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Messages - ymc

#1
Thank you for this beautiful bug fix.

I am still stunned about the whole change, and was further surprised that crafting blocks now gives NOTHING in B18. As it's now based on nothing, nothing seems to speed it up. It's like the more we challenge their logic on it, the more they dig their heels in that it's "working as intended".

It reminds me of when you call somebody on doing something that they know was wrong, and they don't want to admit that it was wrong, and instead spend a lifetime justifying it. "Oh yeah? Well I'll show you what really sucks because you should just shut up, because I'm right, that's why, goddammit"

The beatings will continue until morale improves.

Quote from: ymc on May 28, 2017, 03:50:46 PM
If it is working as intended, how does one get their crafter constructor to use that crafting construction Stonecutter's Table but not use the smithing tailoring Crafting Spot, thereby wasting all the bills and materials that you were hoping your crafter would use to level up their crafting so that one day they can become a successful tailor-smith?

The mess that drug manufacturing is now is what will end up happening here. Instead of fixing whatever root problem they thought there was with making stone blocks earn drug / tailoring / smithing skill, they just moved it to construction without checking the other flags to make sure it still worked. That's a bug, introduced by a quick hack to fix a different problem, plain and simple.

Following the logic that got us to this point, somebody who crafts constructs stone bricks for a living shouldn't be as good at constructing crafting leather furniture as a tailor, so that should give crafting xp now, but your tailor should have to be assigned to construction in order to do it because it's not really a tailoring job. ::)

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#2
I like the idea of partial deliveries and broadcast to multiple colonies, but there are some items that should just be forbidden from that needs list in general.

I just had a mission ask for ~1500 agave fruit, when I'm in a boreal forest. That might technically be possible with some version of a "Set Up Camp" mod, where you can scour the desert tiles looking for agave plants and move on once harvested.
#3
In no way do I take responsibility for what could happen, nor am I advising that you mess with blah blah blah cover my butt blah blah blah.

You could ;) hypothetically ;) open your .rws save file in a text editor and actually delete that pawn (Chicken1296368). You'd have to be careful to maintain the structure of the .xml tables, but to be fair you already have a save you can't load. Make a copy first, obviously.

Once again, in the spirit of CYA, I have no idea what other consequences that might create later (if said unserialized chicken had unserialized unborn eggs, I dunno?)
#4
In the case of the first post that inspired this thread, the colonist in question is clearly somebody who had an infection, got healed, and several days later went back out to battle and took on even more wounds even though the player thought the infection was nothing to worry about.

In the case of your recently added find, it's large quantity individual rounding messing up the tally you're hoping for (survival). There are 11 wounds, 9 of which rounded up. Rounding either works in your favour, or it doesn't. In this case it isn't helping, but there are cases where rounding would actually save a colonist. It probably happens all the time, but people don't take screenshots of it because nothing bad happens (when perhaps it should have).

Jay the Mechanic's Torso wounds (totally ignoring the other stuff):
03.88 (4)▲
02.54 (3)▲
03.88 (4)▲
02.88 (3)▲
03.52 (4)▲
03.45 (3)▼
02.88 (3)▲
02.52 (3)▲
02.76 (3)▲
03.46 (3)▼
+2.76 (3)
34.53 (36)

So instead of having 5.47 Torso efficiency left, he had 4. Infection removed another 4 and that's all she wrote. RNG clearly worked in the colonist's favour, if you look at the total wounds and none of them criticals to organs or the neck. He's missing his legs, an arm, and 18 other bites. It's like playing hangman and people keep adding body parts because they want you to get it, and they finally just say "He's dead, I can't add anything else".
#5
It's not really messy math, it's just rounding. Rounding either works in your favour, or it doesn't, kind of like how Canada got rid of our pennies and we round to the nearest nickel. In his case it isn't helping, but there are cases where rounding would actually save a colonist.

03.88 (4)▲
02.54 (3)▲
03.88 (4)▲
02.88 (3)▲
03.52 (4)▲
03.45 (3)▼
02.88 (3)▲
02.52 (3)▲
02.76 (3)▲
03.46 (3)▼
+2.76 (3)
34.53 (36)

In this colonist's case, most of his wounds rounded up. So instead of having 5.47 efficiency left, he had 4. Infection removed another 4 and that's all she wrote. As a story simulator though, math did not kill this colonist. RNG clearly worked in the colonist's favour as best as possible, if you look at the total wounds and none of them criticals to organs or the neck.

Quote
One of our people died. We should be able to take care of our people.

