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Messages - Foxador

#1
Bugs / [1.2.2723] Custom yield doesn't work
August 13, 2020, 12:31:23 PM
Setting up a new game with custom yield for either harvesting or mining yield doesn't work because the base game has a hard limit of 100% as the max yield you can get.  Which means if I set it to 500% mining or harvesting yield I still only get 100% because the stats_pawns_workgeneral.xml has those two things locked at 1.0 which means 100% max. 

I figure the point of having that slider is that you can actually go over 100% yield which you can't do.  Also the planet harvest speed isn't actually affected by the custom difficulty anyways. Where mining will say custom diff +500% the plant yield doesn't have the same bonus
#2
The storyteller in the base game requires at least 3 people to get the royalty quest line

<!-- Royalty intro quests -->
      <li Class="StorytellerCompProperties_SingleOnceFixed">
        <fireAfterDaysPassed>8</fireAfterDaysPassed>
        <incident MayRequire="Ludeon.RimWorld.Royalty">GiveQuest_Intro_Wimp</incident>
        <skipIfColonistHasMinTitle MayRequire="Ludeon.RimWorld.Royalty">Yeoman</skipIfColonistHasMinTitle>
        <skipIfOnExtremeBiome>true</skipIfOnExtremeBiome>
        <minColonistCount>3</minColonistCount>
        <allowedTargetTags>
          <li>World</li>
        </allowedTargetTags>
        <enableIfAnyModActive>
          <li>Ludeon.RimWorld.Royalty</li>
        </enableIfAnyModActive>
      </li>




you can change that yourself by just going to rimworld/date/core/defs/storyteller  then the storyteller XML file and find that exact code that is like 1 page down and change it to 1 instead of 3
#3
General Discussion / Re: Beer in the prison
April 10, 2015, 07:06:49 PM
Quote from: TLHeart on April 10, 2015, 04:44:44 PM
Oh the story of putting beer in the prison to soften the prisoners up so they will join the colony.  Sounded like a good idea.  So I put a one square zone for beer, and only beer, and Tio dutifully moved a stack of 25 brews into the prison, then grabbed one for herself, and set down at the prison table and drank it. She then waddled down the hallway to bed...

The 3 inmates all went to bed.  they did not drink any brews... next morning, Tio, walks over picks up a beer from the large stockpile, and replaces the one she drank the night before in the prison...  Wardens come and go, social chatting...

That evening, Tio along with Alex and Svent, all go into the prison, grab a brew, set down at the prison table, have a good chat, and head off to bed.... Only those 3 beers are missing from the prison stock....  hummmm, check the prisoners, and they are all starving...   nobody is feeding them.... NOT GOOD.....

So the prisoners would not drink the brew, the colonist would, and the wardens were not feeding the prisoners... not what I expected to happen....

So I tried to have the brews hauled out, can't since it is a prisoners room, change the priority and items in the prison stockpile, still no food, finally had to make the prison a colonists room, grab the brew, reset all the prisoners to no food, then back to get food, so that they would get fed.... 

Sure would have been much easier to get them drunk and convince them to join....

Yea I already made a bug report about this and they said they were working on it. 
#4
General Discussion / Re: Alternatives to killboxing
April 08, 2015, 02:44:56 PM
Quote from: MarvinKosh on April 05, 2015, 09:30:27 AM
Defending without turrets, as I've discovered n my latest game, is pretty tough even on 30% challenge.


*shrug* it's not that hard.  I was doing a tribal challenge of the game where I only used bows and spears with no advanced anything, which includes turrets, at extreme challenge and found it to not be that tough since the enemies attacked dumb things like my walls instead of fighting.  Even when they fought raiders tend to bug out after you kill a few of them and sometimes they run after being hit once.  I talked about it a page back or so.  It could just be about how layout of the base is
#5
General Discussion / Re: Alternatives to killboxing
April 03, 2015, 03:31:11 PM
If you want a easy way to just abuse the AI and game mechanics you can just make a kill box where the enemy can't fight back.  By having a entrance that's just flooded with either rock chucks or sandbags the enemy can't fight back since you can't technically stand on sandbags but you can walk through them. So they end up just slowly walking through the area while getting shot. I put up a picture that's just a small example but I've done better with other saves I don't have handy. 

