Probably a tad under 40 hours, which includes viability investigation (~2 hours) and researching/finding a good network library (~4 hours). How long (hours) have you put into it so far? While some others are a combination with C#, anything that affects gameplay mechanics. That being said, it should work with other mods, some mods are. I already knew there was a good amount of support, but i did not realise that the source code is practically available. If it pans out, to what extent can we expect mod compatibility?ĭuring my initial investigation about the viability of a MP mod, I had to understand how modding worked with RimWorld. Where did you come from and why do you haunt my dreams?!!! A hat takes ~0.25m 2 of material with wastage accounted for. How many hats could you make out of yourself?Ībout 7, average human has 1.5-2 m 2 of skin. Not going to lie - on the list of things I want to do at some point in my life asking a friend to RimTogether is pretty low down. One has green hair.įinally, I hope all of you have trust issues now.Įdit: Yo, Here's a Bamboozle-gram I can answer any questions in a few hours.Įdit 2: Questions, prompted and unprompted. I have a few ideas that will fix this through a bit of prediction and compensation.Īlso they look different. gif, on the relevant pawns local theyre ahead of the same pawns on the remote client, so once they reach their destination and stop, the remote pawns stopped in the incorrect positions. There's some fixing i have to do in regards of the Starting and Ending of pawns.jobs, essentially if you look at the inital combat move at the beggining of the. Until I saw that the pawns were in two different different positions. Easy fix, just haven't done it as it doesn't affect functionality. One of the pawns in the north group has a different name for each window.Ī naming issue, the names are actually the same, but for pawns with no nickname the displayed name is swapped around for some reason. However the job.target is still passed through, with the target being a Thing, the animal, the colonist pawn can still perform the job without the animal actually being synced via job and/or position. Though it appears some things like the wildlife and their positions are not synced.Īt the moment I've excluded all pawns that aren't player controlled. Now to address the shown obvious issues/bugs that were intentionally present in the terrible quality gif. I hope you'll be uncomfortable in bed tonight, OP. Ladies, Gents, Apache-helicopters, Welcome to RimTogether.įirstly I'd like to show appreciation to this inspired post, it made me cackle maniacally and make this even more worth it RimWorld Comic
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