Jay the Mechanic was out in the wilderness alone (picking raspberries, I dunno?) and was attacked by a fox. Unable to repel the fox, he sustained wounds that prevented him from fleeing, and if we follow the blood trails, we can see that while he crawling away the fox then proceeded to rip off both of his legs. When he could no longer crawl, it ate one of his arms, and spent at least an hour biting him 18 times throughout the rest of his body (11 of which were in the chest and guts). Although some others finally came along and took care of the fox, bandaged poor Jay as best as they could there on the ground with scraps of their dirty clothes, Jay succumbed to his injuries as they were dragging him back to camp.

One of his wounds must gotten infected, but it was amazing he lasted as long as he did.
#6
Their official response is that anything to do with pawn behaviour ignoring your orders is actually working as designed.

It also doesn't work if you use any sort of work scheduling. If they're supposed to be at "Work" or "Joy", they will not go to heal. They only go if they are in "Anything" or "Sleep". Same thing for bed rest too.
#7
Mods / A17 animal retaliation fix?
June 03, 2017, 02:09:10 PM
Is there a mod that fixes domesticated animals from becoming complete pacifist pansies? This was bug-reported during A17 unstable, and supposedly fixed, but said fix only prevented animals from running from the very prey they were hunting for dinner. Just because an animal has agreed to a symbiotic relationship with your colony, doesn't mean it should do absolutely nothing when hostiles are assaulting it, especially if it's a dangerous beast to begin with.

It takes a raider a very significant amount of time to beat a megasloth to death with a club, during which it does nothing to defend itself, whereas a failed tame can cost multiple colonists some very valuable body parts in no time whatsoever.
Bears, timberwolves, wargs (genetically engineered vicious war beasts that eat things alive), and more all have this same behaviour.

There are alot of animal mods out there, but after reading through a dozen or so I thought this might simply be faster (asking advice).
#8
Outdated / Re: [A17] Rainbeau's Mods
May 31, 2017, 12:16:03 AM
Quote from: dburgdorf on May 06, 2017, 06:25:14 PM


Last update: 5/27/2017

Great mod, I'm actually only using it as a pier at this point because my current map doesn't have a river, but I remember a colony where a river killed me.

A couple of things (I know you saw some of it on the Steam page). I just don't want to sabotage a potential sub on your page there with what would appear to be a steady stream of complaints (they're not, I swear!  :D).


  • Pawns with shooting passion gain shooting XP way too fast while fishing.
  • Moving a pawn while fishing leaves the fishing pole in place until something else walks past it.
  • Squid is double/cross-linked under resources:
    • Once under the root of "Raw Resources" and again under "Raw Resources->Dead Fish"
    • If you check or uncheck one, the other matches it
  • Squid can be cleaned as fish, and then you don't get the leather.
    • Temp workaround is to put "Butcher squid forever" higher in the list.
    • Possibly related to above-mentioned double classification of squid.
  • Fish have an insane rot rate that I would say is backwards.
    • Refrigerated muffalo meat @ 6°C lasts 3 days.
    • Refrigerated fish @ 6°C lasts 3 seasons and 14 days (basically a year), no exaggeration.
#9
Bugs / Re: Cannot Level crafting
May 29, 2017, 12:05:06 PM
Quote from: DariusWolfe on May 28, 2017, 09:25:04 PM
Set minimum skill levels. Since the bills take into account Constructing rather than Crafting, you can ensure that crafters (unless they *also* meet the construction minimum skill you set) will not make stones, or drugs in the case of intellectuals.
I actually like the idea as a work-around, but you've gotta meet me half-way here. That's a work-around. In my current game I've been using very strict zones to ensure that my constructor with 0 crafting (but not disabled!) continues to use the crafting table to construct and never gets better at crafting. A life of cutting stone into bricks is preparing him for making some really sweet legendary medical beds one day.

In the current limbo system in place regarding bricks, we have to have a very skilled person sitting there cutting stone. But they don't get better at being skilled with their hands, like making spears or art out of said stone -- oh no -- they get better at making furniture and gun turrets and geothermal power plants. See below for Grunt & Longshank, my best choices for making bricks in a dual-colony world I have running 184 days in. I'm not joking, these are the people I pull off of whatever they're doing when I need more bricks for my artists and builders.

