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Messages - Derp

#1
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
April 25, 2017, 02:39:49 PM
I've been playing this mod lately.  Great job.

I wanted to share some thoughts/feedback, in no particular order:

  • I like the shift to comfy gameplay.  Establishing a colony is less about base survival and more about not having to smell each others' spacesuit farts and turning off all of the equipment every night.  It strikes a good balance between ruthless efficiency and aimless base building.
  • I like the crate system for space cargo.  The points-based ordering you describe earlier might be more efficient, but as it is you have enough granularity to generally get what you need, and also some extra stuff to find something to do with it.
  • I like the inflatable hab design for building, but it feels silly deliberately making them out of iron and stone.  It'd be nice if we could order a crate of inflatable habs of various configurations to set up together.  A couple of single-person rooms/survival habs, a tubelike hallway or two, some agri-domes, that kind of thing.
  • Similarly, I wish you could order and build with inflatable material, and use martian soil as a fast but fragile building material (mostly for thermal insulation). They should replace iron as the go-to for cheap walls.
  • Fitness timers need to be lengthened to at least the point where colonists won't develop muscle atrophy from working too much or choosing a different joy activity once or twice.  Right now it becomes an annoying micromanagement issue to have to manually check everyone's fitness every so often, even with a treadmill readily available.
  • Add "sloven" and "germophobe" personality mods, which influence the impact of personal bathroom hygiene. 
#2
Outdated / Re: [A16] Rainbeau's Other Mods
March 10, 2017, 12:43:39 PM
Quote from: dburgdorf on March 10, 2017, 10:39:23 AM
Are you tired of running into characters in your game with horribly overpowered or just plain silly backstories?
I don't know how to thank you enough.  May I never see another galaxy-famous pop star who was bored of the wealth and fame and decided to become a space pirate and explore the galaxy with her most loyal fans ever again.
#3
Mods / Re: DRM in mods
March 08, 2017, 11:09:36 AM
Quote from: skullywag on March 08, 2017, 03:11:22 AM
Quote from: O Negative on March 07, 2017, 01:52:22 PM
The chronology of which mod came out first doesn't make a difference, in my opinion. Both mods open up possibilities due to each one adding something the base game does not have. That argument can't be used in favor for one mod over the other; especially not just because one came out first. I respect your opinion, skully, but I couldn't disagree with you more on this issue. As a mod author, you have every right to say "I really don't want my mod/content used in this way." Especially when there is obviously an existing notion that your [Thirite's] mod is the one that opened up the possibility of a morally reprehensible act. That's not dictating how another person plays their game, it's protecting the integrity of your content.

That's my two cents on this issue.

Its an unforseen interaction between 2 mods. Yes the timing doesnt matter but it was added for effect. My point is this is not the way to handle this situation. Was the modder of the other mod contacted? Was the code that allowed the interaction addressed in a non malicious way. No, it was not. Do you disagree with that? Now we are hearing that the other mod has checks in it (it does) so now are in a situation where a modder reacted too quickly and in a crappy way for possibly a bug in 1 of the mods....how awesome is that? There is no excuse for the type of code that was used. It should NEVER be added to any mod.

If I'm reading the thread right, the malware in question is no longer present in the mod.  So while adding it was rash and ill-considered, it was then reconsidered and reverted.  Which is okay.  People need room to make mistakes.

In the future, it would have been more acceptable to pop up a window to express your self-righteous indignation to the player, or to set a global variable called snowflake, and disable your own code if snowflake gets triggered.  Disabling others' code or crashing the whole game - for ANY reason - falls somewhere between dickish and illegal.

