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Topics - Razzoriel

#1
Mods / Mod Request: Time slows down
December 29, 2021, 10:35:27 AM
I was wondering if there is any mod that drastically slows down progression and build-up of the AI. As in, all activities are much slower to perform, and the AI responds as such by not building up the difficulty.

Also wondering if simply changing every single work to take longer and appropriately reduce EXP gain/degrading works and the AI interprets this as the player simply not developing his colony. Im talking like making playthroughs 10x slower, so you cannot build a huge map wall in a single day if made of wood.
#2
I'd like to separate the discussion to this topic, which started here: url]https://ludeon.com/forums/index.php?topic=47447.0[/url]

Let's think about the mechanics and the rational process behind attaching a bionic arm in your pawn. A bionic arm is the whole kit; it includes hand and fingers, though it is not separate. This poses a lot of issues.

1) A finger has 7 HP. A hand has 10 HP. The arm has 25 HP. If a lancer shoots the pawn's finger, the finger is removed. If an autopistol hits the pawn's hand, the hand stays, but loses HP. Theorically, this means separating the whole appendage in multiple parts means losing the whole arm is more difficult. With a bionic arm, all damage goes to the 25 HP of the appendage. A hit that would otherwise make your finger go 2/7 HP now puts the pawn's bionic arm in 20/25 HP. This means theorically a bionic arm is a total reduction in HP compared to the normal biological arm.

2) Bionics/archotech have no separate armor values. This is the "tank tortoise" effect, where the whole body of a pawn has armor, or none. So if you shoot that tortoise's eye with your bow, it can deflect, even if only the shell theorically has armor. This is a huge problem. A metallic appendage surely should be more resistant than the pawn's flesh.

3) The description of archotech limbs says they regenerate on their own. ALL ARTIFICIAL PARTS DO. The dentures regenerate. The peg legs regenerate. The wooden foots regenerate. As if they are biological. This is because to heal your damaged bionic, mechanical arm, you use the same medicine items you use to sew up a bullet hole in your stomach. They are not repaired. And they regenerate because they use the biological code.

4) With all this being said, I still think artificial organs make sense. And the fact artificial limbs do not have pain values is also a boon. However, it can also be a negative, as your masochist tough pawn is shredded alive and does not get a pain shock, and your wimp character has all his appendages intact.

So to summarize, armor values to specific body parts, medical repairs that require components or something to put together bionics/arcotech makes more sense than using medicine to make them slowly heal like their arms and finally, the need to make bionic/arcotech hands/fingers also come with the package are corrections that need to be taken.
#3
Releases / [1.0] Realistic degradation/quality systems
October 23, 2018, 10:30:14 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=1545917306

https://ufile.io/dahvi

This mod conflicts a little with another mod that I can't find nor remember the name that is already released, and does the exact same thing, with different values. If anyone can post it here, I'll develop a little further on this.

It aims to simply make the weapon or apparel's degradation matter. No longer you will destroy your items to ~10% of its HP to reduce your colony's wealth. Battered guns are less accurate, ragged parkas protect less against the cold and broken knives deal less damage and penetrate less the enemy's armor.

Weapons with 100% condition have a very small boost to their performance, dealing a little more damage, penetrating slightly better the enemy's armor and/or attacking a little faster. This bonus is lost if their condition drops to about 90%, at which in this point it will slowly degrade. Melee weapons behave differently from this: blunt weapons are less affected by degradation than sharp ones, meaning a nearly-broken mace will still deal about two-thirds of the damage of an intact one. A knife, however, will be too blunt to be effective.

Finally, quality levels have been somewhat tweaked. Legendary items do not leap as much in some regards, but are definately better than Masterwork ones. Armor penetration values are also slightly affected by quality, and not only when the item goes from Masterwork to Legendary.

I don't want to spoil too much of the fun here. I strongly advise those who want a closer experience to A16 regarding this individual interaction to try it out and see for themselves. Hopefully it brings some good memories and return the old ways of actually trying to maintain and look for items which are not damaged.

#4
Ridiculously awesome, thanks a lot for that man. Your work has paid off immensely, and I hope it continues to stay that way for 2.0, 3.0 and on and on to version 50.0 of Rimworld. Congratulations!
#5
Releases / [B19] New-Old Weapons of Rimworld
September 14, 2018, 12:53:45 PM
A simple mod that adds three weapons; the PDW, the Shiv and the Semi-auto Shotgun. All three weapons use ancient, long-forgotten textures of previous versions of Rimworld that were replaced by their newer counterparts.

Shivs are makeshift knives that only stab, having less damage but slightly faster strikes than a knife. A shiv takes half the amount of material than a knife and has no quality, which makes excellent improvised weapons but will perform worse than most alternatives.

PDWs are a middle-of-the-road alternative between a machine pistol and a heavy SMG. It is slightly less accurate, has slightly less range and shoots slightly less often than machine pistols, but uses a five-round burst in fast rate that deals quite some damage. Nevertheless, it is outclassed by the heavy SMG.