You also don't need turrets or any kill boxes to get by just fine.  In my last game I used nothing but bows and tribal cloths but I was able to handle every enemy just fine with only like three people dying after over 40 hours.  The thing is, and this is another abuse of the AI, if you have no turrets the enemy doesn't have a prime place to attack so they end up wanting to attack your walls if you have your people in safety.  In my second picture you can see my home and how it's set up.  Since the enemy wants to attack they walls they get stuck attacking them for awhile while my guys walk out and kill someone then hide in another room before getting attack, wait a moment for any enemies that wanted to attack me to reset, then go back and kill another one or two.  It takes a micro but you can walk out killing 10-15 people without getting hit.  It goes faster if you have melee weapons like spears since they hit hard and fast which means you can walk onto a clueless guy smacking your walls and insta kill him before moving to someone else.

The only threat are mechnoids and only by the scythers since they move super fast.  The big worms are just dumb enemies that have massive health but crappy weapons and crappy range and they're quite easy to kill it just takes forever.

[attachment deleted due to age]
#6
Quote from: cultist on February 28, 2015, 12:18:02 AM
Quote from: Foxador on February 27, 2015, 10:59:33 PM
If you're talking about melee weapons sure you might find them with 'decent' items but when it comes to ranged weapons they don't use anything of good quality.

Besides, quality is not that important when it comes to weapons. You don't need superior or good to be effective.

It actually makes a huge difference. A shoddy sniper rifle has acc of 60% at long and medium range while a good one has 92% and a excellent one has 100% acc at all ranges expect at touch range. Same would go for a assault rifle as well

Now it could be just because loot is so random right now that it's making it hard to get anything good but I have a colony of 14 that's wealth is rated over 400k and all that I get are half ass raids of maybe 10 enemies which seems very odd.  I was getting attacked with way greater numbers with the first release of alpha 9. And they only come with basic gear
#7
Quote from: Panzer on February 27, 2015, 09:30:53 PM
Ooooh nooo -8 mood forever, we re all doomed, even with beer that gives up to +20 and fine meals and what not. You do realize that every colonist has a base mood of 50? So even with -8 you still end up at 42, which is still ok and far away from any soft mental break (unless you got a too smart very neurotic volatile kinda guy).
The point is it adds another little challenge to the rather stale lategame. As for raiders, I ve seen them carry stuff up to superior quality, even devilstrand and hyperweave, plasteel weapons, silver... plenty of stuff you can sell for good money, dont know what you re going on about.

If you're talking about melee weapons sure you might find them with 'decent' items but when it comes to ranged weapons they don't use anything of good quality.  It's also very hard to find anything on the traders that have stuff of good quality for ranged weapons either.  With how items keep degrading it just adds tedium to the game which isn't a challenge. 

Sure the -8 might not be the end of the world but it doesn't add challenge to the lategame as you're implying. 
#8
Quote from: Tynan on February 22, 2015, 01:47:38 PM
Quote from: Rathael on February 22, 2015, 01:22:39 PM
I don't like it. This is what the new colony buff is for. I don't like having a permanent -8 debuff on all my colonists that I can do nothing about.

It's only -4.


You are aware that it goes down to -8 right? It means that once your colony goes over a certain wealth size which is VERY EASY TO GET every single person in your colony will now suffer from -8 mood FOREVER.  There is nothing that you can do to counter this as even if I have a statue with over 300 mood in every room they'll still complain, even if they have the best items around.

Sure I might offset the mood by +5 but you're still coming up negative. Maybe if I'm lucky they might get to +10 if they stay in the room long enough but once they move or go outside it's back to -8.

What's the point of this negative moodlet?  You've already nerfed raiders to only use crappy gear that barely gets to normal quality and they won't use anything better than cloth.  Traders have like a 5% chance to sell weapons above normal quality unless it's a statue which NO ONE IS GOING TO BUY.  I used to like having exotic traders coming to my base but right now they just come and sell their crappy legendary statues that no one is ever going to buy.  Combat suppliers come by and they only sell shoddy equipment even when my colony has over 400k colony wealth which I can't fathom how they got.

The price of items in the game are worth so little now it's better just to straight up burn raiders than to loot them since I'll only get like 4$ for their items and their weapons are of crap quality.  Not only does it make the raiders suck because their items are so bad they aren't a challenge since their acc is based on the quality of their weapons but it makes it so the colony can't grow either.

You've also said that you want to remove trade beacons since you think that trade ships are silly and want to go to caravans but you deem that to be very difficult but there's already several mods that make it happen.  Why not take their mod and ask to have it in the game since I can already have people come to my colony and offer me goods?
#9
If I was going to change something, I would make it so that carpet had better beauty than normal floor since it takes some time to research and can be expensive to make.  Maybe have it at around 5 beauty so it's better than smooth flooring.

