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Show posts MenuQuote from: TheAtomicOption on September 11, 2018, 11:41:06 AM
It doesn't appear there's actually a B19 release on github yet even though this post says there is?
Quote from: Yoshida Keiji on November 08, 2017, 08:17:44 AMWe are pointing out that the research tree length takes too long in comparison with raids RNG to the point that catching up with enemies fire power had turned too hard. Because the Research tree was modified so that long range weaponry takes excessively long to complete.
Quote from: moonra on July 26, 2017, 02:27:09 AM
I'm trying to heat my base with industrial heaters built on the hallways but for some reason they don't seem to want to put the hallway at 21ºC, but if I close the area the heaters are in and put a few active vents pushing air to the hallway then they have no issues keeping it at 21ºC.
Quote from: copious on July 23, 2017, 12:59:23 AMQuote from: AngleWyrm on July 22, 2017, 07:29:31 PMQuote from: copious on July 22, 2017, 07:21:31 PM
I think im relatively intelligent.
That video is cancerous.
A simple picture of someones base showing its implementation would suffice.
There's probably a reason no simple pictures of a base showing it's implementation have been produced.
This is an astute observation.
Quote from: cedec0 on July 24, 2017, 02:51:24 AM
The most frustrating part of Rimworld is that pathing ISN'T broken. Send a drafted colonist somewhere and he will take the fastest route. so the game IS capable of finding the best path.
Quote from: FurtherV on July 26, 2017, 06:19:13 PM
It would be nice if you could add compatibility for the Misc. MAI Mod. (Basically a craftable pawn which a special race)
Quote from: Saint Lucifer on July 27, 2017, 09:25:20 PMQuote from: NoImageAvailable on July 27, 2017, 03:47:39 PMQuote from: Saint Lucifer on July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.
That's not a CE mechanic, its from Psychology
Odd this just started showing when i installed CE tho. Oh well i guess i can check with then tho. Thanks for the info.
using System;
using Verse;
using Verse.AI;
using RimWorld;
namespace Psychology
{
public class Hediff_Anxiety : HediffWithComps
{
public override void Tick()
{
base.Tick();
switch ((pawn.GetHashCode() ^ (GenLocalDate.DayOfYear(pawn) + GenLocalDate.Year(pawn) + (int)(GenLocalDate.DayPercent(pawn) * 5) * 60) * 391) % (50*(13-((this.CurStageIndex+1)*2))))
{
case 0:
panic = true;
this.Severity += 0.00000002f;
if (pawn.Spawned && pawn.RaceProps.Humanlike)
{
if (pawn.jobs.curJob.def != JobDefOf.FleeAndCower && !pawn.jobs.curDriver.asleep)
{
pawn.jobs.StartJob(new Job(JobDefOf.FleeAndCower, pawn.Position), JobCondition.InterruptForced, null, false, true, null);
}
else if (pawn.jobs.curDriver.asleep)
{
pawn.needs.mood.thoughts.memories.TryGainMemory(ThoughtDefOfPsychology.DreamNightmare);
}
}
break;
default:
panic = false;
break;
}
}
public bool panic = false;
}
}
using Verse;
using RimWorld;
using System;
namespace Psychology
{
public class ThoughtWorker_PanicAttack : ThoughtWorker
{
protected override ThoughtState CurrentStateInternal(Pawn p)
{
if (!p.Spawned)
return ThoughtState.Inactive;
if (!p.Awake())
return ThoughtState.Inactive;
if (!p.RaceProps.Humanlike)
return ThoughtState.Inactive;
if (p.Dead)
return ThoughtState.Inactive;
Hediff_Anxiety anxiety = p.health?.hediffSet?.GetFirstHediffOfDef(HediffDefOfPsychology.Anxiety) as Hediff_Anxiety;
if (anxiety == null)
return ThoughtState.Inactive;
if (!anxiety.panic)
return ThoughtState.Inactive;
return ThoughtState.ActiveAtStage(0);
}
}
}
<HediffDef ParentName="DrugToleranceBase">
<defName>AlcoholTolerance</defName>
<label>alcohol tolerance</label>
<comps>
<li Class="HediffCompProperties_SeverityPerDay">
<severityPerDay>-0.015</severityPerDay>
</li>
<li Class="HediffCompProperties_DrugEffectFactor">
<chemical>Alcohol</chemical>
</li>
</comps>
<hediffGivers>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Cirrhosis</hediff>
<minSeverity>0.50</minSeverity>
<baseMtbDays>60</baseMtbDays>
<partsToAffect>
<li>Liver</li>
</partsToAffect>
</li>
<li Class="HediffGiver_RandomDrugEffect">
<hediff>Carcinoma</hediff>
<minSeverity>0.50</minSeverity>
<baseMtbDays>180</baseMtbDays>
<partsToAffect>
<li>Liver</li>
</partsToAffect>
</li>
</hediffGivers>
</HediffDef>
public class HediffGiver_RandomDrugEffect : HediffGiver
{
public float baseMtbDays;
public float minSeverity;
public override void OnIntervalPassed(Pawn pawn, Hediff cause)
{
if (cause.Severity < this.minSeverity)
{
return;
}
if (Rand.MTBEventOccurs(this.baseMtbDays, 60000f, 60f) && base.TryApply(pawn, null))
{
base.SendLetter(pawn, cause);
}
}
}
Quote from: BlackSmokeDMax on July 08, 2017, 12:54:51 PMI use both mods right now. Crafting is basically an on/off switch for stonecutting at this point, everything else to do with stonecutting is construction now.