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Messages - fritzgryphon

#1
I think these disclaimers are pretty common from game studios.  There's always the chance a person will post an idea on a forum, then a similar feature will be implemented in the game.  The poster will believe they are the originator of the idea and sue the developer, either in good faith or misguided gold digging.  The lawsuit might not succeed, but still cost a lot of money for the developer. 

ie.  Someone suggests Rimworld have hoverboards, dev responds publicly and the game later adds hoverboards.  Poster sues, and possibly even wins because of legal technicalities.

-edit for clarity and tone

#2
Quote from: Alenerel on April 14, 2020, 12:50:25 PM
strategy is just leaving them there... and wait for the eventual raid...

Yeah, cheese up a way to take out any problem-causers that you can't deal with and ignore the rest.  Which is really just mech mortars,  psychic droner if you can't handle the mood hit, or sunblocker/defoliator if you have no hydroponics or meat.  Mech assemblers are a pain but despite the nuisance, it's basically free metal and components.

Then micro the pathfinding of all your guys for the next few weeks until a raid or caravan takes out the clusters.  One time I got a whole caravan worth of goods for free because they stumbled on a cluster.

Annoying as heck but you can make a profit off them, unless you get really unlucky with the cluster building types and placements.  Then there's always the option of resettling on the next tile.  This isn't super painful in early game when you're weakest.

#3
If the wiki is still current, there is a minimum 2% chance for any surgery to fail, regardless of conditions.

Surgery failures can be "minor", "catastrophic" or "ridiculous".  Ridiculous failures can damage parts of the body not related to the surgery.

edit:  and small random chance for patient to die on surgery failure.
#4
Whatever "post-process curve" is, Drudge is so good he passed the peak of the curve.

The programmer might not have realized that skill * manipulation could ever be higher than 20.
#5
General Discussion / Re: The Problem with Predators
April 12, 2020, 08:33:20 AM
Maybe there is no priority.  Predator gets hungry -> attack nearest allowable target.
#6
General Discussion / Re: Mortar Accuracy Settings
April 11, 2020, 10:24:18 AM
If we need an explanation as why they are inaccurate, remember than the Rimworld mortar crews fire totally blind.  They don't usually have line of sight or a spotter in place, and should have no idea where targets are or where shells land.

Fog of war isn't a mechanic in the game, but it is implied that individual colonists have regular vision.  They can't see the inside of unexplored areas, and their shooting accuracy is affected by smoke.

I think it would be cool if the presence of a spotter would improve the accuracy of subsequent mortar shots at a stationary target.  It would be balanced by requiring the player to put at least one colonist in harm's way out of the colony.

#7
General Discussion / Re: Pathfinding
April 10, 2020, 10:41:01 AM
I think sometimes there is a bias.  I certainly notice it on extremely long outdoors paths.  In this case, the first half of the path beelines to the destination, then it smartens up at the chunks.




https://www.reddit.com/r/RimWorld/comments/50ukdy/we_havent_automated_this_yet_weekly_qa_thread/d77rd9f/
QuoteThe pathfinder sacrifices accuracy for computation speed, especially when generating long paths. If they don't follow the optimal path, that would be why.

I wonder if anyone can find out by looking into the code.

#8
General Discussion / Re: Pathfinding
April 10, 2020, 09:50:48 AM
This is just a guess, but I think the Rimworld pathing baises the path toward the destination as a heuristic to speed up the calculation. 

In the first example, the destination is more south, so the beginning of the path dips south through the wood and tables.

In the second example, the destination is directly east, so the dip is not present.

edit:  It's also possible the path is broken up into segments that are calculated individually, then stitched together.  Solving the path in pieces would be much faster than trying to do the whole thing at once.
#9
If you have a decent economy going you can buy the faction back with gifts.

I think it costs about 700 simple meals to get a faction from hostile back to allied.  It's a lot, but not bad for a colonist with just the right mix of traits.
#10
And any device without power (or switched off) will have the little lightning bolt icon over it.
#11
Bugs / Re: Bug in Royalty : Debuff on floor
April 06, 2020, 09:27:42 AM
Is the wood floor fine floor, or just regular wood floor?
#12
I would check
-Does the electric stove have power
-Does the fueled stove have wood
-Is the person doing the cooking assigned to a zone that contains the raw food
-Do the meal bills accept the meat or potatoes
-Does the cook have other work that is a higher priority (is he growing instead of cooking)

As for stopping a tailoring job halfway, this is normal if the colonist wants to do something else, like recreation or eating.  Also if a higher priority job becomes available.  They will finish the clothes later, or you can force the tailor to work at the bench by selecting her and right clicking on the bench.
#13
You got it.  Slag chunks are usually found as the debris from destroyed buildings or ships.  You can smelt the chunks back into usable steel.
#14
Stockpile zone 1 has only finished steel.  The smelter will smelt steel slag chunks, like the ones by the helmet and medicine.

edit:  It is misleading how the resource drop down on the top-left shows steel underneath a slag chunk heading.
#15
You are the end boss and about to escape.  They gotta go all in.