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Messages - gmen85

#1
The rimdeed stuff is beyond pathetic. I understand if you want to fight for it, but just keep in mind that despite requring some extra effort, letting them drown in their own misery might be a reward too.
#2
Mods / Beauty heatmap
October 18, 2021, 11:19:42 AM
Title. For those of us who want to make sure every single colony tile gives the "beautiful environment" thoughtlet. The color of >=bautiful environment (is that 5?) should be intensely distinct from lower values.

This sounds simple but to my surprise i didn't find anything with a worshop search
#3
General Discussion / Max Quest range
June 20, 2021, 05:19:17 PM
I've figured that setting up a second colony only in order to mine all its resources is faster than doing the equivalent (30?) long-range_mineral_scanner missions. However, abandoning said colony leaves a "waste" world map tile which I dislike, and quests cannot appear there.

Does anyone know the maximum quest range, so that the disabled tile does not interfere with the quest?
#4
I am posting this for anyone who wants to have an easy way to boot their colony's nuclear reactor, even if all power except for a dedicated backup in the colony is finished.

Scenario: Using the Mod [Power Logic] and [Rimatomics], create an automated circuit that charges a dedicated reactor battery backup when all is well, disconnects it when things start going bad, and uses it to start the reactors when everything is fixed.

Setup: https://imgur.com/a/5pBcOlb


Components:
MS1: Master Switch. Actually a vanilla switch.
TX1/2: Signal Transmitters
CS: Current Switch (Default configuration, on for positive power)
RF: Remote Flicker (!!Only touches MS1, NOT TX1 or anything else!)
ES1: Entangled Switch, targeted on MS1
ES2: Entangled Switch, targeted on ES1
ES3: Entangled Switch, targeted on ES2
BB: Boombox!

Operation
======


  • On normal operation (grid excess positive), the Master Switch is ON, so the reactor provides power to the colony.
    The Current Switch is also ON, so the battery backup gets recharged. Nothing else of real interest at this case.

  • If the colony starts having a negative grid excess, CS switches OFF so the battery backup is disconnected from the colony and does not discharge due to colony load. The battery backup is also still disconnected from the reactor because the MS1 is on => ES1 is OFF. Also, ES3 switches on (because CS OFF) and the boombox starts, so you cannot miss that something bad is happening at your base.

    Notice that, if you have enough power on your colony's batteries, you are free to use it to buy time and fix the problem without taking any other action.

  • If your colony has no more power production or stored in batteries, everything becomes dark. But, you still have your battery backup. So now what you need to do is manually turn OFF the Master Switch. This will disconnect the colony from the reactor, and connect the reactor to the battery backup via ES1. Now you have additional time to solve the problem on your reactor.

    When you are done, you just boot the reactor normally. The power will increase, causing CS to turn ON and now provide your colony with the power it needs, while also disable the (irritating?) boombox. This will also power TX1, which will send signal to RF to turn the Master Switch ON and be again in the state of normal operation.[\li]
Fell free to post questions and/or imrovements!
#5
After awhile, the best (and probably sole) way to attract colonists is by using Psychic shock lances. When the base is large, and an army of many many people appear, I start scanning them to see who's better. It would be awesome to have a gui list that could show the enemies ordered by factor. The factor would be a sum of <enemy property>*<multiplier set in xml for that property>. For example, I would use a multiplier of 10 for the 0/1 value of whether the enemy pawn has "Industrious", and a -0.3 multiplier for the pawn's age. Per hediff multipliers would be cool, if too much work a 0/1 value of (has any kind of permanent hediff) would work, too.

I am *trying* to get into modding, so if someone can bootstrap this and then leave me with the laundry work to do, i'd be happy to.
#6
General Discussion / Trading guide
December 10, 2018, 04:03:28 AM
This question has been stated a thousand times it seems: What is the most efficient item to trade?

Instead of this, I'd like someone to provide a table (or tell me where to look within a game's files) of:

- How is item market value calculated (I guess it's  (base_price + material_price)*quality_modifier ?)
- How much work does each item need? (I can find this through the game, just mentioning it for completeness' sake)
- What is the base price for each item?
- After we have the market value established, which factors take effect for selling? IS the info here accurate for v 1.0? https://www.reddit.com/r/RimWorld/comments/6gu2ww/item_sell_price_multipliers/

There are a lot of opinions around, but rarely with the numbers to back them...
#7
General Discussion / Efficient meat production
November 27, 2018, 08:45:38 AM
Which is the most input food-efficient way of generating meat/animal products in large scale?

I find it strange that despite having a huge modding community, and threads all over reddit, and a wiki, that I can't find the information needed.

- How often do animals produce milk/eggs? Is this list https://rimworldwiki.com/wiki/List_of_animals correct for v1.0?
- How ofter do animals reproduce, how long is the gestation period, how fast does their mass grow, and how much do they eat for any mass state?

From the linke I mentioned, the chicken page has the most info I've ever seen on one site. But it still doesn't state how much a cockerel vs a rooster eats, so I don't know whether it's more efficient to slay one or the other (not considering pawn workhours but only food eaten).
#8
General Discussion / First month of year
November 27, 2018, 08:34:07 AM
Hello all. Think for a minute: What's the first month of the year"?

I guess in this forum's context, many would answer "Decembary".
Still, when I tried to register and put that answer in the question aforementioned, it didn't work...
(ok, actually this didn't happen. But it could...)