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Messages - FMK

#1
Quote from: mumblemumble on October 10, 2016, 08:21:44 PM
Drugs are kinda a gamble.

Sure,  most of the time there's no problem,  but you might have addiction,  or heart attacks from it which cause other problems.

Most of the time its a winning bet,  using it,  but losing is kinda sour.

Having a heart attack during a raid from using yayo can be far worse than going without.

Not entirely true. Besides Yayo/Flake, one dose every 3 days of any drug will never cause an addition. Pretty sure colonists can't overdose with that time-frame, either.
#2
Simply put, yes..

The short of it is that there's a 47% chance for any non-colonist, non-prisoner to die rather than being downed.
#3
As far as I can tell, (non-sapper) raider logic is basically:
- Pick a target that isn't a wall or door (with a preference to higher value things) and find a path to it.
- If there's no unobstructed path, flip a coin
- If heads, pick a nearby wall
- If tails, pick a nearby door
- Repeat as needed

(It's probably not a 50/50 split, but whatever)

So as it stands, if you want every raider to come fight you without bashing their face against a wall, all you need to do is leave all internal doors leading to unique rooms open, as well as a single external door. Not particularly viable for freezers, but so long as you have a minimal amount of things that can be targeted in them, it's a low chance to matter -- and even then, only for one or two raiders.

Of course, I'm not saying raider AI couldn't do with some improvement, just offering a workaround until then.
#4
Quote from: stu89pid on September 28, 2016, 03:53:16 PM
Quote from: FMK on September 28, 2016, 01:22:41 PM
The OP is a perfect example of how not to do constructive criticism, but I'll bite:

Just wanted to commend your polite, controlled response to an otherwise ranty, whiny, ridiculous post that basically said the OP knew there are systems in the game to avoid some of the problems he is whining about, but he/she just wasn't willing to use those systems.

I much prefer giving people the benefit of the doubt with my first reply, because I like encouraging civilized conversations when possible.

That, and having been an admin for ~5 years at a place that used to be slightly popular... Let's just say, the OP is tame compared to some of the insanity I had to deal with back then.

Quote from: Zhentar on September 28, 2016, 05:17:59 PM
Quote from: FMK on September 28, 2016, 01:22:41 PM
'Pathfinding' -> A compromise between what would be logical, and what is fast to calculate. I remember in some of the older alphas where pathfinding took the best route almost always no matter how complex it was, and it just tanked the FPS to be unplayable even at 1x speed in the late-game, so I am grateful for the changes, even if it means colonists sometimes take a bit (or even a lot, in some cases) longer to get where they're going.

But we could have our cake and eat it too! It's harder (particularly for RimWorld's very non-uniform path costs), but there are approaches that would allow significantly better path determination while even improving on the current performance. One of the things that I think is neat about the current pathfinding logic is that it tries harder to find optimal paths for slower moving pawns (a stoned, peg-legged pawn carrying a rescued colonist will always pick perfect paths). But the flip side of that gets frustrating - the more effort you make to have efficient routes and fast pawns, the less effort they'll put into actually using it all effectively. (I've been playing with the pathfinding code recently, and hopefully I'll have a mod that improves it significantly in the near future)

Oh yeah, I don't doubt that pathfinding still has a ton of ways it could be improved while still remaining efficient. I'm just glad that it's no longer an instant colony killer, until it becomes a priority to improve it more in the base game.

I've definitely noticed that discrepancy with pathfinding logic because of mechs when they have to walk a long ways -- scythers take one route, while centipedes take an entirely different one.
#5
The OP is a perfect example of how not to do constructive criticism, but I'll bite:
Cassandra, Challenge, Permadeath, No Mods - You are wrong.

'Mods' -> 600 hours in RimWorld on Steam -- not all on that save, obviously. Still haven't felt the uncontrollable need to touch a single one. Which, of course, isn't even counting the time I've played before it came to Steam.

