Does anyone, perhaps a developer, happen to know the default odds and/or the curves used by the storytellers?
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#2
Bugs / [1.0.2096] Broken down generators are still consuming fuel
December 12, 2018, 02:45:18 AM
One of my generators had a breakdown.
Paradoxically though it was still burning fuel!
Paradoxically though it was still burning fuel!
#3
Support / Re: Random raider deaths are pissing me off
December 06, 2018, 02:22:54 AMQuote from: 5thHorseman on December 06, 2018, 12:54:41 AMQuote from: shentino on December 05, 2018, 12:49:49 PM
I was asking what, not why.
I know that it's game balance
I'm just asking what exactly triggers it, and at what levels.
Ah, sorry. A random roll. Something like 2/3 or 3/4ths of all raiders just die, no matter what, when they go down. It's in the code. It does not depend on level or storyteller, at least from what I've seen written in these forums.
Thanks, this is exactly what I wanted to know. Do you happen to have a citation?
#4
Support / Re: Random raider deaths are pissing me off
December 05, 2018, 12:49:49 PM
I was asking what, not why.
I know that it's game balance
I'm just asking what exactly triggers it, and at what levels.
I know that it's game balance

I'm just asking what exactly triggers it, and at what levels.
#5
Support / Random raider deaths are pissing me off
December 04, 2018, 07:00:13 PM
So what exactly causes raiders to die when I beat them up with fists?
Besides the obvious causes of death that would kill anyone of course (metabolism or consciousness to zero, loss of a vital body part, fatal disease, etc).
Besides the obvious causes of death that would kill anyone of course (metabolism or consciousness to zero, loss of a vital body part, fatal disease, etc).
#6
Bugs / Re: [1.0.2096] Refusing to feed starving prisoner.
December 03, 2018, 06:25:25 AM
I double checked, lavish includes everything. Zone restriction is not there.
Yes, chatting and doctoring both work, I just get the "no food" error.
Yes, chatting and doctoring both work, I just get the "no food" error.
#7
Bugs / Re: Cannot feed corpse to prisoner
December 03, 2018, 06:17:18 AM
I also would like to note I'm having similar problems with other raw type foods, like rice.
#8
Bugs / Re: [1.0.2096] Refusing to feed starving prisoner.
December 03, 2018, 02:49:15 AM #9
Bugs / Re: Cannot feed corpse to prisoner
December 03, 2018, 02:49:02 AM
Savegame with this feature.
https://www.dropbox.com/s/l5lo2h98g7wyb3m/Treaty%20of%20Ourinna%20%28Permadeath%29.rws?dl=0
https://www.dropbox.com/s/l5lo2h98g7wyb3m/Treaty%20of%20Ourinna%20%28Permadeath%29.rws?dl=0
#10
Bugs / [1.0.2096] Refusing to feed starving prisoner.
December 03, 2018, 02:42:31 AM
Warden is refusing to feed my starving malnourished prisoner.
I have a fresh turkey corpse in the fridge, and now in the same room as the prisoner and still refuses to feed the prisoner even though I can still force-consume the corpse myself as the colonist.
I confirmed that the prisoner had lavish food restriction.
I do have mods active but I don't think they're interfering with the food system.
Save file is too big to attach
I have a fresh turkey corpse in the fridge, and now in the same room as the prisoner and still refuses to feed the prisoner even though I can still force-consume the corpse myself as the colonist.
I confirmed that the prisoner had lavish food restriction.
I do have mods active but I don't think they're interfering with the food system.
Save file is too big to attach
#11
Bugs / [1.0.2096] Icons on globe view not sorted
November 29, 2018, 04:19:15 PM
The icons on the globe view aren't sorted properly. Often times, especially at the edges of the globe, icons for colonies behind others Z-wise are drawn after. The ones closer to the camera/eye should be drawn last because they should be the ones doing the obscuring.
Suggestion: Before drawing icons, sort them from back to front and draw in that order.
Suggestion: Before drawing icons, sort them from back to front and draw in that order.
#12
Bugs / Re: [1.0] Bills do not count equipment on colonists who left with a caravan.
November 21, 2018, 05:23:34 AM
Plus if caravans can be ambushed and hijacked it's not like the game can safely count them as part of inventory.
Though I think that items in a colonist's inventory (as opposed to a stockpile) don't count anyway. I'm pretty sure actually now that I think about it that caravans have nothing to do with it.
Though I think that items in a colonist's inventory (as opposed to a stockpile) don't count anyway. I'm pretty sure actually now that I think about it that caravans have nothing to do with it.
#13
Ideas / New medicine selection API
November 12, 2018, 04:29:06 PM
I currently run Pharmacist by Fluff, and am considering Smart Medicine as well.
Herein lies the problem.
Presently IIRC the medical API just looks at the worst wound and then grabs a bunch of medicine for it without even checking to see how much is really needed.
What if instead:
1. When a doctor job is run, take the patient and iterate through all their wounds and do the "pick a medicine" hooks.
2. When each wound has been tallied, add up all the results and pick up that much medicine.
3. Go to the patient, and use the medicines as directed one at a time. It's ok if the medicine is good enough to treat multiple wounds at the same time, but if this is the case then don't forget to skip medicine selections for a wound that has already been treated. This implies that each wound needs to be tracked separately.
Presently, Fluffy's pharmacist mod is unable to tell the doctor to only grab one medicine to treat a patient that has just a single deadly wound but a bunch of simple bruises with it. For obvious reasons I'd like to only have the doctor bring one medicine and save the rest for my other patient having a nasty case of malaria.
Herein lies the problem.
Presently IIRC the medical API just looks at the worst wound and then grabs a bunch of medicine for it without even checking to see how much is really needed.
What if instead:
1. When a doctor job is run, take the patient and iterate through all their wounds and do the "pick a medicine" hooks.
2. When each wound has been tallied, add up all the results and pick up that much medicine.
3. Go to the patient, and use the medicines as directed one at a time. It's ok if the medicine is good enough to treat multiple wounds at the same time, but if this is the case then don't forget to skip medicine selections for a wound that has already been treated. This implies that each wound needs to be tracked separately.
Presently, Fluffy's pharmacist mod is unable to tell the doctor to only grab one medicine to treat a patient that has just a single deadly wound but a bunch of simple bruises with it. For obvious reasons I'd like to only have the doctor bring one medicine and save the rest for my other patient having a nasty case of malaria.
#14
Support / Re: [Resolved] Can't feed cat with survival meal
November 08, 2018, 07:12:13 PM
Also for the record I just found out this food selection thing was from a mod.
#15
Ideas / [1.0.2059] Bills: select source stockpile
November 05, 2018, 10:21:36 PM
You should be allowed to specify what stockpile a work bill should pull its ingredients from. The ingredient radius thing is nice, but its fixed shape (a round circle) interferes with my freedom, and if I want to retain flexibility it interferes with an "industrial" layout of packed kitchens that have specialties.
For example, it would make it much simpler to implement a "feed stockpile" by plopping a stockpile square right in front of the stove and then picking it as the stove bill's input.
For example, it would make it much simpler to implement a "feed stockpile" by plopping a stockpile square right in front of the stove and then picking it as the stove bill's input.