Semi-automatic shotguns are middle-of-the-road alternatives between the pump and the chain shotgun. Instead of a three-round burst of the chain shotgun, they shoot twice, but do not have the huge range penalty of the chain shotgun. It's a definite upgrade from the pump shotgun, but still falls behind in firepower from the chain alternative.

The two firearms are unlocked with the Blowback Operation technology.

This mod is meant to be 100% compatible with just about anything, and should be vanilla-friendly.

[attachment deleted due to age]
#6
General Discussion / Prosthetics
August 11, 2018, 01:51:21 PM
I've never really delved into the world of bionics during my playthroughs, and never really paid attention on how they work. Until Tynan decided to add Archotech parts which are supposed to be megapowerful and even superior to bionics. And I've read this part of the implants: "Even if it is harmed, it repairs itself over time". Then I thought to myself, cool, its an artificial part that does not need tending and can heal!

Well, I was extremely disappointed. Not only that, but the prosthetic parts in the game and how they work were always there and I've missed this crucial thing which I'll explain here. Prosthetics always heal themselves over time. Your peg-legged pawn will have their peg leg damaged, and it will repair itself over time, slowly. I thought this was crazy, and even crazier that this never went through my mind during all this time i've played the game. Now what's even crazier; you need to TEND your prosthetics with MEDICINE to make them repair faster. AND, it is affected even if your pawn is sleeping or not! The only realistic part of this whole system is that these prosthetics do not bleed (which makes total sense).

Seeing how this distortion is so huge, I'll ask this: do you think prosthetics should have different mechanisms on how they are damaged and repaired/healed? It certainly was a huge buzzkiller that archotech implants not only heal themselves like any other implant, but they don't even heal FASTER. I don't want to lay this on the Suggestions part of the forum since it's a big part of the game to make your own Adam Jansen, but I'd say making prosthetics unhealable, but repairable, something that should exist.
#7
The AI can't respond in time. Your colonists get cheap shots with small warm-up time weapons. Melee enemies get stuck bashing a door that can simply be repaired. You have plenty of time to decide when and how to aggro. Three chain-shotguns decimate just about anything trying to kill your colonists....

No wonder sappers get so much hate, people always try to cheat the game with either that or killboxes instead of simply making a fortification funnel in their bases, leading to the game having to counter this specific strategy. Why not simply make the AI go through doors that have been recently opened and chase the peekers?
#8
General Discussion / Dusters x Flak Jackets
July 23, 2018, 07:53:20 PM
I've ran some numbers here that everyone should know about, and here's the conclusion taken: Flak Jackets suck. Yes, they do. You should never, ever equip your colonists with a flak jacket. There are very few exceptions where the reverse is true, and I'll run them down for you. You should wear Flak Jackets over Dusters if:
- You don't have access to one of the following: Megatherium, Rhinos, Elephants, Thrumbos, Bears.
- You plan on equipping your colonists with Plate/Power Armor and deal with the movement speed debuff.
- You have surplus Flak Jackets and don't care about armor
- You don't have crafters which have level 6 or above Crafting.

Explaining now why. Dusters cover one additional body part that Flak Jackets don't: legs. Your precious legs will have a little better chance at surviving scythers and even charge lance shots. And I'll detail why below.

Any duster which is made out of Heavy Fur is going to be only slightly inferior (~7%) than a Flak Jacket. But this is irrelevant since your legs will be protected. How protected, you ask? Well, according to the latest build, using a Duster instead of a Flak Jacket means that mean Scyther over there charging at your colonist's legs will have 7% chance of having its attack deflected, 7% to halve it. Not huge, but can definately mean something if RNG is in your favor. And now in 1.0, you better assure you prayed to the RNG gods, sacrificed a lamb, a rabbit and even spilled some of your own blood in the altar just in case.

Continuing: we know Heavy Fur dusters are nearly equivalent to Flak Jackets but protect the legs, considering equal quality. What else? Rhino leather makes it better all-around. Thrumbofurs make Dusters an equivalent of a Steel Plate Armor, with no movement speed penalties and allowing to equip a Flak Vest on top of it for additional torso protection. Devilstrand is even a notch better than Rhino leather, making it a renewable, growable source of material that can outclass flak jackets entirely. With this in mind, what is the goal of this post? To remind everyone that yes, 1.0 is great in that it adds a lot of things to the game, but also breaks and makes several others redundant. Having your Power Armor pawn be defeated by a horde of squirrels nibbling at them was lame, but it also gave every player every incentive to use that Cloth T-shirt with the Power Armor, since every decimal digit percent of armor could mean the difference between a 4/30 neck and a 3/30 neck. Now most clothing mean nothing; any armor value below 30% is too little to actually mean something against the majority of attacks against your pawns. Heck, a pawn's fists has better armor penetration than a pilum!

To sum it off, in conclusion, here's my suggestion (which was already laid out, but this case only reinforces it): make two different stats for armor: Deflection and Absorption. Let clothing apparel reduce damage dealt (B18; give it the deflection 50% chance to convert here) and solid armor have a chance to deflect it (1.0; remove the blunt conversion here). Mesh the two and make hybrid armor types (flak), so players have to choose between absorbing attacks (effective vs big hitters) and deflecting them (effective vs small hitters). There is just no room for 1.0 armor system against big threats. