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Messages - LittleGreenStone

#1
Mods / Re: Alpha Animals (aka Vanilla Friendly Animals)
November 12, 2016, 02:49:09 AM
Yeeeeah...
Kinda...



...Never mind.
#2
Quote from: A Friend on April 09, 2016, 10:56:29 PM
That was the original plan. Sadly, making the jellyfish glow in the dark is impossible to do without it looking very awkward and off-putting due to code related things.

RIP What could have been


Little late to come around but...
Are you sure it cannot be done? Not that I complain, I adore those balloons, but I've had a mod
(here: https://ludeon.com/forums/index.php?topic=14711.msg153940#msg153940)
that added mining helmets, lighting up an area around pawns.
#3
Ideas / Re: Pregnancy as another way to boost numbers
November 11, 2016, 04:30:25 AM
Oh my, thank you for the kind words.

Quote from: Harold3456 on November 10, 2016, 12:07:55 PM
That said, there are many constraints to children in Rimworld that have nothing to do with realism - the fact that kids would be a massive burden, for one, and without proper tweaking to the triggers that result in childbirth, children in Rimworld could be a massive source of frustration. I would say something like what others have said, where only purchasing baby-related items and putting them in a couple's room would trigger a chance for baby-making.

I think the difference between you and me lies in our way of thinking.
My first concern is whether a feature makes sense or not. Anything goes that is reasonable.
It's the how part that is important, which is of secondary concern to me.
Take melee fights for an example. With assault rifles, sniper rifles, grenades, mortals, traps and an animal army, melee has little chance of success. However, close quarter fights, hordes of cavemen overrunning you, or said animal army under your command flanking and taking out enemies with relative ease, melee combat was a feature made available by armor, shields and a (more or less sacrificial) army.

To me, this secondary concern is balancing.
Obviously having all the females pop out kids non-stop from the get-go is a terrible idea that will mostly burden players, especially when their primary concerns lie with food or shelter.
The "place an object to allow pregnancy" is not a horrid idea, but since pawns mostly decide what to do themselves (wooing, marrying, conversing, etc), I think it would give too much freedom to players over this feature. Still viable though, and it would also allow players not to have to bother with children if they don't want to, so it has that upside. Still I think playing with its chance is the best method, based on the average mood of individual pawns. Say, a .1% chance per the couple sleeping in one bed would mean hundreds if not thousands of days could pass before a pregnancy, or with generally good mood of both pawns of the couple (which would indicate some sort of a well-established and relatively safe colony), increasing it to 5% for example would probably make it happen in a few dozens of days.
Safety precautions could be taken to prevent repeated pregnancies also.
Since we have established it is reasonable (we have, right?), the only issue I see is how to balance it not to stress out players or make it the no.1 concern of the game.

Quote from: Harold3456 on November 10, 2016, 12:07:55 PM
Also, as some have said, there's the issue that the game may not sell as well if it depicts children dying. I can understand this from a political point of view. That said, if any game could get away with children dying, it would be this one. The graphics are simplistic enough for it not to be terribly graphic, giving some disconnect (losing a 17 year old is no more tragic to me than a 65 year old, as long as their stats are about even). The mechanics of the game already punish you for killing people for the sheer fun of it (executing prisoners, letting your own colonists die, etc), you could throw on an additional debuff for "child died"/"witnessed child's death". Which brings me to the final consideration: would children be allowed to be raiders? I would say no, for the mere reason that if one were to implement a harsh "witnessed child's death" debuff, children could fast become the most potent weapon in a raider's arsenal.

Well, again, cannibalism, organ harvesting, homosexuality, prostitution, pedophilia, drug abuse, animal cruelty, and so on, including the permutation of any of those, Rimworld breaks most of the Taboos already. I don't really see how a couple of dead children could make it any worse, especially since it's not really visual, as you've pointed it out.
However, Raiders could try kidnap kids to lessen the grim nature of a successful raid, and I don't see why they would use kids, it doesn't really make sense, as the are pawns also, so a "witnessing child's death" mood penalty would likely apply to them as well, at least to an extent. Just think of how pedophiles, for example, are treated in prison, by those who have no quarrel with taking an adult's life. + a child might become their fellow raider, how else would they replenish their numbers? ;D
#4
"Are the new graft rejection and prostheses accustoming systems good additions?"