Check out Dalton (Scout / Gardener). She had passions in all the right things, seemed like a great idea for starting solo character. Nope. She couldn't make bricks even though it's based on construction now, so I had to wait for another colonist so I could waste them solely on making bricks so she could use them to build the really complicated non-menial stuff like walls. "Oh well she's a gardener, it makes sense that she's no good doing repetitive things with her hands." There's currently no backstory mention of Crating -> Make bricks at the table disabled. Give it time though, because that's what the devs do when they want to stick to their guns that it's WAD. It works real great, just look at drugs!

Quote from: DariusWolfe on May 28, 2017, 09:25:04 PM
Edit: Your second image is a really weak example, considering that they STILL wouldn't be able to do it, as they're unable to do Construction, either.
I didn't really explain those well enough, and that's on me, I was just hoping the filenames and the tooltip would explain it. Both of those screenshots are attempts to make drugs at a drug lab by individuals broken by the update, because that was the map I had open at the time and I was being lazy. That was going with my point that drug production is a bloody mess right now because somebody "fixed" crafting skill gain there. Right now drug manufacturing is a pseudo-job that not just anybody can handle, it even gets a special mention in backstories when it's disabled, because it's somehow easier to go back and edit backstories to prove that it's not a mistake and that this is the path we want to go down. We're not talking about Walter White 99.1% pure crystal meth here, yayo is often made by unfortunate souls pulled out of factories and tailoring sweatshops because of their ability to handle assembly line style repetitive grunt work (and because if they accidentally get contaminated, it's not like it really matters, they're a dime a dozen).

In the current limbo system in place regarding drugs, we have to have a very intelligent person sitting there making drugs. They have to be at least able to craft; they don't have to be good at it, but they do have to have a backstory that doesn't prevent them from sitting down at a table. But they don't get better at being skilled with their hands -- oh no -- they get better at inventing cryostasis pods and multi-barrel weapons and shield belts.

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#11
Bugs / Re: Cannot Level crafting
May 28, 2017, 03:50:46 PM
If it is working as intended, how does one get their crafter constructor to use that crafting construction Stonecutter's Table but not use the smithing tailoring Crafting Spot, thereby wasting all the bills and materials that you were hoping your crafter would use to level up their crafting so that one day they can become a successful tailor-smith?

The mess that drug manufacturing is now is what will end up happening here. Instead of fixing whatever root problem they thought there was with making stone blocks earn drug / tailoring / smithing skill, they just moved it to construction without checking the other flags to make sure it still worked. That's a bug, introduced by a quick hack to fix a different problem, plain and simple.

Following the logic that got us to this point, somebody who crafts constructs stone bricks for a living shouldn't be as good at constructing crafting leather furniture as a tailor, so that should give crafting xp now, but your tailor should have to be assigned to construction in order to do it because it's not really a tailoring job. ::)

[attachment deleted by admin due to age]
#12
Bugs / Re: Cannot Level crafting
May 28, 2017, 11:41:27 AM
I would say that this is still a bug then. I cannot assign a construction worker to the stonecutter's table, even though that's the only thing it's used for now.

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#13
This is no l
Quote from: Panzer on May 27, 2017, 12:31:33 PM
Did you shoot at the bugs? They ll chase you for a little while before they give up and wander back to their hive, if the hive dies they stay aggressive, so watch out for cold temperatures, below -22C bug hives start to decay.

This is no longer true. Infestations no longer seem to have any range that they "give up" at, even if their hive is still alive. Once they're enraged, it is on. I've lost a 12-man colony to a cave-in that only killed one spelopede, as far away on the map as you could possibly be. They even went around the map killing all the colony animals after they'd downed all my colonists.

I had made a mined tunnel connected to a 6x6 mined out room, doored it off, and hoped for an infestation to set up a honey farm. I was sorely mistaken that it could be managed.
#14
I have a pawn right now that is pretty much a vegetable, brain 1/10 permanent damage. Walks around consciousness 45% or something.

The instant anything else goes wrong, a small nick gives her blood loss (initial), she smokes a smokeleaf joint, drinks a beer, or she has malnutrition (minor) @0.01%, she collapses and needs rescuing.
#15
Raiders enter. Raiders begin setting up their little seige base.

A defending raider sees one of my foxes way off in the horizon and lines up a shot. But alas, a rat happens to wander into his path and is killed instantly.

RAT REVENGE! 2 more rats come charging in.

In the ensuing chaos, 1 raider takes a headshot and is now down for the count. There's a couple more wounded, and my team is now in position, just waiting for them to make their mortar(s?).

I don't have that researched yet and they're quite handy.


EDIT: Had to resize image to make room for the second one.

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