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Flesh Forge posted:No, they only range from disabled to 4 to 1, and within each priority they have internal priorities of their own, so basically unless you make cleaning priority 1 (e.g.) then certain tasks just never get done because they're overridden by others in the same user priority. Pretty much this. Because of it, people either clean all the time or none of the time and it's basically impossible to get a middle ground unless the only other job the have to do is doctoring or something.
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# ? Apr 16, 2015 17:02 |
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# ? May 22, 2024 12:51 |
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It's also annoying that dirt spawns everywhere all the time, and you have dudes drop what they're doing to rush out 200 tiles to clean a spot on the solar panel and then run back to eat a sandwich and then run out to clean a puddle of barf way out somewhere else and rush home to masturbate and... i.e. it'd be nice if you could let cleaning jobs queue up until the end of a typical working day, how it is often done in the real world
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# ? Apr 16, 2015 17:31 |
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I haven't played in a couple updates but that mod that lets you build robots has a cleaning robot that I use just for that purpose. Cleans 24/7 except for when it returns to its charging pad to refill the batteries.
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# ? Apr 16, 2015 19:32 |
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Moridin920 posted:I haven't played in a couple updates but that mod that lets you build robots has a cleaning robot that I use just for that purpose. Cleans 24/7 except for when it returns to its charging pad to refill the batteries. What mod is this? I desperately need an army of roombas for my prison/kitchen.
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# ? Apr 16, 2015 19:46 |
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The mod is called Mechanical Defense 2: https://ludeon.com/forums/index.php?topic=7380.0. Unsurprisingly, it hasn't updated to Alpha 10 yet. My personal favourite droid from it is the one that automatically strips bodies and cremates them on site. Since we still don't have an option in vanilla to simply tell everyone to drop what they're doing and go strip/bury/burn the mountains of dead clogging up the killbox, I find it to be one of the single most useful quality-of-life tools I've ever seen in a mod. Note that the mod also adds a bunch of other stuff in addition to the droids, like a special wall that can be raised and lowered, and deep storage containers that allow you to store more than 1000 units of items - great if you want to pack a load of mats you typically have a lot of - metal, stone blocks, textiles etc - in one spot. Naturally, the whole package is pretty unbalanced with the base game.
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# ? Apr 16, 2015 20:33 |
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The thing that most impressed me about that is that you don't have to micro manage the robots in terms of worrying about them running out of charge (I think they explode if they do or something). You can manually control them and gently caress it up but left to their own devices they always seem to know when they need to stop what they're doing and get back to a charge pad. They even take large distances into account, it seems like. Cremation robot is awesome, too, yeah.
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# ? Apr 16, 2015 21:02 |
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Rev 10b has been released, fyi. e: quote:Added new joy activity: build snowman.
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# ? Apr 16, 2015 22:45 |
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Flesh Forge posted:No, they only range from disabled to 4 to 1, and within each priority they have internal priorities of their own, so basically unless you make cleaning priority 1 (e.g.) then certain tasks just never get done because they're overridden by others in the same user priority. Strictly speaking, priority is calculated by number, then left to right. So, two jobs with priority two, will be done after priority one jobs, before priority three jobs, and the leftmost one will be done before the rightmost one. Using a combination of these two you can set up quite complex priorities.
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# ? Apr 17, 2015 01:00 |
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I know for sure custom jobs have hardcoded priorities, I was pretty sure they all did. E.g. this is why mining is always done before stonecutting in vanilla, and why there are mods that bump up stonecutting's internal priority
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# ? Apr 17, 2015 01:10 |
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They might have hardcoded priorities but to my knowledge, they are still left to right as displayed on the priorities screen by default. Mods of course could work any way. Also I believe stonecutting is now part of the generic craft job, not the mining job.
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# ? Apr 17, 2015 01:19 |
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Oh that's useful, thanks because currently no stonecutting is getting done in the colony I'm running. I'll have a look at that new priority slot. e: Max difficulty is actually fairly difficult now, aside from straight numbers of invaders, that's neat. Flesh Forge fucked around with this message at 02:32 on Apr 17, 2015 |
# ? Apr 17, 2015 02:06 |
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Flesh Forge posted:Rev 10b has been released, fyi. I'm glad he reversed the door locking/forbidding change. It was definitely one of his more baffling decisions.
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# ? Apr 17, 2015 13:04 |
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I'm more weirded out by the tree change, why is that?
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# ? Apr 17, 2015 20:53 |
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This new version feels just way harder, which is great. I think a lot of that is me being forced to play without the mending bench mod though.
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# ? Apr 18, 2015 00:19 |
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Drone_Fragger posted:I'm more weirded out by the tree change, why is that? The restriction, or the reversion? Being able to grow your own trees allows you to raise infinite wood very quickly, on anything other than a permafrost map. It is understandable that there would be a desire to limit the trivialisation of a resource. On the other hand, on forest maps, wood is trivial anyway, so it is more of a specific oddity for desert maps, and on tundra maps, it is quite hard to grow trees as your greenhouses are needed for food a lot of the time. I imagine the change was trialed and nobody liked it, so it was changed back.
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# ? Apr 18, 2015 00:29 |
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It because super RNG dependent if you are on a map with low wood if you can't grow your own. Maybe you'll get a ship with wood to sell to you! Maybe you won't! Which I think is ok for more advanced stuff, but not your basic resources.