I voted 'no', though you may consider it a yes. TBH I was missing a third option?
If it were to be integrated into the mod, I'd definitely say no, but if it was optional (it is, as far as I know), well, I can see why people could enjoy it, and since it would not affect those who do not want it, there's no reason to say no, right?

...yep, I should've voted 'yes'. Sorry.
#5
Ideas / Re: Your Cheapest Ideas
November 08, 2016, 06:14:25 AM
Quote from: Alphanoob393 on October 29, 2016, 12:40:49 PM
Quote from: Alenerel on October 29, 2016, 12:19:02 PM
Remove the debuff "saw a corpse" when watching corpses of non colonists. Make it appear only if the pawn has been around a corpse for 2 or 4 hours.

I get pawns can live with corpses nearby, I get that pawns care about other pawns and that these should be buried, but they shouldnt go all emo when seeing a dead raider/s who tried to kill you. Or just unkown people like visitors or refugees.

I really want to dump raiders corpses at the entrance of my colony so that attackers see them when coming to visit.
Just saying: most humans share at least a slight level of empathy towards other humans. It's (part of) why we have international laws against torturing people willy nilly.

On that note, we need the option to build heads on sticks.
Personally I would be more disturbed by the sight of dead bodies; bloody, cut open, sitting in a pool of urine and feces...
F*ck empathy, it's visually disturbing. And believe me, you do *not* want to know what it smells like. As someone who attended an autopsy (of a relatively well-kept body) I can tell you, it sure doesn't smell like roses.

Speaking of autopsy, I'd love it if
1] pawns with higher medicine skill would suffer reduced penalty from seeing dead bodies and
2] pawns could practice on dead bodies to improve on their medicine skill.
#6
Ideas / Re: Pregnancy as another way to boost numbers
November 07, 2016, 07:50:08 PM
Quote from: Monkfish on April 02, 2015, 12:29:28 PM
Ahh, that's the topic I was looking for! ;D

Anyway, I quite frankly couldn't give a shit if a child growing up in 4yrs or whatever feels ridiculous to some when we consider that colonists can land on a planet having survived a catastrophic deconstruction of their space ship and immediately be able to magic up complicated structures and machines out of some scraps of metal on the ground. If we're going a pull an "aah, but x" argument card for an idea, it's only fair and reasonable to apply that card to the game as a whole and see if the argument still stands on its own merits. Something being seemingly ridiculous on its own suddenly isn't so ridiculous when compared to the context of the entire game.

Agreed, but I would consider (oh and I so hate this saying) not comparing apples with oranges, or maturity rate with magical construction skills.

But before that, I'd like to apologize for any wrong use of calculations, I have a mild discalculia which makes it somewhat difficult.

So, in RW there are 4 seasons, each lasting 15 days, making a year 60 days long. It is unlike our time-table, yes?

The maturity of
elephants: 4 RW years, in real life: 8 to 13 years (let's agree on a ~10y average),
arctic wolves: 0.8 RW year, IRL 22 months (IIRC) =1,83y,
wild boars: 0.5 RW year, IRL 6-12 months (let's agree on ~9) =0.75y
rats: 0.3 RW year, IRL about 1 month =0.083y

Let's count with human standards, 18 years to maturity:
18 years for us equals to 6570 days,
18 years for a pawn equals to 1080 days,
which would mean humans mature ~6 times faster in RW to begin with, if we counted with our reality.

Counting with RW's reality:
Elephants should mature in 1,6 RWyears, a 2.4 RWy difference,
Wolves should mature in 0.195 RWy, 0.605 RWy difference,
Boars should mature in 0.125 RWy, 0.375 RWy difference (AND THEY SHOULD HAVE 5-8 PIGLETS!),
Rats should mature in 0.013 RWy, that's less than a single bloody day in Rimworld, yet they need 15 RW days in the game.