'Pathfinding' -> A compromise between what would be logical, and what is fast to calculate. I remember in some of the older alphas where pathfinding took the best route almost always no matter how complex it was, and it just tanked the FPS to be unplayable even at 1x speed in the late-game, so I am grateful for the changes, even if it means colonists sometimes take a bit (or even a lot, in some cases) longer to get where they're going.

'Must start a new save with every major update' -> Expected of an Alpha game, can still Frankenstein a save to work with a later version if you care about it so much.

'Why is there not a 'no walks tile' option?' -> Because it would literally be a redundant system to zones, with no real advantages. Invert Zone exists for a reason.

'There is no 'Hold Fire' button for colonists' -> Admittedly would be nice, but is hardly a deal-breaker.

'Can't forbid colonists from eating certain food.' -> While I agree that it would be nice to have food settings similar to how drugs are (making a stockpile of survival meals for emergencies is a chore), colonists will never consider corpses a valid meal target unless they're starving and there is no other accessible food on the map.

Though I will admit that it's somewhat silly that colonists fall into the 'I'm so hungry I'll even eat a corpse' mindset the instant they start starving -- would make more sense if it was after they reach 20% or so starvation, to emulate a 'I haven't had anything to eat for what feels like an eternity, I'm feeling so weak... I'll eat anything' mindset better.


I do have some other minor issues with the game, like drug production being stuffed under crafting rather than being its own work category, or the lack of certain QoL features like being able to have changeable priorities for workbenches (To, for example, be able to prioritize butchering over cooking without having to lock the cook into the action of butchering). But they're hardly enough to ruin the game for me or to push me to using mods.
#6
Quote from: Miker on September 27, 2016, 06:35:51 AM
Quote from: Calahan on September 27, 2016, 06:16:18 AM
@ Miker - It might help the discussion if you:-

1 - Said which storyteller and difficulty level you are playing on, as that influences the frequency and severity of events, which in turn has a direct bearing on how viable sowing huge devilstrand zones is, or isn't.
2 - Said which biome you are playing on, again for pretty much the same reasons as above.
3 - Elaborated on the type of scale you are referring to when you say "massive garden". Does this mean a 10x10 growing zone, or 50x50 , or 100x100, or ?? More detail always helps avoid confusion and allows people to be on the same page when having a discussion.
4 - Confirmed whether or not you are using any mods.

And finally, you said in the OP that if others try your idea then they are welcome to send you pictures (of their colony). Well why not start with posting pictures (screenshots) of your colony and how you have setup your devilstrand growing zones? If you have found a way to make mass devilstrand farming work reliably, then I'm sure others would be interested in seeing how you did it.

lol u think i owe you b1tches something? you can go and continue being medium lvl player till u die i dont care, concentrate on saying thanks and and giving something in return first mother f2cker. help to people like u will not be given anymore.

EDIT BY ItchyFlea: User was warned for this post. Rules 1 & 2.

Thank you for fulfilling my intelligence quota for humor for the day.

OT:
1. A trick that's been known of since before A15 even left the unstable branch, old news.

2. Devilstrand Armchairs aren't even close to the best thing to sell, because:
It takes 100 of a material to make an armchair and you get 3 devilstrand from a fully grown devilstrand plant, which equates to 33.3 spaces (or a ~5x6.6 area) for a single armchair.
It takes around 3/4ths of a RimWorld year (45 days) for Devilstrand to grow, assuming 100% fertility and proper temperature the entire time.
Even assuming that a level 20 constructor on average makes enough Legendary and Masterwork Armchairs (which they won't) that the average price of all sold Devilstrand Armchairs ends up being that of a Masterwork one at 1300 silver...

That works out to be a profit of 28.888... silver per day per 33.3 spaces used.

However, that's assuming a majority of your armchairs are legendary or masterwork -- so halve that, and you end up with a more accurate value of 14.444... silver per day per 33.3 spaces used.