[ETA] Looking at the mod thread, it's possible the behavior wasn't removed.  In which case, you mods and admins get to answer the fun question of what to do with a mod that deliberately crashes the game when certain conditions are met.
#4
Quote from: Aristocat on March 03, 2017, 10:23:06 PM
Quote from: Derp on March 03, 2017, 11:27:53 AM
Quote from: Aristocat on March 03, 2017, 01:45:53 AM
What does this mod lacks? Or is it the state of perfection? Did anyone even played it? It's updated 2 days ago btw, or was it 3.
I have not played it.  The increased pain sounds very promising*, but bleeding out is already too much of a problem, considering that A) doctors don't factor it in when prioritizing wounds to treat, B) there's no quick way to treat downed enemies, and C) even if there were, the "innocent prisoner died/patient died in my care" morale loss is considerable and long lasting.

*BTW, would it be possible to mod in increased pain for untreated wounds, roughly-vanilla pain for bandaged wounds, and greatly reduced pain for permanent injuries?  Scars and old gunshots have the opposite problem, in that they can be quite debilitating for no good reason at all.

I think problem with not increasing bleeding is that this mod already decrease difficulty considerably. I'm 3 years in and not even single colonist died from torso destruction because all of them downed before that happens, and without bleeding, pawns will be practically invincible. Though, I felt thrice bleeding really went too much and I will consider release no increased bleeding version as well.

This mod doesn't increase pain from scars but I can reduce them further.

I needed to increase the rate of downing for a scenario (medieval lord and a bunch of serfs. Whiny little snowflakes keep berserking just because they don't have rooms or furniture or cooked food or joy time) so I tried this mod out anyway (the lite version, with the addons), and I gotta admit that you're right, it works well.  I've had a few enemies bleed out before I could get to them, but on the whole the 2/3 chance to drop dead when downed is a bigger killer of pawns I want to keep. 

I think that even with the doubling, bleeding is less of an issue than in vanilla. Pawns now drop after two or three shots, so the common situation where a pawn bleeds out from a severed limb while the doctor treats their dozens of tiny bulletholes first is much less likely to happen.  If you can get them to a bed and a doctor with an hour or so to spare, they'll probably make it, whereas anything less than five is often terminal in vanilla.

Scar pain is still annoying though.  Are you sure you didn't increase it?  My scribe spawned with a minor scar that gives her enough pain for a mostly permanent -10 mood.  I have to coddle her almost at much as my lord just to keep her functioning.  A scar reduction would be a big help, since you're fiddling with pain values as it is and everyone agrees that it's a problem.
#5
Quote from: Aristocat on March 03, 2017, 01:45:53 AM
What does this mod lacks? Or is it the state of perfection? Did anyone even played it? It's updated 2 days ago btw, or was it 3.
I have not played it.  The increased pain sounds very promising*, but bleeding out is already too much of a problem, considering that A) doctors don't factor it in when prioritizing wounds to treat, B) there's no quick way to treat downed enemies, and C) even if there were, the "innocent prisoner died/patient died in my care" morale loss is considerable and long lasting.

*BTW, would it be possible to mod in increased pain for untreated wounds, roughly-vanilla pain for bandaged wounds, and greatly reduced pain for permanent injuries?  Scars and old gunshots have the opposite problem, in that they can be quite debilitating for no good reason at all.
#6
Ideas / Re: Get rid of friendly fire when hunting.
March 03, 2017, 11:16:21 AM
And hunters hunt alone, only to be downed by a pissed-off gazelle.
And hunters hunt at ridiculous range, taking forever to actually hit their target.

The best way to hunt is to form up a murder squad and manually shoot your way across the map until everyone has a carcass to haul back with them.
#7
General Discussion / Re: Play through vs reload
March 03, 2017, 11:09:12 AM
With a few mods to patch the obviously-bugged elements (e.g. Less Arbitrary Surgery), this is a very permadeath-friendly game.  So long as you don't get too attached to anyone in particular, colonies are surprisingly resilient.
#8
Another problem that's mentioned fairly often but bears repeating: melee attacks do not get appreciably better with increasing melee skill.  The only thing that changes, afaict, is accuracy, which is pretty good regardless, and outmoded entirely by the brawler skill.

