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Messages - Amariithynar

#1
Is there any way to get the Haul Urgently/Haul+ functionality (that is, non-manual priority hauling for specifically selected items) *without* all the rest of the baggage of the Allow Tool? It does a LOT of things that I just don't want, including messing with double-clicking items to highlight everything in the local area with its "select similar", and even the Haul+ tool sticks to your cursor when using it on something, which is incredibly annoying having to cancel out every single time I use it.
#2
Grogfeld, it might be because you're in dev mode. There's a lot of stuff that it wonks up in basic functionality by simply being activated.

Jack, your storyteller on Nice should not be factoring in anything but pop and building wealth, right? Six pop (three original, two who asked for help and had only a single enemy chasing them, one random wanderer), five reclaimed limestone ruins as buildings (all 3 by 5/6/7 blocks in size), and a few fence-buildings (fyi, fences act like regular walls if you have at least one wall piece within normal range) around my kitchen/food stockpile (made out of wood logs). I just got a raid of *40* enemies wander into my home. What's up with that? ._. This amount of stuff even with all my stuff lying on the ground would only count for a raid of maybe 7-10 people, otherwise. Does the 'nice' aspect also factor in chunks hauled ino your home zone? Trees growing in your home zone?
#3
Quote from: Voker57 on May 29, 2016, 11:30:36 AM
Rimworld always crashes when I try to load game with this mod. Gameplay itself is fine.
Should I enable vanilla tweaks from CCL?

Probably this problem: https://ludeon.com/forums/index.php?topic=16599.msg224737#msg224737

I had to do a clean install and re-enable all mods fresh to get it to work on loading, myself. Try that.
#4
Quote from: eastwood6510 on May 29, 2016, 12:50:50 AM
I'm not attacking you in anyway, but have you seen the sandbag barricades we use today? Even in today's military they are very effective and very robust. They stop explosions and high penetration rounds pretty easily.

Why would I think you were? You didn't just leave it at a useless and/or snide remark, but explained your position. That said, yes I have, and no, they really aren't. Even a single bullet hole will cause a bag to leak, and when one bag deflates then it compromises the integrity of the entire wall. While we see polypropylene and nylon bags in use today in the first world, the vast majority on Earth are still burlap sacks, which, as mentioned, rot. Even poly bags (unless made with a special UV formulation) will be degraded beneath the sun. If you have access to the fine particulate sand that we use for military-grade sadbags, which is made up in large part of natural ceramics in the form of crushed/powdered sea shells, then certainly it's going to be more effective against bullets, as it'll chew up the lead projectile even more than normal when it gets hit.  However, as I've noted, you don't normally have access to sand proper, so the sandbags in use are likely just filled with loosely packed earth (topsoil), making them not very effective at repelling bullets. Further, according to the 1990 edition of the Soldier's Manual of Common Tasks, you need at least 18 inches of proper sandbags between yourself and incoming enemy fire for it to be effective cover. Canadian army winter training teaches that you must use 4 feet of icecrete (icy sand slurry frozen to form) to stop a bullet (and so need even more to ensure effective cover).
#5
Quote from: jackarbiter on May 28, 2016, 06:38:44 PM
Quote from: eastwood6510 on May 28, 2016, 05:25:07 PM
Quick question: Are these about the correct cover values?

Fences: 25%
Cheval de frise: 35%
Earthen Ramparts: 50%
Sandbags: 65%
Parapet: 65%
Embrasure: 73%

These (I edited the quoted info) are the numbers. Embrasures don't work well with higher coverage, this is the max CR put them. Not too much better than sandbags/parapets. Kindof makes parapets useless I guess. Cheval are passable. I'm thinking that maybe others of these should be passable, like the ramparts or maybe even sandbags. I'm open to suggestions as to different coverage values or different passability values.

Walls provide 100% coverage and can't be shot through, so I don't think they belong in the list.

That looks about right to me, value-wise, until sandbags; here's my opinion on them, to make them closer to how they are, and how they are used, IRL. They should rot if left uncovered/outside, unless you also use concrete to harden them during the initial construction (upgraded sand bags); they should have very low life per tile, but be very cheap to make (it's just a burlap bag plus some earth/sand; very easy to rip open the bag with ranged weapons and have the earth/sand all spill out), unless hardened with concrete (then they should be more wall-like in durability); they should be able to be reinstalled, unless hardened by concrete (obviously).