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# ? Apr 18, 2015 00:38 |
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Considering wood is absolute trash as a building material from a defensive standpoint, I don't feel like having infinite wood unbalances anything. Makes for nice floors though
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# ? Apr 18, 2015 00:46 |
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OwlFancier posted:The restriction, or the reversion? The reversion of the change. He made it quite a big deal that it wasn't going to be a problem because of the icnreased plant spread, then reversed it one day after the first alpha 10 launch.
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# ? Apr 18, 2015 03:07 |
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The game is totally fine with no growable wood but okey doke
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# ? Apr 18, 2015 04:34 |
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10C released, fyi.quote:(A10) Bugfixes. e: apparently unlisted change, you also get a guaranteed 4th colonist early on Flesh Forge fucked around with this message at 04:59 on Apr 18, 2015 |
# ? Apr 18, 2015 04:43 |
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Started a new game with A10c and had most of the survival meals spawned around the landing site instead of being scattered to the four corners of the map like they normally are. Anybody else get that? I was wondering if it were an intentional change or just something particular to this mapgen.
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# ? Apr 19, 2015 00:08 |
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Flesh Forge posted:This new version feels just way harder, which is great. I think a lot of that is me being forced to play without the mending bench mod though. I noticed you start out with at least one village hostile to you now (on Cassandra Classic rough, anyway), so you have tribal and pirate raids to contend with.
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# ? Apr 19, 2015 00:14 |
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The pacing overall feels way slower, which makes sense I guess considering Tynan hosed around with timing pretty extensively. That's okay, it just feels different (slower) from the last version. Colonists stopping to jerk off also slows things down EdB Prepare Carefully updated for A10, hopefully his UI mod is not far behind. https://ludeon.com/forums/index.php?topic=6261.0 Drunk in Space posted:Started a new game with A10c and had most of the survival meals spawned around the landing site instead of being scattered to the four corners of the map like they normally are. Anybody else get that? I was wondering if it were an intentional change or just something particular to this mapgen. This is just very random and depends on where rock masses are on the map, e.g. if you're playing in hilly or mountainous maps some of the free meals may spawn inside of occluded areas or not at all.
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# ? Apr 19, 2015 01:57 |
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Yeah that's what I figured. It's just that I'd never seen so many of the individual spawn points that close together by the landing site before. In my experience, I usually get one lot of packages near me and then the rest are evenly spread out across the map. Having nearly all them right there for the taking was a nice change!
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# ? Apr 19, 2015 02:46 |
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Oh gently caress yeah, the "raw cannibalism" happy though got turned on this version, +20 mood for eating raw human flesh
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# ? Apr 19, 2015 04:16 |
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Is there a mod that prevents items placed near the trade beacon from deteriorating? I've lost a ton of silver because many of the items I want to sell melt away before a trade ship manages to arrive at my planet.
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# ? Apr 19, 2015 07:15 |
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Put your trade beacon inside. It works even when under a mountain, apparently.
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# ? Apr 19, 2015 07:22 |
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Things you can keep outside: - Bricks - Raw metals - Rock chunks Things you have to put a roof over: - Everything else
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# ? Apr 19, 2015 08:16 |
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When your trade beacon is inside, anything you buy from a trader just gets shot down somewhere outside near your trade beacon.
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# ? Apr 19, 2015 08:20 |
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You can also build a beacon somewhere right outside your door and purchased trade goods/silver will be dropped right on it.
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# ? Apr 19, 2015 08:25 |
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Can you select where by placing a second one outside?
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# ? Apr 19, 2015 08:27 |
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Yes that's exactly how it works. Although if you have multiple beacons that are all outside, it seems to pick which one to dump trade results on randomly, not necessarily nearest.
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# ? Apr 19, 2015 09:54 |
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Flesh Forge posted:Things you can keep outside: Leather doesn't deteriorate either, and apparently neither does hyperweave cloth, though clothes made from them do deteriorate as normal.
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# ? Apr 19, 2015 12:50 |
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You can view the deterioration rate of an item in its statistics, if it doesn't list one, it doesn't deteriorate in all probability. For trade beacons I build a bunker around mine, and leave the central few tiles around the beacon unroofed, and remove the stockpile from there as well. Things sell and drop on the beacon, but you don't get deterioration. Also makes it a bit more secure if enemies decide to target it for a drop.
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# ? Apr 19, 2015 15:38 |
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Version 10 just got a new hotfix.quote:Hotfixed to Alpha10d
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# ? Apr 20, 2015 20:34 |
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I already deleted my previous versions, did he always include the source code? Parts of it anyhow.
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# ? Apr 21, 2015 01:42 |
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I really need 'RimWorld has settled down and stopped reactively patching things and things like EdB interface and Improved Surgery have been updated to work with the new release' alerts. That would be good information for the OP. Here is the current release, what state it's in (currently in omg that doesn't work right, quick release another patch!) and what major mods are compatible with it
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# ? Apr 21, 2015 03:13 |
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I just spend ten minutes randomizing a decent starting team. Landed in a perfect location, and found a complete building to open up and use for a first base. Inside were two centipedes. Duration of game: 45 seconds
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# ? Apr 21, 2015 11:17 |
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It's supposed to warn you when you find that but yeah once in a while it seems like it doesn't. ps: https://ludeon.com/forums/index.php?topic=6261.0 prepare carefully is a good mod
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# ? Apr 21, 2015 11:27 |
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# ? May 22, 2024 12:51 |
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Pawn State Icons for A10 is out https://ludeon.com/forums/index.php?topic=9163.0
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# ? Apr 22, 2015 14:56 |