Thanks for taking the time to clarify it. Again really nice mod and really nicely worked in with the trade printer and on
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1
#2
Releases / Re: [A16] Auto Seller - (v1.1.2.0) (06-01-2017)
January 17, 2017, 04:04:57 AM
Okay. Would a Price Value Maximum not make more sense? You only have different market values for different items of item groups like leather or clothes, otherwise it is constant. But the price can change by the factor of 2 depending on the trader type.
When i set up a buy rule for steel and don't want it to be bought from those traders with a 2x price multiplier, there is obviously no way of doing it, since the market value for steel is always the same.
When i set up a buy rule for steel and don't want it to be bought from those traders with a 2x price multiplier, there is obviously no way of doing it, since the market value for steel is always the same.
#3
Releases / Re: [A16] Auto Seller - (v1.1.2.0) (06-01-2017)
January 16, 2017, 07:09:49 PM
Really great mod, works fine and mostly self explanatory, but what exactly is "Unit Value Maximum"? Is it like in the OECD definition?
https://stats.oecd.org/glossary/detail.asp?ID=5547
Total Purchase / Sales divided by the sum of quantities. So for something like leather it would filter by Sell When above, Reorder Point, Restock Level, calculate the amount of each type of leathers and which to buy which to sell and then divide the total transfer value by the total sum of any leathers traded?
Does it take the market value, or the transfer amount?
https://stats.oecd.org/glossary/detail.asp?ID=5547
Total Purchase / Sales divided by the sum of quantities. So for something like leather it would filter by Sell When above, Reorder Point, Restock Level, calculate the amount of each type of leathers and which to buy which to sell and then divide the total transfer value by the total sum of any leathers traded?
Does it take the market value, or the transfer amount?
#4
Outdated / Re: [A16] Combat Realism v.1.6.9.3 (05.01.17)
January 10, 2017, 05:25:56 AMQuote from: AseaHeru on January 09, 2017, 10:39:08 PMQuote from: Goldenpotatoes on January 08, 2017, 12:19:07 PMNo link for the forum thread?
For context, I'm making a CR-patch for Red Army, which includes a tank race which I'm trying to get to spawn with spare ammo for the gun.
You can build the M240B and the KPV machine gun at the machining table which are both guns you have to build somewhere and then man them.
For the other turrets i don't know, i did search them and wonder myself how you get them. Maybe you can only buy them i was able to buy a charge blaster turret one time from an orbital trader.
Quote from: carpediembr on January 09, 2017, 11:59:55 PM
Anyone having issues with turrets not shooting over embrasure/sandbags?
Seems to work fine for me although i wonder how sandbags and embrasures work. Maybe someone can explain. In the picture in the opening post there is a setup where there is a sandbag 4 tiles away from a gun.

Does Rimworld distinct from friendly and enemy projectiles and always lets your own projectiles through embrasures and sandbags or is it something like every character/gun within 5 tiles can shoot through it? I did find something on, that characters under 18 can't shoot over embrasures because they are too small, but does rimworld really factor in the height of the shot or is the calculation just in 2 dimensions?
#5
Outdated / Re: [A16] Combat Realism v.1.6.9.3 (05.01.17)
January 07, 2017, 04:24:34 PM
Is this intentional or did you forget to update Combat Realism in the Steam Workshop? It's still 1.6.9.2 with the drug system issues.
#6
Outdated / Re: [A16] Vegetable Garden v5.3c [1.1.17] New Year! New Build!
January 06, 2017, 08:15:17 AMQuote from: Yoso on January 04, 2017, 11:52:42 PMQuote from: neltnerb on January 04, 2017, 08:47:49 PMQuote from: Canute on January 04, 2017, 07:46:50 AMQuoteMushrooms are amazing.Lentils count as meat too.
- Mushrooms are the best cash crop, producing over 20% more value per day than pineapple and watermelon (the second and third best).
- They can also be used for meat.
- Lentils don't provide a joy bonus. They are more dense stacks though, if your refrigerator is limited enough that this matters somehow.
- Their nutrition produced per day is very barely worse than lentils, and on par with trees and fruits.
Both lentils and mushroom's can't be used as vegetables. This mean you can't made fine meals or stew/stirfry out of lentils+mushrooms.
Sorry, I thought about being more verbose but didn't want to make the post too long.
What I meant was that of the two meat-plants (mushroom and lentil), they both have roughly the same nutrition production per day (64% of the best for lentils and 59% of the best for mushrooms, basically the same) but mushrooms are the most valuable crop per day while lentils are at 72% of mushrooms. Add in that lentils don't give any kind of joy bonus (like mushrooms) there's basically no reason to ever plant them. Lentils and mushrooms are both unlocked at Tier 1, so there's no obvious reason why (except that dismar likes mushrooms :-D ).
Given how much better agave is than all the other fruits and vegetables, the obvious combination is agave for the vegetable part of the meals and mushroom for the meaty part of the meals.
I usually go mushrooms/corn or mushrooms/beans. Corn becomes flour and cornmeal, beans can become tofu, soy milk, and cheese.
Mushrooms give a joy bonus? I couldn't find it in the files and ingame it doesn't show up too!? I don't know much about the xml game files though.
I would also like to mention, that the Soy milk recipe on Food prep table is kinda broken. You can make 8 Soy milks ( 4 Nutrition) out of 10 Beans (0.5 Nutrition), so you are getting 800% of your input nutrition.
Edit: market value-wise you get 666.666% out of this recipe, which makes beans and soy milk probably the most efficient nutrition and money-wise
Pages1