Compared to... oh, let's just pick rice. They take 5 days to grow, give 5 rice per plant, and go for 0.4 silver a piece. So in a 5x6 plot at 100% fertility, you get 165 rice, which turns into 66 silver every 5 days, or 13.2 silver per day per 33.3 spaces used.

Add to that fact that Rice can actually be grown in Hydroponics to take advantage of its huge growth speed bonus due to fertility, and it effectively doubles the amount to 26.4 silver per day per spaces used. Plus it can be turned into simple meals for a slight price-per-rice increase.

I obviously haven't gone into labor, amount of traders who will buy them, maintenance, etc for determining how viable they are to each other. Plus my calculations are all rough. But, Devilstrand Armchairs are a far cry from being even remotely 'overpowered.'
#7
Bugs / Artless Sculptures
September 23, 2016, 12:42:16 AM
If you sell multiple of the same material, same quality sculptures to a land trader, and they end up on the same trade animal, they will lose their art tags.

So if you buy them back (or the trade animal dies somehow), you will end up with sculptures with no Art. Wouldn't be surprised if this happens with other things as well.
#8
General Discussion / Re: Please come to gog
September 22, 2016, 08:29:12 AM
Quote from: godunow on September 22, 2016, 07:17:48 AM
Yeah, I'm aware of that - but as I mentioned, if possible, I'd love to have all my drm-free games in one place...
Oh, my bad.

Just assumed you had wanted DRM-free in general, since it seems like a pretty silly thing to care where you get it. Seeing as the only difference (that I can see) is that you have to manually download from somewhere that isn't gog -- which, considering the whole thing of being DRM-free and all, you only ever need to do it once and whenever it updates anyways.

Since if I'm not mistaken, there's a way to launch non-gog games through Galaxy.
#9
General Discussion / Re: Please come to gog
September 22, 2016, 06:23:34 AM
Had you spent a few minutes searching, you would of probably come across the fact that a DRM free version has existed long since before it came to Steam, and you can still buy it. Just scroll down a bit on that page.
#10
General Discussion / Re: Joywire
September 20, 2016, 12:45:17 PM
Quote from: carbon on September 20, 2016, 11:58:29 AM
Since we're on the topic, does anyone actually use joywires and not regret it? If so, in what context?

I always found the "cripple everything just to be happy" trade-off to be unreasonable. Painstoppers, by comparison, make for a decent trade-off. Your colonists shrug off injuries, but are more likely to be killed rather than preemptively downed in combat. It's great for older folks who are dogged by chronic pain, but don't see much combat.

I love rolling with Joywires on everyone, but only if they're already mostly bionic, since it more-or-less counteracts the consciousness hit. Sure, it's effectively spending 10000 silver for an average colonist (compared to how they would be when fully bionic without a joywire) with a permanent +30 mood, but I prefer consistency above all else. (For this reason, I also despise turrets because of solar flares, and traps because even at a 0.02% chance for colonists to trigger them when they're dumb enough to walk over them, nope.jpg)

In this case, it significantly increases how long I can have them doing urgent things before they even have the potential to have any sort of break. Which is pretty important when you have something like a stream of mechs that are all at different enough speeds that they take an entire day to get killed off with no room for breaks. (Which happens often, if you're a fan of using just enough IEDs on crashed ship parts to make the mechs stop guarding it, because ain't no one got time to snipe 55 mechanoids.)
#11
Quote from: Dingus on September 18, 2016, 08:59:10 PM
Quote from: FMK on September 16, 2016, 12:45:48 AM


Thrumbo horns are worth a good bit, but are also pretty much the best thing for melee until you get a high skill crafter.



Scyther Blades do 20 damage each for a total of 40 compared to the 15 of a thrumbo horn
If you want to severely gimp the pawn for being able to do anything else useful, and want them to murder/maim anyone they social fight with, sure.

