Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - DariusWolfe

#1
General Discussion / Base Value Calculations
June 17, 2017, 01:26:27 PM
Hey all, Back with another question; One I won't be able to test for myself within the next few hours, considering I spent several hours fucking with it last night.

When I play a game with some complexity, I eventually get to a point where I break out the spreadsheets. It's just a thing I do. Rimworld has taken me longer than most, but last night I finally pulled together a spreadsheet to calculate stats for articles of clothing based on material and quality. Unfortunately I ran into a reinforced granite wall when it came to Base Value, and here I am without grenades.

The problem isn't entirely that the equations aren't clear, though that's part of it; It's that every possible combination of numbers I've tried fail to consistently reach the correct numbers. I tried different combinations of material costs, work-to-make, material values, and never found any sort of consistent formula.

One pattern I managed to find is that cloth clothing at normal quality and full health (more on health later) has a base value that is 10% of the material cost less in dollars than the displayed cost from the workbench. So for instance, pants. Pants require 50 materials, and the base value shown in the workbench is $121; The value of normal cloth pants is $116 (10% of 50 = 5; 121-5=116). This is consistent across at least 3-4 articles of clothing I tested. Quality differentiation also creates predictable values for cloth clothing.

I still don't know how either of those values are reached ($121 or $116), and the UI suggests that this number is calculated based on material and work; If this was consistent, I could run with it, even if I can't understand the basis.

But shit gets weird when you start using other materials. I had a bunch of deerskin articles, so that's where a lot of my other testing went; The fact that most of my deerskin articles were in use, and therefore at less than full health, and different qualities ended up with some weird numbers with lots of decimals. Possibly they were correct, but the best way to test would have been to get a selection of deerskin clothing in full health, so I could eliminate one of the factors; Trying to use the devtools wasn't especially helpful, because while I spawned a dozen pairs of pants, none of them were deerskin. (ideally, I'd want deerskin normal) Still, some very rough calculations had deerskin coming in at 10% of material costs over the base value displayed in the workbench.

The problem with this kind of approach is that +.10(materials) doesn't jive with either the relative costs of the materials (cloth 1.9, deerskin 3.1) or the 130% value modifier specified in the UI for deerskin.

I even went into the defs looking for some hint to how the calculations happened, but neither the clothing nor the materials had any reference to value at all.

Edit: The health calculations are also obscured, and really strange. The value modifier isn't linear, and seems to vary from one article of clothing to the next (though quality may have something to do with that?) The only consistency I can find is that the modifier is always higher than the percentage, and an oddly coincidental number of times (but less than 100% of the time), the final value of the clothing has a decimal component that matches the quality multiplier. (so 87% modifier from health often results with a final value of $X.87)

So what's the TL;DR of this? If someone can give me a consistent formula, either because they're smarter than I am and figured it out, or know where to dig around in the code and source files to find it, I'd greatly appreciate it. I may literally not be able to continue playing this game because of how obsessed I've become at figuring this out. I normally pride myself on finding the answers myself, but at this point, I just want to know how it works.
#2
General Discussion / Caravan departure direction
June 15, 2017, 01:26:11 PM
So I have a question, which may morph into a suggestion based on how it goes.

I like to play in mountainous maps; Yes, I'm a glutton for punishment, but I still like mountain bases. One thing that I've noticed is a bit unfortunate is that the optimal direction for leaving the map isn't always open, due to how mountainous maps are generated. Right now, it adds half a day to my trips just to get into/out of my home tile, because the open directions lead to other mountainous tiles before I can get a caravan to the road.

So my question is this: If I dig out to the edge of the map (or get a big area reveal that extends to the edge of the map) does this open new directions for caravans to depart?
#3
General Discussion / Months to Seasons Discussion?
July 29, 2016, 03:54:44 PM
I'm curious if there was ever any discussion on why Tynan chose to change from months to seasons. I'm disappointed by the choice myself, having come into the game in A13, but having seen older LPs, and I'd like to understand it. I scrolled down through the blog, and did a search through the forums (all I came up with is someone asking about modding it back).

If he discusses his reasoning in the A13 release video, just say so, and I'll check it out when I get a chance; Can't do it just now, as I'm just taking a quick break from work to peruse the forums.

Hell, if you have any strong opinions on this, I wouldn't mind hearing 'em, even if they're not the official Ludeon gospel.
#4
Help / Remove Name-in-Game content?
July 07, 2016, 07:23:33 PM
I did a few searches and didn't see anything on this topic.

I think it's cool that backers and higher-tier supporters get their names in the game, don't get me wrong. But I really, really want to remove the content for my own game. I really dislike how often I see the same names over and over again, and I dislike, even more, when playing with Prepare Carefully how many of the backstories include the characters names, especially some of the cooler ones.

So BLUF, what I'd like to do is:


  • Remove specific first/last name combinations.
  • Genericize (or failing that, remove) the NiG backstories
  • Expand randomization of first and last names

How possible is this, or does a resource that accomplishes all or most of this already exist?
#5
Mods / [Request] Simpler Surgery Mod
June 28, 2016, 09:58:15 PM
I think that mods like EPOE are really cool, and they definitely seem to be super popular, but it just does considerably more than I want. I just want a mod that allows me to heal crippled colonists. I'm not trying to build my own prosthetics and super cybernetics; I just want to get my people up and moving and functional again.

Things that are vanilla-unhealable like shattered pelvises, and other things I've seen people mention are my main focus. Early options would include things like wheel chairs and crutches, but more serious injuries might require more advanced surgeries or more expensive prosthetics.

Anyone want to do that, I'll greatly appreciate it.