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Messages - Trblz42

#1
Many players and as many different strategies based on the vanilla game / modded game role of the dice. I personally don't like to check what a raider/mech is targeting - this is cheating IMHO. Kiting mechs however is using the game weapon ranges in a smart way, no problem here.

In one of my games, one of my star pawns (extreme good cook, industrious etc) was tired of all the misery and walked out. He was later part of a rescue quest but it would have been nice if he'd become part of the raiders too.

What I miss in the game is a dynamic fog of war-principle:
At first raid of a faction A, the FoW is 100%, meaning they can only see as far as their eyes+weapons reach. So a melee/club has only a limited view, while a sniper sees more. This will result in more dump-raids, going directly at the best opportunity (front gate, exposed farms etc).

If there are any survivors after the raid (either by escaping, releasing or walking away from the colony), the FoW reduces (by 20%) for that faction. The consequence is that in the next raid, they know the location of the killbox and some of the other defenses. Consequence could be more sapper raids than frontal attacks.
Note: this also is a catch22 as for factions (except pirates), releasing prisoners will increase goodwill but also reduces the FoW.

After the 5(?)th raid by the same faction, the FoW is reduced to 0%. This means the faction knows the buildings, kill boxes, traps and guns from the previous raids.  The raid can now be more precise (fire vs wood walls, sapper to non-defended walls, power plant attacks etc)
Note: The devs will need to keep a snapshot map of the colony for each attacking faction.

High goodwill with a faction makes them forget the colony, thus increases the FoW over time.

Buying goodwill should also become more expensive to gain higher levels.
The FoW also depends on the biome. Tropical biome will by default have more hidden areas than an ice biome.
--
This also means, an attack on a raider base should give the pawns a 100% FoW on the first try. This make the attack longer, more tedious/dangerous by default. A tactical retreat and a later return will show the map with a reduced FoW.


#2
Bugs / Re: [1.0.963] 10k+ instances of an error
July 13, 2018, 07:49:02 PM
Similar issue here in [1.0.1964]

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.HistoryAutoRecorder.Tick () [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorder.cs:22
  at RimWorld.HistoryAutoRecorderGroup.Tick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\HistoryAutoRecorderGroup.cs:56
  at RimWorld.History.HistoryTick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Game\History\History.cs:47
  at Verse.TickManager.DoSingleTick () [0x002fc] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:358
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:359)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
#3
Ideas / Re: Barbed wire
July 01, 2018, 02:42:56 PM
Quote from: Injured Muffalo on July 01, 2018, 01:51:51 PM
Another option is to make somehow passage possible for your people/allies. Walk between rows of barbed wire, for instance, or some kind of gate that you can place to pass through it. Bring the Great War to your RimWorld today, with a nice long crafted-at-a-workbench coil of barbed wire.

A fog-of-war principle could be interesting in Rimworld. For your colonist they discover the map and know the location of the traps. For raiders they don't know it yet -but- the survivors have a high chance of remembering the base and a lower chance (ex: 50%) to remember the locations of the traps/guns etc.
#4
Quote from: NeverPire on June 29, 2018, 04:29:57 PM
Quote from: Trblz42 on June 29, 2018, 04:11:42 PM
Where did you find that "look in stockpile" is only for manufactured materials - this would explain my bug report
It is in the advanced options of workbench bills.

I meant: how do you know that only manufactured material - stockpiles are valid for the "look in stockpile" feature?
#5
RimWorld 1.0.1949 rev1052

I've build the wall a while ago, added the geothermal to it and now it does not connect.

Later added a conduit in the upper right corner and everything is normal again.

[attachment deleted due to age]
#6
Quote from: Gfurst on June 27, 2018, 05:40:37 PM
The idea is relatively simple, you just make a zone like any other, but instead of having storage option, it would have work bills for delivery orders, exactly like workbench bills. So you set a maximum amount to deliver to this zone, and minimum amount until it needs to be filled again, pretty much like pause/unpause in work orders now. When needed it would just create a haul work order like any other, if it has space or not is up to the player and it case it doesn't just throw a tantrum, like if removing a in use stockpile.

That would work too. If this is implemented, I hope the min/max settings can be done for all materials at once, not per material.

Quote from: Gfurst on June 27, 2018, 05:40:37 PM
You can kinda do this already by using the "look in stockpile X" and "make until you reach X and pause", but its less than optimal since they work only for manufactured and not raw materials.

Where did you find that "look in stockpile" is only for manufactured materials - this would explain my bug report
#7
Quote from: BlackSmokeDMax on June 29, 2018, 02:08:51 PM
Is the feature perhaps using the "Look In" setting for counting purposes only? So if you want so many units in stockpile X it does that?

"Look in" means for me: use this stockpile only for this bill. So my expectation is that if in Stockpile X I have >0 slate chunks then my bill to make slate blocks should work when it meets other requirements. Within the current design I consider this a bug.

