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Messages - Nynzal

#1
There seems to be a "bug" with queued pick up jobs, that they ignore the weight limit of a pawn.
E.g. I have 2k corn to pick up, so one pawn is tasked to pick up each pile as a queued job. The pawn then happily takes all of it in the inventory, as the weight check is performed whe the task is given and does not reevaluate the it when the job is carried out.
This also might be related to the base game, that the job can only be checked when given.
#2
I remember that in a specific version, when a lot of the textures changed, the texture for the Component and Advanced Component also got changed, but then reverted in the next version.
Since I recently got back into RimWorld, I want to make a small patch to bring them back.
I already searched for mods and looked through the provided artwork.
Does someone know which version it was, if the texture is floating around somewhere or there is a mod for it that I can't find?

If none exist, I might need to try and extract it from earlier version, which I don't know how to do. But this will come later, at its own time.

Any help is greatly appreciated!
#3
General Discussion / Re: Clothing economy is still broken
September 19, 2018, 07:53:06 AM
That was an amazing breakdown of numbers!
Removing the price penalty and increasing work amount would shift the production in favor of more value for materials and more work to represent the production aspect, which I think is desirable. This migth require a learning penalty though.
Far more importantly, I would love to see a supply and demand system in Rimworld. Basics already exist in form of  the trade request from both the own colony and other factions.
Trade prices will change depending on how much was bought or sold the last few times. Also if the value of produced goods increases it might be necessary to limit the amount an orbital trader buys of one type, because I think the production of a small colony would not influence the demand and supply of the galaxy.
#4
I never struggled with the relationship so much that I considered gender selection - although I get annoyed by all the attempts on a married couple. Guess I jumped to conclusions when I first read the refusing gays statement - sorry about that.
Since I also dont really see the point of a ship launch, I do the opposite and avoid open maps and like to build mountain bases. Interesting is that combined with a very cold map - low temperatures prevent hives from spawning - they dont seem like a problem, altough that kinda feels like cheating. Maybe I got lucky on my runs and thats why I still dont actively avoid the infestations.
#5
Definitly start with Unity. If you have never done any programming, getting into that might be hard - but it is well documented and free to use. Also you can easily achieve a state where you can test and actually see things. Although getting a game to the point where one cant instantly identify unity as the tool requires a lot of work and extra tools. But it is a prefect start.
#6
This is really interesting! When thinking about it, I never base my choices on the "assumed feelings" of colonists or pawns in general - I mostly do what is best for the colony as the playing overlord. I will keep in mind to make a playthrough being as humane as possible. I already did two with a cannibal who basically murdered everyone in cold blood who entered the vicinity.

Also interesting is the "refraining from killbox playstyle". Imagine you are a group of survivors and some hostiles want to raid you. There is literally no reason to not try and outsmart them with hidden traps or ambushes in form of open areas with setup crossfire by turrets that are not visible when outside the walls. Why ever risk a shootout when I can drop a stone on someones head. Although I definetly understand it from a gameplay perspective.

Also interesting controversy with being civilized vs just do whatever to have it better. With the not accepting gays; I dont understand why you would ever do that, but hey ... not judging here. Myself, I noticed I mostly refuse the pawns who distrust a gender. It kinda makes me think "wtf is wrong with you" - although harsh survival conditions make things like this more likely just from the psychological standpoint.
#7
Quote from: Syrchalis on August 27, 2018, 10:36:52 AM
What point does the jacket have? Parka without debuffs is just better in any way. It costs a bit more, but that hardly is an issue.

I think the same; apart from looking better than the parka, the jacket has no advantage. Doesnt make sense to wear a parka in a desert and actually benefit from wearing it.
#8
I think it is perfectly fine and often a great mechanic, that some stuff requires resources you dont have yet and are part of the workchain to get it.
It adds depth and difficulty. Btw, autonomy is nothing you can have easily and is something to aim for as an ultimate goal. Why should there be any traders if the colony is perfectly autonomous?

