to edit the save file to add this mod to an existing game?
#2
Quote from: Goo Poni on January 01, 2015, 03:08:21 PM
Maybe Tynan has plans for such miscellaneous events of his own to be implemented at some point or another, but until such a time, it's up to you to give life to the walking conglomerates of statistics that are your colonists.

I chopped most of what you said just to keep length down but wanted to refer to you directly (even though we're the only 2 people talking here.. hehe), but I wanted to say I wish everyone answered questions like you do. I love long answers assuming whatever answer to whatever question can be told in lots of non boring words... ha

Just wanted to reply and say I think the data that would be needed for a program or mod or whatever to create written stories to the events that happen to the colonists is currently being stored in Rimworld. The information that can be viewed in the historical data is what would be needed to retell a story to what happened yet I know nothing about programming or how easy or hard it would be to make the game write its own story based on every single event to every single colonist and every single day and night.. Jeez.. The amount of detail that would be... that one file would be huge.. Anyway.. Thanks again for your answers.
#3
Okay.. that pretty much answers my question. Thanks for the detailed explanation. I should probably make a new post now to ask what I was really looking for in hoping the more detailed <thoughts> tab would maybe give personal but historical information for each colonist, but I'll just ask here since you might could give me a simple answer to it.

I've read that Rimworld is among many things an attempt to make a Dwarf Fortress type clone. Not really a 'clone'.. but I think it was said that DF was a big inspiration for Rimworld and so with that in mind I'm hoping that the similarity between Rimworld and DF doesn't end with them both just being people management type games, but also I'm curious if Rimworld has plans to include similar type stories to the events that happen to the colonists like the ridiculously hilarious stories that could be read about all the crazy and funny things that happened to the dwarves in all the various circumstances that happened to them.

An example would be something along the lines of how trolls snuck in and killed a bunch of dwarves and thus created several large pools of blood which other dwarves later ran in and slipped in which then caused them to skewer themselves on the dropped weapons and then other dwarves came to try and rescue the wounded dwarves that slipped in the blood and some of those dwarves got sick and puked all over the floor then others ran in and slipped in the puke and also fell on the weapons, etc, etc, etc... just silly things that happened that we could read all about and the stories were so often outrageous but also very funny and just added to the immersion of playing.

Perhaps my confusion is based on how Rimworld has the various Story Tellers, yet I haven't seen any actual stories except to understand the Story Tellers create different type events for the colonists to deal with but is that all? Or is there plans to document detailed stories for all the events that have happened?
#4
I have a question regarding something that's pictured on the main 'rimworldgame.com' page towards the bottom where there's a section referred to as "Psychology" and shows a screenshot of a much more detailed <Thoughts> tab for a colonist named, "Sheckley the miner" than my game has. I have (ver. 0.8.652).

Is this more detailed information in the game now and I don't know where to find it or its one of the upcoming features?

Thanks.
#5
Ideas / Lockable Stockpiles
December 19, 2014, 06:19:11 PM
I was hoping for a way we could individually lock down stockpiles so our survivors couldn't take items out of them. This came to my attention when I had hospital beds in both the prisoners room and also my survivors medical room and I wanted a small stockpile in each of these rooms to keep medipacks.

The problem was getting my survivors to deposit the medipacks into both stockpiles but they seemed to prefer one over the other. Then if I changed the priority of one of them then they removed all the medipacks from the other to move over to it. Though my goal was to have both stockpiles equally stocked with medipacks, this never ended up happening.

If I could have simply created and filled then locked one stockpile in one of the rooms then created and filled the second then it seems like it would have worked alot smoother.
#6
Ideas / Better Power Management
December 19, 2014, 11:59:27 AM
This might be something better given in a mod but I put it here hoping it could be added into vanilla.

I love having really big bases but I'm not very good with math so the bigger my base gets I constantly find myself clicking on any of my powered devices and trying to calculate how much total power I have available and how much each device is taking away from it and how much power I have to spare. Then in the unfortunate event that faulty wiring blows all my battery's (Curse this!!), then I need to know which devices can be turned off or left on so I can fill the batteries up again. Then all the while wondering how many more power generators I'm going to need in order to have enough power for all my bases upcoming expansions. 

So I was hoping we could in some way be given an in game screen which would show all our produced power per generator (solar, wind or geothermal) then give a list of all our powered devices and how much they are taking away in a nice and neat format like a spread sheet or something like that. Perhaps also give us a way to toggle power to all of them from this screen?

I was also thinking this could be a screen in the UI given by a new button down near "Research" or given from a new "Better Power Management" workstation type device that could be researched then built? Either way would be fine.