I've also suggested a way to optimize it, see https://ludeon.com/forums/index.php?topic=42069.0
#8
I just wanted to open a bug report too. Here's a screenshot of my case:

Stockpile zone "Slate" with only Slate chunks in it
Stone cutter bill wanting to set only to look in stockpile zone "Slate" - INCOMPATIBLE

[attachment deleted due to age]
#9




_Play.cs:99)

RimWorld 1.0.1948 rev1219
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Loading game from file Tervereaussia with mods Core
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:18)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Exception in JobDriver tick for pawn Cait driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_314697) A=Thing_Frame_Wall49511) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00053] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:397
  at Verse.AI.JobDriver.ReadyForNextToil () [0x00009] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:363
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x0012b] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Construct\JobDriver_ConstructFinishFrame.cs:74
  at Verse.AI.JobDriver.DriverTick () [0x001e2] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:344
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:350)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:541)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root
#10
Ideas / [1.0] Stock pile optimization - one-of-each
June 27, 2018, 03:21:05 PM
Before B18 I optimized my input(or sourcing) stock piles as followed (w/ Machining table as example):

  • Stockpile 87 - 1x1 - Steel only
  • Stockpile 88 - 1x1 - Plasteel only
  • Stockpile 89 - 1x1 - Components only
  • Stockpile 90 - 1x1 - Adv components only (B18/1.0)
and the bill would have a minimal ingredient radius. I do this for most production benches/tables as it allows the crafters/tailors/smiths/cooks to work more efficiently and the haulers to supply them. The downside is it's a tedious job and also needs dozens of stock piles (hence 87,88,89 etc).

In 1.0 (or B18) every bill can be assigned an input and/or output stock pile (both optional). However the input (sourcing) stockpile of 4x1 for the machining table will be filled with the most abundant materials (like steel only). So in my scenario this does not work.

Here's my suggestion:

For a production bench/table, have a dedicated source stock pile with the size of number of ingredients needed for all the bills. (Machining bench in my example would be 1x4).
Enhancement: add a one-of-each flag logic - this limits the number of stacks per ingredient to 1. So in a 1x4  pile only one stack of steel or plasteel or components or adv components is allowed.

Logic

  • if you're out of ingredients then that spot will stay empty
  • if stockpile size = # ingredients (perfect scenario) - fill every empty spot with the missing ingredient (one stack only).
  • if stockpile size > # ingredients - leave the other spots empty
  • if stockpile size < # ingredients - fill empty spot with missing ingredient
  • optionally: if there is a mismatch stockpile size with #ingredients - create a warning message.


[attachment deleted due to age]
#11
A couple of findings in my last play through - first 2 years Randy Rough:


  • pyromaniac too powerful - before 1.0 another colonist could easily keep up fighting fire when a pyro goes on a spree. In 1.0 the pyro becomes a firestorm, within 1 game hour, (s)he would light a 20 x 20 square easily.
  • colonist will path through swamps while drier routes are available and then complain about being wet/soaked etc
  • roof and roof collapse over a large river without mountains in the area.

the following could just be Randy Random (my last game was alpha 16 releases)


  • in murderous rage, colonist seem to have 100% kill chance
  • meteorite made of Uranium  8) - maybe this was just Randi.
  • multiple cargo pods / meteorites in a game day
  • multiple raids at the same time from different directions - i do like the challenge
#12
I've just started a new map in the 1.0 unstable, so far I like it a lot.

The stockpile enhancements (see screenshot) are a big improvement but still have some issues:

Source stockpile
* Issue: when I select a source stockpile, I also get a list of 10+ incompatible stockpiles. In big bases, i have dozens of stockpiles and there is no need to see all of them marked as incompatible. Can this list be filtered out?
* Issue: there is only one "look in stockpile X" assignment per recipe. Stockpiles tend to fill up with the most available item and production will halt. If you have a 3-item recipe (like steel/component/plasteel) in stockpile X and X contains only steel - nothing will be produced as only steel is available.

Suggestion/idea: specialist stockpile with an "one-stack-of-each item" flag in it. This  forces the stockpile to reserve for every unique item in the item selection one spot. So if the item filter is for steel/components/plasteel, then a 3x1 stockpile will have space for one stack of steel, plasteel and components each. 
There are some consequences to this idea, like what happens when a stockpile size is not an exact multiple of the number of items in the filter. (3 items in filter vs size 2 or 4)



[attachment deleted due to age]
#13
Quote from: Crow_T on October 24, 2017, 02:24:08 PM
Quote from: Devon_v on October 24, 2017, 11:33:29 AM
Quote from: Crow_T on October 24, 2017, 08:29:08 AM
AWESOME! I look forward to more pain and suffering, destruction and rebuilding.  ;D

It looks like EMP mortars no longer exist, do the antigrain ones replace them in some way?
Re-read the OP. Vanilla mortars work like CR/CE mortars now, which makes far more sense. It's the shell that does the stuff, not the tube. :)
as per the OP:
Quote-Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
No mention of EMP shells, hence my question about what the antigrain shells are.

Check https://www.youtube.com/watch?v=6Ak5jMleBK4 on what these antigrain shells are. And yes, EMP shells are still part of this beta
#14
General Discussion / Re: Sorting animals by size/age
September 13, 2017, 11:31:22 PM
Did you check the QoL mod called Animal Tab (https://steamcommunity.com/sharedfiles/filedetails/?id=712141500) ?
#15
Get the mod called Colony Manager (https://steamcommunity.com/sharedfiles/filedetails/?id=715565262)

It will give you the ability to cap the animals by gender (M/F) and by age (adult/child).