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Topics - jpwrunyan

#1
I like the idea of roofs being able to collapse due to over-mining, but I don't like it when they collapse on a worker who's simply deconstructing a small 9x9 outdoor room because I forgot to use the tedious "no-roof" zone tool--and it is tedious. It's not only annoying, it breaks immersion. The reason I always forget to de-zone is because it's not intuitive. It's not intuitive because why, in reality, would anyone ever pull down a wall and let the roof fall on them? It doesn't even occur to me when I play. Shouldn't the colonists be a little smarter than that? Well, regardless, my argument is that the game should be.

This is the #1 annoying thing in the game for me. It's like the game is trolling me. "Ha tricked you! You forgot to do that one thing in that one menu and now I killed your colonist!" Yeah, that was fun.

Suggestion:
The "please de-zone the roof" should be implicit in the deconstruction tool. If I drag "deconstruct" over an area, please remove/de-zone the roof simultaneously by default--that seems to be the simplest way to implement my suggestion. If the roof gets built by default when I construct a wall, it makes perfect sense to me that it gets automatically deconstructed when I deconstruct the wall. Just combine "no roof zone" with "deconstruct" for every square I drag over.

PS
Honestly, I would prefer roof collapse be entirely removed from the game than have it remain in its current form. But that's not my suggestion. I guarantee you, though, that if nothing is done about this, many new players will experience the grief that I do (and I'm not a new player).
#2
I wanted to ask if it is at all possible to have a non-resource item be part of the costList for a building. For example, I was thinking of trying to make the Minigun item be a necessary component of an automated minigun turret. Currently this doesn't appear to be supported. Is the only option to modify the core minigun so that it is a resource and not a weapon? :-(

I know another person on here had the same idea, but that thread died.

Currently the best solution appears to be making a minigun resource (eg: "minigun barrel") and preserve the original minigun item as-is. But I'm hoping there might be a better way since having an item be a necessary component to making another item would be awesome.
#3
Help / What is the standard skill level?
April 29, 2014, 12:45:33 AM
So this is not exactly a technical question but more of a standardization question... so I should just ask up front: is there a coding standard for RimWorld?

This isn't an open source project so I totally understand if there isn't. But I would like to make sure. Anyway, here's what concerns me:

What is considered to be the "normal" level of skill in RimWorld? By that I mean, what skill level is considered to be 100% time efficient? ie, at skill level x you take the prescribed amount of time to do a task. This is a hard question to ask so bear with me...

Recipes have a "workAmount" variable. I assume that "workAmount" is how long it should take an average competent person to do the task. Like I expect a competent carpenter to build my house in the "workAmount" time. If he takes more time to do so, I will think he sucks. If he takes less time to do so, I will think he's awesome. So what skill level should define competent?

A miner with skill level 0 mines at 50% the normal speed (assuming he could even mine to begin with). At level 3 it's 95% speed (5% penalty). At level 4 it's 110% speed (10% bonus). At level 10 it's 200% speed! So level 3/4 appears to be "average" mining.

Now compare to stone cutting. At level 0-3 (?), it's 205% "normal time". At level 8 it's 130% "normal time". And at level 10 it's finally 100% "normal time" (and it's also 100% "normal" yield). So level 10 is "average" crafting???

Now in the skill files you can set "baseFactor" and "bonusFactor" to whatever crazy numbers you want as well as setting the "workAmount" to whatever you feel like. All these things can be completely relative to each other... like time and space in general relativity. But I'd kinda like to think they're not. I'd like to know, when looking at the numbers what an "average" score is for different skills. Right now, depending on the skill, it appears the number is different. Ok, fine, I can deal with that if that's the case. So then what should be considered average for each skill then? Like I said, it appears anything above 3 is above average mining while anything less than 10(!) is considered unskilled crafting. So when I target crafting with my SkillNeedDef entries, I should calculate  "baseFactor" and "bonusFactor" to be 1.0 at skill level 10???

The reason I care about this is because I want any mod I make to balance with the core game and with other mods.

Thanks, I know this is a long post on a rather fine point.

#4
Help / Workbench is not working
April 28, 2014, 09:18:11 PM
Here is a frustrating problem: I can't get colonists to work at the workbenches I make.

I'm not sure what I am missing so please tell me. I tried duplicating both the butcher's table and the stonecutter's table verbatim changing basically just the <defName> value. Both items show up in the menu exactly as they should. Both have a funtioning bill tab with which to add a new task. But the worktable *I* implemented won't allow me to right click on it and prioritize the task. Nor will a colonist automatically go up and fill the bill.

I also tried making the worktable have its own unique recipe in the RecipeDefs and though that recipe also will show up, the same prioritization and automatic fulfillment problems remain.

I can post the .xml if necessary, but I feel like there must be something fundamental I am missing here. I mean, it can't get simpler than this, right?
#5
Hello all,

I am just dabbling with some simple modifications to the base game and already have a question. The first simple thing I wanted to do was make both the research bench and the orbital transmitter require electricity. That was easy. The problem is that even without electricity these two components appear to function as normal. If the research bench loses power, the character continues to blissfully progress onwards.

I suspect that this is hard-coded behavior, am I right? If not, could someone kindly tell me if I need to do something more to make objects that *consume* electricity actually *require* it in order to function?

FYI Here is the code I added to the components in question (the rest of their definition xml is unchanged):

<comps>
  <li>
    <compClass>CompPowerTrader</compClass>
    <startElectricalFires>true</startElectricalFires>
    <basePowerConsumption>100</basePowerConsumption>
  </li>
</comps>


PS startElectricalFires determines whether getting hit with rain outside causes the unit to short out, right?