So the rates of maturity of (the above!) animals vary from 1.5x to 15x,
and it would stand to reason human pawns should benefit from this accelerated maturity,
making a newborn an adult in somewhere between 1.2 and 12 Rimworld years.

Did I do my math right?

In my opinion, 4 years is a very valid and reasonable time for human reproduction in the magical realm of RimWorld where our reality does not matter for the sake of trivial stuff like game balancing.
Oh, and there's always the possibility of adding a glitterworld artificial maturator.

And how long your colony will last? Depends on your difficulty level for the most part. I've had over 10 years old colonies, and elephants too mature in 4 years right now, so "it's too long" is not a valid argument, people, nor is "preggies and kids dying is baaad" while your pawn is sitting on a human leather sofa, eating the raw flesh it butchered from a previously tortured and harvested 14 years old Urbworld sex slave.
This sh*t is dark already and you're happily playing with it you punks. /end rant.

And damn, I only realized it now I counted with 18 years when I've seen 14 years old pawns in the game...oh well.


As for backstory, all children could born with a new, blank "colony kid" childhood backstory based on your colony, and could attain new adulthood backstory based on their life (job) in the colony or maybe not have it at all,
have their stats based on that of their parents' as you said,
and maybe have their interests' be influenced by that of their parents' or randomized completely.


As for probability, it could depend on the general mood of individuals. In a colony where pawns are freezing (or boiling), starving, are deprived of joy and are walking on carpets of corpses in general, the probability of a pregnancy happening could be close to zero, while in colonies where pawns are generally happy, the chance could be greater.




It could very much work.
Now if only Tynan-dono agreed...
#7
Quote from: A Friend on March 12, 2016, 09:20:32 AM

How. About. Some.
RAINBOW CHICKENSSSSSSSS!
http://imgur.com/a/2ns1m

I want to ride them into the fray
#8
Ideas / Re: Flu - Unbalanced?
March 06, 2016, 08:24:59 PM
Quote from: Tynan on March 06, 2016, 02:24:11 PM
Y'all should also keep in mind that diseases are meant to be deadly in this game. Disease is dangerous in a frontier environment; in some places (like a jungle) it can be the most serious threat to health.

And that's fine, if I can put up a fight yet the disease kills my colonist.

Not nice, but fine.
#9
Quote from: teknotel on February 19, 2016, 02:24:31 AM
Trying to successfully regulate the temperature in my base. Have never used the ducting before so thought I would give it a shot. Took me a bit of searching but found some images and useful information which have led me to follow this model:

- One cold source and one hot source
- Cold air on lower ducting and hot air on upper ducting
- Active vents in rooms I want to regulate
- Freezer storage for food on a seperate cooling system to rest of base.
- Many intake ducts in heat source rooms

https://gyazo.com/05a727123877231ee197883844987781

That is an image of  base but here are problems I just cant figure out:

- All industrial coolers to the right of base in the main room are set to -10. Why is the temperature of the room between 5-15 when there is 8 of them?

- Same for heaters, they are all set to 60, why is the temperature in the room stuck at 23?

- I am presuming upper and lower duct pipes can overlap?

If anyone knows a guide or wiki or anything that can help me understand how the elements of this mod work and how to set up proper efficient colling and heating systems for large bases I would most grateful thank you.

Using duct system to heat your base is a waste of time and resources. It's not *that* realistic (or how shall I phrase it) for it to be efficient. In theory it should work, but in the game it doesn't.

It'd be better if you placed small/medium heaters in your rooms, or an industrial in bigger rooms, as you see fit.

You may also use regular vents to heat up adjacent rooms, but that will likely require more (or bigger) heaters.

(mind you, the temperature in those rooms will be slightly lower, depending on the number of vents, the size of the room, and the outside temperature, be creative),
but do not try to heat up rooms this way 5 rooms away, see reason above.

