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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 853765 times)

Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #360 on: January 21, 2014, 10:15:03 am »

Excellent news. I hope it has some more things to do with a colony.
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #361 on: January 24, 2014, 11:19:08 am »

Excellent news. I hope it has some more things to do with a colony.
From the wiki patch notes page:

Quote
Upcoming version

Bug Fixes
 Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
 Various bugfixes.


Changes
 Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the mod system.
 Redid storage allowance system into a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-category interface.
 AI's now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.
 Had to scrap and try a new approach to having fixed default categories on the storage buildings.
 Integrated storyteller portraits in entry menus.
Unified thing dropping placement code.
Kassandra is now Cleopatra.
Updated credits.
Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
 Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
 Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
 You can now rename stockpiles.
Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
 Terrain, building, and terrain scatterable definitions are now all moddable. Concept definitions (used by the adaptive tutor) as well.
 Imported the latest player creative content.
Continuing to tune the adaptive tutor and put in more lessons and cues.
Rho did nicer thicker outlines for characters.
Worker AI rejiggered to allow prioritization of different classes of targets within one work type. The upshot is that they’ll try to finish existing unfinished buildings before carrying resources to blueprints.
 Adaptive tutor now saves its estimates of the player’s knowledge as a separate file that will persist between games. Delete Knowledge.xml (in savegames’ parent folder) to reset it.
 Returned adaptive tutor and reworked the internal numbers to all be percentages.
 Major optimizations on the algorithm for regenerating rooms. Will help during mining.
 Deconstructing is now done by designating a target, which the colonists go deconstruct.
 

Additions
 Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
 Created live-modding system, which allows modification of game content while the game is running. This includes the package editor and the definition editor.
 Created apparel system and introduced the first batch of apparel from Rho’s art.
 Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
 Lots of new art from Rho.
Added jacket from Rho.
AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
 Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
 Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
 
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Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #362 on: January 24, 2014, 11:37:08 am »

Hmm, so mostly engine stuff. Important and will help the flow of the game a good bit but doesn't sound like there is all that much more to actually do.

Ah, well, so it goes.
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #363 on: January 24, 2014, 11:38:19 am »

From what I havd read, the biggest change to the way you will build is that you now need to physically store resources rather than magical resource pool in the sky.
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Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #364 on: January 24, 2014, 11:41:49 am »

From what I havd read, the biggest change to the way you will build is that you now need to physically store resources rather than magical resource pool in the sky.

Yeah, sounds like he's moving more towards a DF style of resource/item management from that change list. Which is cool, and should have an interesting impact on playing the game.
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #365 on: January 24, 2014, 11:43:49 am »

Can't wait for the first fire to wipe out my food storage while raiders are outside and just when I get them cleared oh look an eclipse and a flare and also rabid squirrels.
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Tellemurius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #366 on: January 24, 2014, 01:12:13 pm »

I would like to see alternative light sources added to the game that are not dependent on electronics. Maybe glowsticks that have a lower visibility and limited time.

forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #367 on: January 24, 2014, 01:13:34 pm »

I would like to see alternative light sources added to the game that are not dependent on electronics. Maybe glowsticks that have a lower visibility and limited time.
I... would never ever use something like that.

What would be the intended use?
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Funk

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #368 on: January 24, 2014, 01:19:10 pm »

Power grids are costly at the start and fragile.
a grid free way of getting some light would help with black outs and the like.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #369 on: January 24, 2014, 01:21:24 pm »

I might use some kind of emergency lighting. That could be nice.
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WillowLuman

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #370 on: January 24, 2014, 05:06:55 pm »

Glow-in-the dark paint/strips, candles, and torches come to mind.
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Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #371 on: January 24, 2014, 06:05:15 pm »

I'm looking forward to additional resources being added in. Everything being made of metal is pretty silly.
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #372 on: January 24, 2014, 11:54:49 pm »

I'm looking forward to additional resources being added in. Everything being made of metal is pretty silly.
Worse than all beds being made of wood in DF? :P
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Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #373 on: January 25, 2014, 12:30:10 am »

I'm looking forward to additional resources being added in. Everything being made of metal is pretty silly.
Worse than all beds being made of wood in DF? :P

Heh, yeah, that's a bit silly. But metal concrete is even sillier. :P
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Krevsin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #374 on: January 26, 2014, 07:05:27 am »

I'm looking forward to additional resources being added in. Everything being made of metal is pretty silly.
Worse than all beds being made of wood in DF? :P

Heh, yeah, that's a bit silly. But metal concrete is even sillier. :P
Good for the back, though.  :P
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