Which, imo, makes them significantly worse than a thrumbo horn even if they do more DPS.
#12
Quote from: shaw357 on September 17, 2016, 09:48:59 PM
Quote from: carbon on September 17, 2016, 09:11:50 PM
You should be investing in glitterworld meds to install bionics until you have a surgeon with >= 100% success chance. There's no reason to not spend 80 - 100 silver to protect your 1200 - 1400 silver bionic part and colonist.

But the medicine only acts as anesthesia. No matter what medicine you use during operations, the outcome of using it is always the same (Unconscious). It's the surgeon success rate that is so weird. I have a hospital bed (good), a vitals monitor, a standing lamp, a level 13 surgeon, 98% surgery success chance, and that surgeon ends up slicing someone's kidney in two while trying to install a bionic eye. That's crazy.

Incorrect, anesthesia is able to be applied even without any kind of medicine in RimWorld. If you check the info tab on the different medicines you can see that Herbal Medicine is 75%, Medicine is 100%, and Glitterworld Medicine is 135% as modifiers for medical potency (which includes surgery success chance).

So if you're using Herbal, it's no wonder you're failing constantly.
#13
Quote from: Dingus on September 15, 2016, 11:46:35 PM
Who the hell would wear Thrumbofur? Sell it! One of my tailors made a Legendary Thrumbofur duster that sold for $14,000.
That's the thing though, high worth things in RimWorld almost always have alluring other use(s) to force you to choose between functionality and value.

Things with higher qualities, for instance, get better stats in whatever is relevant but also sell for significantly more.

Hyperweave sells for a ton but is so hard to get and also makes the best combat-related clothing in the game.

High quality sculptures sell for a ton, but are also very effective for getting all sorts of mood-related bonuses.

Thrumbo horns are worth a good bit, but are also pretty much the best thing for melee until you get a high skill crafter.

Plasteel is the highest value raw resource in the game, but not only is it used in so many things, it also unarguably makes the best doors/turrets in the game, as well as having the highest health when used for walls.

Devilstrand is equally valuable for combat-clothing and for making money.

Thrumbofur and what it makes as it currently stands, however, is only useful for selling.
#14
General Discussion / Re: Deep drilling explained
September 14, 2016, 05:55:24 PM
Quote from: sadpickle on September 14, 2016, 04:54:20 PM
Quote from: FMK on September 14, 2016, 11:44:21 AM
Quote from: Blastoderm on September 14, 2016, 05:57:01 AM
So resources are stil finite? Shame. No way for long-standing colonies then, only a little help to get out via ship as soon as possible(
Finite resources? No way for long-standing colonies? If you say so.
Impressive, most impressive. How are you defending against raids with those simple killbox corridors? Any tribal raids?
Miniguns aimed at a sleeping spot on the far side of the kill hallways melt puny tribals (and everything else) like butter once you have 9 or so of them, plus a few top-tier shots with Charge Rifles to pick off anything that survives the hail of bullets and gets too close.

That and a personal shield guy slightly farther forward to ensure everything is shot at him, so as to safeguard against any triple rocket launcher raiders who manage to live long enough to fire -- in which case he can quickly duck into complete cover, if his shield breaks. As well as having permanent firefoam on the ground (by not having in in the home area) to completely nullify inferno cannon mechs as a threat.
#15
General Discussion / Re: Deep drilling explained
September 14, 2016, 11:44:21 AM
Quote from: Blastoderm on September 14, 2016, 05:57:01 AM
So resources are stil finite? Shame. No way for long-standing colonies then, only a little help to get out via ship as soon as possible(
Finite resources? No way for long-standing colonies? If you say so.

The only real issue that there has ever been with long-standing colonies is running out of space to store the ever-increasing quantities of materials that you get from 50+ mechs/70+ raiders/100+ tribals per raid ... that and lag from too many colonists, which is why I've stuck with ~16. Since if you've made it that far to begin with, chances are you have a defensive setup that isn't hemorrhaging materials or pawns.