As for cooling: It's best to use duct coolers, much more efficient, and you'll have better results.
As far as I know, your method doesn't work because of inadequate game mechanics. Let's say the temperature in your cooler room is ~20(°C), and you set the coolers to -40.
The coolers will lower the temperature to -40, then the intakes will "take out" the cold, reducing the duct network temperature, but increase the cooler room temperature, while the active vents reduce
the temp of rooms, they increase the temp of the duct network. If they could do it at once it would work, but they do it step by step. It's problematic.

Duct coolers skip a step (or two) in it, cooling the network directly, so the temperature lag isn't really a problem.

I tried making a similar cooler room, with industrial coolers (with 4 of those things each), the temperature was bouncing up and down between ~-70 and ~+50 (during a heat-wave), and it was capable of cooling my rooms back to ~30°C, instead of the targeted 20. Wasn't worth all the resources and electricity it took.
4 duct coolers could handle it, however.

-------------------------------------------

Anyway, here's my lackluster how-to:

-Forget central heating. Even if we had a "duct heater", it probably wouldn't worth it. But we don't have it, so it does not worth it at all.

-Don't use "cooler rooms", use duct coolers instead.

-If you want to have rooms cooled back to ~20, and a freezer to be cooled back to ~0 (or less), use a separate duct network. It's useful to have the upper/lower choice these times.
(You did it right, based on what you said.)

-The upper-lower duct pipes may intersect!

-If you don't want to place a heater in every room, you can heat up the corridors/certain rooms, and use regular vents to heat up adjacent rooms.
It works best if the central room is big, and the adjacent rooms are small(er).

-If you are hell-bent on using cooler/heater rooms, remember;
the size of such rooms matter!
As well as the length of the duct network!
And the room(s) you wish to control the temperature of!

Even if you cool down a small (let's say 5x5) room to -150, it'll be worthless if you have hundreds of tiles long duct network, or if you're trying to cool down an over sized (i.e. 12x50) room!
Similarly, even if you cool down and adequate sized room (let's say 12x9) to extremely low temperatures, it'll be worthless if you have duct pipes a few tiles in length!
Why? Because of the mechanics, which I can't really explain.

-You can recycle heat (in cold biomes mostly)! You can use regular coolers for your fridge, and use the heat they generate to heat up adjacent rooms. That, however, is risky, as coolers may generate too much heat you can't easily distribute.
If you have a big (or multiple) freezer(s), you mas also use duct coolers as "heaters" in different rooms, instead of venting the excess heat outside.

-I'm sure I'm forgetting something...
#10
Quote from: Long Night'a Hooking on February 19, 2016, 06:59:38 PM
The mending job destroyed my work priorities, does anyone know of a solution?

If you're referring to the disappearance of the colonists/skills from the work tab, starting a new colony is the solution.
It's not save compatible.
#11
Quote from: Shurp on February 20, 2016, 06:03:30 PM
What controls your starting pet?  I was thinking of modding to start with two pigs instead of one yorkie, is this doable or is it hard coded?

It's random, as far as I know.
Get the mod called "EdB Prepare carefully", with it you can set what pet you want to start with, along with many other things, like guns, food, resources, pawns, their number, appearance, gear, gender, age, skills, etcetera, etcetera...

Although if you can't hold yourself back from "cheating", perhaps you shouldn't use it.
There is an amount of points you have that is decreased as you increase their skills and/or add more resources/items to start with, but with a push of a button you may disable it, and start with up to 10 "super colonists", in power armor, with 20 shooting skill, sniper rifles, bionics, and of course more resources than your colony would ever need.

It could easily take the fun out of the game.

Quote from: Louisthebadassrimworlder on February 20, 2016, 10:12:42 AM
LittleGreenStone!

Wow... there's some really cool ideas there!

Doggie Armour!!!!!!

Thanks! I was thinking of an army of armored muffalos, but whatever floats your boat. ;D
#12
Quote from: danjal on February 18, 2016, 06:24:21 AM
Kinda surprised that with all this input there's no talk of why animals can't be trained to hunt.
Aren't dogs especially known for their use by hunters?