As for what should be passable, sandbags definitely should be but slowed down (Not too slowly, but it's still bags of sand or loose earth; they move around a lot; if you did the sandbag alterations above, hardened sandbags should actually be faster to move over), and ramparts only if they are made to be sloped instead of packed flat (as they are currently) should be, but very slowly (as it's going up a steep incline of loose earth); maybe 10% speed for that one tile? Would be great if they were three long constructions, with one side being easy to climb and one side being hard to climb, to represent the direction they were built to defend against, and to be able to shoot past them you have to be on the sloped up tile behind it, else it blocks line of sight... but I think that's asking a bit too much, isn't it? >_>; Either way, HP should be low so they're easily blasted open, or dug through with effort (easier to tear down by far than to put up).

Parapets should be an upgrade to earthen ramparts to make them impassable and increase their HP. That gives them use.

With just Core, Core Library, Core Library Tweaks, and ARB (in that order) I'm still getting the "can't load map" bug, so I'm wondering if it's not a bug with my install. I'm going to try reinstalling the game to see if that sorts things out. EDIT: That seemed to resolve it... Wonder what the heck was going on? o.O
#6
Regarding earthen walls: If you spend the time building up high earthen walls that you can mount to fire over then yes, they're going to be very effective. It's a tactics issue, where it's a very strong tactic to protect your people from incoming attacks while optimizing your own ability to attack that has been done since the days of the bow and arrow, and otherwise combat in Rimworld is limited to a charging horde of enemies with various weapons; fix the tactics issue, don't just call earthen walls overpowered because they're doing exactly what they did IRL.
#7
Ideas / Re: ADD as a Trait / Health Ailment
May 28, 2016, 01:59:37 AM
Quote from: Nitro1248 on May 24, 2016, 09:53:12 AM
I have ADD, and my personal experiences follow
1. ADD (and ADHD) people get on together well, (my mother and father are both ADD, same with my WHOLE family, and my social group is entirely ADD)
2. ADD isn't just "low interest", it's about that they enjoy certain activities, and that activity takes up all of the brain.

In gameplay terms, I suggest...
1. ADD people have a social boost to other ADD people
2. Greatly Increased speed and learning on a certain task (animals, construction, etc.) and Majorly low speed and learning (and loss of focus) on anything else
It might be like mechanites, in terms of added pros and cons

And another thing, Ritalin would be an interesting implement (but mostly a mod), with making speeds more average.

But I would love to see this in a new update (and lots of other people too, RimWorld seems to have a fairly large ADD fan base)

Social boost to other ADD/ADHD people, social penalty with non-ADD/ADHD; Greatly increased learning rate on tasks that they have interest or passion in (+0.4/0.8 for ADD/ADHD respectively) and a malus to all other learn rates (reduced to 0.1) and XP required per level (additional +2000/+4000 per level per level, making it near impossible to level up that particular ability to any high amount) as well as increasing the rate at which XP bleeds off for those uninterested skills.
#8
Ideas / Re: Events for Undiscovered Rooms
May 28, 2016, 01:54:20 AM
Most dirt actually is accumulated from living interaction. Dust is primarily from dead skin cells flaked off into the air. It'll smell putrescent inside if someone died, certainly, but it'd be relatively clean, otherwise.
#9
Quote from: jackarbiter on May 27, 2016, 01:34:11 PM
Thanks Bonkus, good to know.

Guys, did you download 0.04? I just put it up last night. It should be better.
When I try to use this modpack, I keep getting errors on loading map, and output_log.txt has this to say (often repeated verbatim several times over):

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

This kept happening with Combat Realism as well until I got the latest build from the new coder for it off github, so i don't know what exactly is causing it; I've tried creating new loadouts on landing and saving them, tried altering the "nothing" loadout to have "something", also no dice. Are you using an older build of CR than that available on the github page or something?
#10
Bugs / Re: [A13] Pathfinding and equipment racks
May 26, 2016, 09:07:27 PM
I've noticed in arctic conditions I can clear a path along a wall of snow and concrete it for 100% movespeed and they'll still cross snowed on soil diagonally instead of walking over to the path that leads right to the door, which would be much faster; Maybe this is related?