Ideally it should be something like mining and greatly affect speed, where a high-skilled practitioner can just plow through material while a novice would be very slow, whereas brawlers (regardless of skill) would be better off with a damage multiplier instead of better accuracy.
#9
For what it's worth, my first Steam download a few months ago was excruciatingly slow as well (~25 kbps), but others (and other games) have been fine.  There's definitely an issue there, but without knowing what happens on the back end, I can't say what.
#10
I've noticed that pawns can never be forced into melee, as is common in other games which balance ranged and melee combat.  They can always shoot at someone attacking them, with lethal accuracy due to the short range.  Nor does melee damage seem to cancel aiming attempts - even if they do switch to melee, the shot they're preparing is first going to get unloaded in your pawn's face.  That alone makes melee unviable, since it's only a matter of time until a trigger happy pirate gets a grenade off before you can down him.
#11
The deities are all themed, but which themes are which isn't well described.

The only tip I'd add is to watch for when your pawn goes to investigate the tree/monolith and make sure it's one you don't need.  If need  be, draft them and assign someone disposable to investigate instead. Major SAN loss, big morale penalties for about a week. 

The monolith can be uninstalled and moved to be your future Black Temple's steeple.

Deity themes: SPOILERS

[spoiler]
Cthulhu: combat.  Pawns get psychic attacks, spells to smite hordes of tribals, etc.
Dagon: resources.  Bring plasteel directly to you.  Kind of underwhelming.
Nyarlanthotep: cannibal psychopath holocaust.  Summon a pawn, take his organs, sac him for a new pawn or eat him as-is.
Shub-Niggurath: fertility.  Friendly black goats and dark young.  Good for a comfy forest base with lots of farmland.
Hastur: Damned if I know.  His spells seem to duplicate some of the psychic artifacts.  And you can summon a byakhee.
[/spoiler]
#12
Is there some special load order for the mod?  I just tried this out by slapping it at the bottom of my other mods, but ran into the same targeting issues with enclosed (ED-)embrasures.

Also does the mod really need a cutesy name?  "Embrasure Targeting Fix" would have been fine.
#13
General Discussion / Re: Diseases are really annoying.
February 24, 2017, 11:11:22 AM
Quote from: Perq on February 24, 2017, 01:52:58 AM
How is need to have medicine any different from need of defenses?

Redundant fortifications of Penoxycycline improvised turrets previously purchased built from randomly-occurring traders metal and held in reserve for this very event because it's nearly useless otherwise and cannot be obtained on demand (while the attack is coming, since building stuff takes time)."
The difference is you don't need turrets.  Good weapons and well-planned defensive fortifications will do.  Or a shoddy killbox with enough dakka.  Or a deadfall maze.  Or a little bit of all of the above.

You need Penoxycyline.  If you didn't, I'd agree with you.  If mandatory bedrest were enough to shake off most disease at the cost of losing some possibly-critical pawns for a few days, and if medicine slowed down the disease progression enough to let them keep working (to different degrees depending on med quality), and penoxycyline was just a rapid cure that let you shake off the event without much disruption, that'd be fine.  But as it is disease is a race, and malaria has a 40% head start.  Without penoxycyline - one specific item, accept no substitutes - the pawn will die.

QuoteWould that casual cow clicker be fun enough for you?
Grow up.
#14
General Discussion / Re: Diseases are really annoying.
February 22, 2017, 01:33:12 PM
Quote from: Titanite on February 22, 2017, 11:37:27 AM
Quote from: Derp on February 22, 2017, 10:52:35 AM
This pretty much illustrates my point.  "Defense" and "food supply" versus "redundant doses of Penoxycycline previously purchased from randomly-occurring traders and held in reserve for this very event because it's nearly useless otherwise and cannot be obtained on demand."  Do you see the contrast in specificity?

Imagine if there were an event where a fraction of your colonists suddenly declared they were Space Irish, and could digest nothing but raw potatoes for a while, even if it caused them to starve to death among piles of lavish meals.  Players who know about the Space Irish event could dutifully pack a way a few potatoes each game, and inform people who grumble that it's their own fault for not having potatoes on hand, but would that really seem like good game design to you?  Who would find that fun?

