[MOD] (Alpha 4) Start With more Colonists (discontinued)

Started by Cala13er, May 05, 2014, 05:33:30 PM

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Evmeister

This is awesome! I look forward to the higher spawn ones, like 10 or 12. I'll try the 6 and see how that works.

Cala13er

Quote from: Evmeister on May 06, 2014, 09:22:30 PM
This is awesome! I look forward to the higher spawn ones, like 10 or 12. I'll try the 6 and see how that works.

Hahaha, Thank you :) I look forward to releasing versions with much higher colonist spawn starts :). But getting the beds positioned well for 6 was hard enough, Now I have to do it for 20, 10 and 12 :P. Effort.

Cala13er

Quote from: iame6162013 on May 06, 2014, 02:17:28 PM
Quote from: Architect on May 06, 2014, 02:15:38 PM
Quote from: Cala13er on May 06, 2014, 02:12:47 PM
Quote from: Architect on May 06, 2014, 02:00:20 PM
Quote from: Cala13er on May 06, 2014, 01:38:19 PM
Hahaha no, that would take forever. I would have to make 1 billion pawn spawners which is around 8 lines of code per pawn. So 1 billion lines of code to spawn 1 billion pawns. The game engine can only just manage to handle thousands of things. Never mind 8 billion headless chicken ai's.

surely using: for (int i = 0; i < [colonistCount]; i++) would be better than 8 lines of code each time?

Unfortunately, I've tried that, It only managed to spawn 3 colonists max. No idea why, plus you still need to define the name, it's colony, it's adulthood every time. Other wise it will spawn so many colonists with the same name and adulthood. Which is unwanted.

Hmmm, I see the issue.
can't u use a randomiser?...
That's what it uses anyway, just the way genner colonists is executed limits me.

iame6162013

Quote from: Cala13er on May 07, 2014, 10:06:15 AM
That's what it uses anyway, just the way genner colonists is executed limits me.
that's sad
Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."


Cala13er


dannyepsin

when are there going to be more versions. i want to spawn with like 10 colonists and stuff like that. or what itchy said. with 1 colonist. as a challenge.

Evmeister

Hey Cal I'm using ItchyFlea's Fertile Plains - OSO North version and I was wondering how I could set it up for more colonists to spawn if I was using a normal map gen. Or maybe you'd be interested in making one? The regular mod doesn't work with it.

gamehawk

interesting mod, but it seems to ignore resources from other mods. Could you make it add other mod's resources(if that's possible) or make a version that does not modify starting resources?

Cala13er

Quote from: gamehawk on May 18, 2014, 03:14:29 AM
interesting mod, but it seems to ignore resources from other mods. Could you make it add other mod's resources(if that's possible) or make a version that does not modify starting resources?

I can't make a version that doesn't modify starting resources, it is defined in map generator and my mod requires me to edit that so either way, it won't accept other mods resources.

However if you tell me which mod you're using, I can quickly cook up a compatible version.

Austupaio


Cala13er

Compatibility of this mod with others is not really on my to do list at all. I won't even be updating this mod unless it's for a new rimworld version.

If I get any extra time which is highly unlikely I shall make some compatibility.

Cala13er

Quote from: Evmeister on May 17, 2014, 08:39:12 PM
Hey Cal I'm using ItchyFlea's Fertile Plains - OSO North version and I was wondering how I could set it up for more colonists to spawn if I was using a normal map gen. Or maybe you'd be interested in making one? The regular mod doesn't work with it.

I will work on compatibility version sooner or later, but right now. Industrial Rim is my priority. So it may be over a week before I come to making it.

Quote from: dannyepsin on May 10, 2014, 05:33:15 AM
when are there going to be more versions. i want to spawn with like 10 colonists and stuff like that. or what itchy said. with 1 colonist. as a challenge.

Unsure as to when I will release my versions with higher colonists. Maybe soon, maybe later. We'll see.

Cala13er

Updated 5 colonist start and 6 colonist start to v1.2 and compatible with Alpha 4.

Will update 4 colonist start soon.

Tuvka

#44
Why not spawns more weapons, the number of colonists?

upd:
Game crash when mod 5 colonists activated. In the screenshot you can see that only activated your mod.
Mod 6 colonists works great.