Thanks.
#7
General Discussion / Re: RimWorld change log
August 07, 2014, 01:19:14 AM
I was also concerned/curious why no new changelog updates in 7 days. Been following each of the updates almost daily (except weekends) since version 5 came out and all of a sudden there's like a whole week of silence. Glad to know all is well.
#8
General Discussion / Re: Alpha 5 and sieges
July 15, 2014, 02:16:47 AM
The thing that got me was somewhere I read someone said that sending a sniper in to take out a raiding mortar party was an exploit.. Then Tynan said something about going to make it harder for people from doing this.

So the enemy can sit way off on the other side of the map and nearly destroy our base with fire or simple damage and that's all okay, but us sending a sniper out to pick them off from a safe distance is an exploit??

I don't think it's an exploit... Why else have sniper rifles in the game if not to keep at a safe distance to pick off the enemy?

There already seems to be enough against this attempted solution since the sniper could easily get shot by the mortar or he could get hungry or sleepy and if he's too far from base then could go crazy and either leave or wander off.
#9
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 06:33:57 PM
Yeah, I didn't see this as easier than Chill Cass. The attacks started much earlier and they got much harder over a shorter period of time..

(3 Colonists) First attack was day 14 - 1 tribal guy = We won
(4 Colonists) Second attack was day 22 - 4 tribal guys = We won
(4 Colonists) Third attack was day 28 - 10 tribal guys = We lost

I reloaded a few times after the second attack but each of the third attacks was too much for my colonists to handle. Maybe if all 4 of my colonists had 4+ in shooting/melee but 2 of my guys were no violent. Gotta have a good empath and dedicated grower/cooker.
#10
General Discussion / Re: Alpha 5 and sieges
July 14, 2014, 05:30:21 PM
Something is not right about the balance here.... Why not allow the player to strategically send in snipers to take out the mortar raiders?? How else are we supposed to defend our base?

Seeing that mortar aim is super poor and if we've made our own mortars then us hitting the small raider camp is really hard opposed to the raiders hitting somewhere on our base. Even if the raider mortars miss their intended target then they will likely still hit something we see as important.

It sounds to me that the purpose of the mortar sieges (from the developers side) is to setup an unfair advantage to the player, making it so we have such a hard time coming up with a solution. Then once bigger mortar sieges happen then it's pretty much game over.

So what's the intended resolve to dealing with the mortar attacks?
#11
I wasn't aware of developer mode.. will look for it... I do have the turrets pack mod and assuming I get with my research earlier enough then I can have some really good defenses by the time things get hairy, but once I get several fires going in my base and my colonists are either hungry or sleep deprived then trying to balance how to keep them alive while still getting attacked gets nearly impossible since they lose their marbles so easy.

Though, I'm sure the game would be a bit drab if there wasn't any challenge or some type of fear that motivates the player to slowly work up defenses but the normal game even the easy modes still ultimately lead up to constant massive attacks and for me means the game will still end due to my lack of proper planning.

I've only had the game for about 10 days and in that time the longest I've lived was about a year and even on the "Chill Callie Classic", it still lead up to near constant big attacks like either mortars raiders or centipedes with inferno cannons that totally destroyed my base. Someone needs to make a fire extinguisher mod!

If the earlier versions before mortars (and centipedes) were harder then I don't want them. Would be cool if we had some type of advanced options menu where we could enable/disable what types of events the play through would have. Then various types of players would have more options on how the game would enfold.
#12
(Running Alpha 5d)

Not sure what I'm doing wrong but I added this mod into an existing game then once I activated it then my game crashed.. and I couldn't even start the game after.

So I backed up my saved game and installed the game fresh into another folder then added this mod only and then my game would not even run. I execute the 'rimworld' icon and the game window opens but it never loads the actual game.

Then if I remove this mod from my game then my game runs with no problem.

Since no one else reported any problems then I'm curious what I'm doing wrong?

Thanks.
#13
Outdated / Re: (Alpha 5) Slow paced storyteller.
July 14, 2014, 12:04:15 AM
Don't mean to look dumb but how do I install this?

Thanks.
#14
General Discussion / Access to earlier versions?
July 13, 2014, 11:49:14 PM
I didn't know how to do a search for this so if this was already answered then I apologize for the repeat post.

I bought the game as of Alpha 5 but not real fond of the mortar sieges and don't want to have to play on the super easy mode just to keep away from them ultimately wiping me out, so I'm curious if I can download the earlier versions of the game somewhere? Hoping to play with a good amount of challenge but without the mortars.

Thanks.
#15
Yes.. this has happened to me several times. I'm not even allied with these people and they walk into my base and into the room I keep my prepared meals, then grab some and walk to my table and eat my food right in front of me.. How Rude!!

Finally I had enough so I opened fire on them and killed every last one of those food thieves.

After thoughts: I now have more food but also a new enemy.  :o