At times like these, when you question the absence of certain features, remind yourself the game is still in Alpha state, a work-in-progress.  ;)

Aside from that: you said it yourself, "dogs especially known for their use by hunters".
Dogs were mostly used to sniff out the prey, not to kill it. Pawns do not need it.

Dogs hunting with their master, or on their own, might become a feature, but I don't see much of the upside. Yet...
With mods like Colony Manager, where I can set exactly what kind of animals are to be hunted, it wouldn't be bad; dogs could hunt down squirrels and hare. But elephants? Other dogs? Cobras?
Would be risky, and a mistake could easily result in a dead dog.
If you set an elephant to be hunted, how will you make your colonist go for it instead of a dog?
If they go together, will the elephant charge the colonist, instead of impaling your dog?
Will you have to micro-manage it, based on what you want to hunt, all the time?

I'm still waiting for animal armors, (with visuals! ;D),
and if animals could hunt in packs, it'd be even better.
Also, if vanilla would include CM's auto-hunt feature, that'd be great too.
That's not one, but four feature already, which would make hunting much easier for sure.

Anyway, in case you want it, think it through and make a detailed suggestion so Tynan can consider it, if he hadn't already. :)

Not a bad idea, just incomplete.
#13
Quote from: AllenWL on February 13, 2016, 12:51:18 AM
...
or remove the limb the body part it attached to before giving a new limb, which causes a big mood debuff for the colonist and a mood debuff for everyone.

That isn't right.
After some time I always replace the whole hand(/foot) if a finger(/toe) is missing, sometimes the whole arm/leg when a had/food is missing, I haven't once see this debuff.

If you simply "install" body parts, you shouldn't have it.
If you "harvest", however...
#14
Quote from: w00d on February 12, 2016, 05:31:41 PM
cannot seem to get this Mending to work, chcekc and left everything as expected but my colonist will not pick up and mend anything, ignoring the bill. I got everyone on craft, repair, art or repair enabled so am unsure what the issue is

Quote from: w00d on February 12, 2016, 05:31:41 PM
I got everyone on craft, repair, art or repair enabled...
Did you try enabling "Mending"?  ???
#15
Quote from: NoImageAvailable on February 07, 2016, 03:45:55 AM
Quote from: AllenWL on February 06, 2016, 06:36:59 AM
This might be a silly question, but what does combat realism do for melee combat? I mean, there are tons of ranged-weapon things, but what about the melee weapons? I can't see much of a difference between vanilla melee combat and combat realism melee combat.

Edit: Also, I note bows don't have ammo?

So far melee is only affected through some minor cooldown and damage changes and it takes advantage of the armor penetration system but not much else beyond. Next version features some additions like parry/dodge chance depending on melee skill and more accurate body height detection (so no more getting your nose bitten off by a tortoise) but that's about it. Frankly, I've been having trouble finding a niche for melee to exist in. It doesn't do anything a shotgun or SMG couldn't do just as well or better, so it kinda ends up obsolete as soon as you have proper firearms.

Bows used to have ammo at some point but I removed it because it didn't really make sense. They'd just reload after every shot and spam the reloaded mote over and over and you can't really keep a bow "loaded" to begin with.

Bows aside, I find melee weapons extremely useful.
Combined with other elements (including a mod that adds a solid shield), but still...
Enemies who think it's a good idea to drop right on top of my little colony, including centipedes, get their balls handed over to them by my melee units (with their army of animals).
Forcing ranged units into melee combat where they're clearly inferior, preventing them to use their OP realistic firearms, it's just extremely useful.
More than if I had those colonists equipped with the best legendary weapons.

Not kidding, 3 of my colonists with maces bashed two centipedes to death far more quickly than 8 of my colonists equipped with sniper/assault rifles did, without taking casualties.
...That is, if I don't count the ~2-3 dead boars a centipede squashed while they were keeping it occupied. But no colonists (or furniture) was lost! Pinky swear!  ;D