First of all, I don't think that having proper medication in a very hostile enviroment is redundant. Having proper medical supply is as important as having defenses and food.
As we know well, Rimworld simulates an accidental colonization enviroment, the game master delivers situations that would relate to such enviroment, for example: getting sick, raided etc.
The real problem that you have to solve isn't "having the right thing at the right time" this is a consequence of the real problem that is managing and planning every step in order to be prepared for what may or may not hit you, the consequence of that is having the proper medication, proper gear, proper infrastructure etc.

I think that a game that requires you to plan and manage resources in order to have the right thing the right time is a good simulation design. You need to plan and cover several areas otherwise they will hit you. Doesn't matter if it's a space irish pandemic or a mechanoid invasion.

If you only think about food supply, you will die of diseases or raids/infestations/mechanoids; if you only think about the defenses, you will die of hungry or diseases etc. You need to plan and manage several aspects in order to be prepared. I do think that it's a good game design.

Tho I do think that the diseases should be less RNGish and more enviromentally related, as some comrades stated above. If you live close to swamp you should more likely get some diseases while living a dirty place should more likely give you others. I do think that could be improved.
You're still doing it.  "Medication."  "Resources."  "Food supply."  "Defenses."  Defenses can be a killbox or a pillbox or a swarm of attack Yorkies.  No enemy currently in the game can only be stopped by a single weapon.  There are no werewolves who can only be hurt by silver weapons, or super-caterpillars that can only be damaged by mortar fire.  I think people would rightly find those annoying as hell.

But I'm using a proper noun here, that I just looked up on the wiki to make sure I spelled it right. Penoxycyline.  Say it with me.  Penoxycyline.  Damndest stuff you've ever seen.  Forget all about hygiene.  Lack it and your pawn's cuisine.  Penoxycyline.  Penoxycyline.
#15
General Discussion / Re: Diseases are really annoying.
February 22, 2017, 10:52:35 AM
Quote from: Titanite on February 21, 2017, 10:26:48 PM
After a couples of playthroughs you already know most of the events that going to happen, you just need to prepare for them.
Technically:
"If you don't have [specific item] by now, you die"
If you don't have defense, you will die;
If you don't have offensive gear, you will die (poison ships you know);
If you don't have medicine, you will die;
If you don't have food supply, you will die;
If you don't have infrastructure (including ambientation, furniture etc) for your colonist they will freak out and the events that will end up leading them to die.
And the list goes on and on  ;D
This pretty much illustrates my point.  "Defense" and "food supply" versus "redundant doses of Penoxycycline previously purchased from randomly-occurring traders and held in reserve for this very event because it's nearly useless otherwise and cannot be obtained on demand."  Do you see the contrast in specificity?

Imagine if there were an event where a fraction of your colonists suddenly declared they were Space Irish, and could digest nothing but raw potatoes for a while, even if it caused them to starve to death among piles of lavish meals.  Players who know about the Space Irish event could dutifully pack a way a few potatoes each game, and inform people who grumble that it's their own fault for not having potatoes on hand, but would that really seem like good game design to you?  Who would find that fun?

Quote from: Boston on February 21, 2017, 05:31:50 PM
If you don't have medicine (and not just any medication, the "right" medication) in the real world..... you are probably going to die from disease.
If you want to eye arell it, Rimworld diseases are ridiculously lethal when compared to their real versions. 

Since the OP mentions plague, consider the Black Plague, the single greatest pandemic in human history.  Even with no medical treatment or concept of hygiene whatsoever (because doctors at the time thought that demons, bad smells and eating too much warm food was what made you sick), patients still had a 30%-70% chance of survival.  It was deadly, but not a death sentence.

Also: people have been living in Earth's rainforests for all of human history.  What are the odds that someone could make it to puberty in a Rimworld rainforest without ever catching malaria and dying because there's no such thing as glitterworld medicine?

[ETA] On second thought, one of the greatest pandemics in human history.  There's been a few that were probably deadlier - smallpox in the New World comes to mind.