As it is right now smooth flooring doesn't cost anything but time and being in a cave while the other floors actually take resources with carpet being the most. Which in turn makes it so people want it more since being in a mountain does several things.  First and foremost it gives you IMMUNITY from mortars which is a huge deal and pretty much negates a whole bad event since if you're in a mountain they can't hit you.  Second it only costs you time to make your rooms, not resources which can be a huge deal.  Third mountain walls don't get attack by enemies which makes it easier to set up choke points to your base.  Lastly it also gives you the best overall beauty in the end.

If Tynan wants to stop people from being in mountains you need to give advantages to living outside since right now you only get huge risk for no gain for living outside. On the other hand you get massive bonuses for living in a mountain with only minor penalties (time investment).  On top of that since you can now trade items with a trade beacon even when inside a base it's only been buffed.
#10
General Discussion / Re: Does bleeding out feel right?
February 26, 2015, 06:34:55 AM
The bleeding is way too quick. I had a event where a colonist crashed landed via a pod and even when I rescued them right away they died the moment I got them onto the medical bed which made the event pretty pointless
#11
Right now since smooth floor gives the highest beauty and the way beauty works, having them live in a cave room makes more sense then anywhere else if you want them to like the room.  I had a room with a royal bed (65 beauty) and a statue that gave at least 150-200 beauty and the room which is 4x4 was only getting about 4.0 beauty because the floor at 2 was lowering the overall beauty a lot.  I compared that to a cave room which only smooth floor and a royal bed in it, also 4x4, and it had at way higher beauty even without the statue.
#12
Bugs / Beer in Prisoner room
February 26, 2015, 06:28:07 AM
If you put beer in the prisoner room your colonists will no longer feed the prisoners any food and let them starve to death. Also they won't haul the beer out of the prisoner room as it will say 'cannot haul beer (prisoner room)' which means the only way to remove it and get your guys to start feeding your prisoners once again is to drink all the beer manually.  Note that your colonists will go in on their own to drink the beer but if you don't want your prisoners to starve you have to make them drink all of it.

If you happen to drop beer in the room by accident, or on purpose, without paying too much attention you could have all your prisoners die which to me seems a little odd and I'm going to count this as a bug
#13
Quote from: Tynan on February 21, 2015, 01:46:45 AM
Yeah, so there actually was a bug. A really bad one, right in the depths of my mean-time-between random generator. I've fixed it, as well as made some small tuning changes, and released a hotfix. See ludeon.com.

The hotfix makes mention that it only affects animals going crazy, I'm curious if it also makes it so all random events will be slower now or back to 'normal'?  It's not just the animals going crazy, all events are firing off super fast.
#14
General Discussion / Re: Binge drinking and starvation.
February 20, 2015, 05:20:16 PM
Quote from: Tynan on February 20, 2015, 02:17:03 PM
Yes, it's actually a bug which is fixed, I'm assembling a hotfixed build which will solve a number of issues like this.

Do people just binge whenever? I thought it was only when they were at low 'morale' but I've had people that were over 50% 'morale' binge out of no where.  My problem is that they binge for a WHOLE DAY!! I was getting attacked by raiders but two of my guys (out of 5) decided now was the time to get drunk which really hampers defense of the base.

In fact, in a mix / max stand point it makes zero sense to make beer since the moment you start to make it everything goes downhill.  If you don't make beer everyone is fine, but the moment you start making it you have people drinking it non-stop and have your pawns go onto binges that have them out of action for over a day since they tend to pass out afterwards.

While cute at first, with the increased spawn of bad events of this new patch it makes it a bad idea to make beer.  Why risk making beer when you can chance losing a pawn doing work for over a day? You have a huge risk making it with only a small net gain.  Plus it slows everything down since all my pawns would eat then drink and then drink again later in the day which only lowered their productiveness by at least 20%.

I've also had people that were 'happy' with 50% loyalty just randomly go broken which had them walking around randomly going into peoples room giving them a negative moodlet for a whole day. 

Also, while this may be off-topic, I'm not sure how colony wealth is calculated.  I have a colony of 5 people with a base made out of wood with 1k silver and hardly any supplies but the game says that my colony is worth 50k.  To me that makes no sense since I only have basic supplies, no good weapons or armor (only two people have armored vests) and we're starving but the game makes it look like I'm rich.
#15
General Discussion / Re: EEK what happened!
February 20, 2015, 09:41:51 AM
Quote from: Tynan on February 19, 2015, 01:00:48 PM
Can you post your save game and world files? I want to inspect them and ensure something isn't broken.

All events seem to be happening really,really quick with this alpha.  I'm playing on Cass serious and within 30 minutes of gameplay I got attacked 4 times, had a solar flare, psych drone and a animal attack.

Also I noticed that people are bleeding out like crazy when wounded and wondering if you changed that. I've been having a lot of prisoners bleed out on me even when I rescue them after a fight even when they're being healed.