I was quite surprised that this complaint came from somebody who labels simplyfication as negative
#9
General Discussion / Re: Claustrophobia
August 12, 2018, 04:54:46 PM
Not everyone wants to deal with hordes of insects and that digital suffering; to be fair, mountain bases are cool.
Maybe you could challenge yourself to a only undergrounder run - or simply pay attention to prioritize pawns with that specific trait.
#10
If it stays that way and all the ruins count from  the start, sea ice would have an arguable advantage with lower starting wealth, since there are no ruins on sea ice.
#11
General Discussion / Re: Prosthetics
August 12, 2018, 05:21:14 AM
Thats a valid point, but the only thing is we can repair as of now are buildings. A colony that can make their own rifles still doesnt know how to repair one. repairing the prosthetics goes into the same direction and in my opinion is a needed addition.
#12
What bugs me is that wealth should be a major indicator for raids. Ofc people want that legendary stuff you got going or the huge supplies you have. I actually have never bothered with controlling my wealth, but there are fair points that increasing colony wealth doesnt do anything and just makes life harder.
I dont think there is a perfect solution and "exploits" will always happen.
#13
Quote from: xion1088 on August 09, 2018, 11:39:49 PM
What's up with people talking about animals and meat? Did something about that? Haven't played recently so I'm worried about this meat talk, can somebody give me a quick resume or tell what's the matter? Thanks.

Check out the thread in this forum "getting a handle on the meat" ;)
#14
General Discussion / Re: Getting a handle on meat
August 10, 2018, 07:28:38 AM
I guess I wasnt clear enough with my statements:

Quote from: Snafu_RW on August 09, 2018, 07:13:00 PM
QuoteAlso, reducing meat a bit by damage taken sounds nice, but dont overdo it here. A skilled hunter should be able to get a shot to the heart/head, minimizing meat loss.
Already done with 'missing body parts' in vanilla: this reduces both meat & hide yield from the corpse.. possibly encouraging your skilled marksmen/hunters to take up more accurate weps?
I was referring to the suggestion of lead or weapon damage reducing the yield. While hunting, damage to the animal does not reduce yield, the missing body part only comes into play if actual parts are missing.

Quote from: Snafu_RW on August 09, 2018, 07:13:00 PM
QuoteThe best idea is to require animal products like milk (cheese?) and eggs for lavish meals.
IIRC 'animal products' can already be used instead of raw meat in any meals, altho raw meat is generally preferred
Someone clarified that: animal products will not be considered meat anymore - at least when it comes to lavish meals.

Quote from: Snafu_RW on August 09, 2018, 07:13:00 PM
QuoteAlso a rework for grazing area might be cool: Add grass seeds (besides hay, that can be stored for winter) so you can actually seed a meadow: takes a lot more space but requires less work.
IIRC DEVs are working on natural reseeding of a map; it's somewhat improved already but may be improved further in future updates. Obviously your herd of multi-muffalo will graze natural grass to extinction wiithin a small map size or allowed area, but that's your own fault :)
[/quote]
Naturla grazing area yields less than a planned one, animals will not eat specific plants, therefore having a huge meadow with seeded grass is better. So if we are talking about actual animal herding the intention is not just designate an area where they can graze. I was suggesting an intermediate solution between haygrass and natural growing plants.
As an example today, if we are not talking about mass production, animals are on designated meadows for this purposed and during winter supplied with special grown food. They are not just released into the forest to go and find their own food - counterintuitive to the fact that herding spares the hunting part.
#15
General Discussion / Re: Getting a handle on meat
August 09, 2018, 06:46:00 PM
Maps are simply too small to really simulate wildlife lifecycles; they take at least one year for bigger animals.
Changes like smaller groups and less frequent would be a lot easier.
Also, reducing meat a bit by damage taken sounds nice, but dont overdo it here. A skilled hunter should be able to get a shot to the heart/head, minimizing meat loss.

The best idea is to require animal products like milk (cheese?) and eggs for lavish meals. Better food comes from variety and good ingredients, instead of just taking more of the same.

Also a rework for grazing area might be cool: Add grass seeds (besides hay, that can be stored for winter) so you can actually seed a meadow: takes a lot more space but requires less work.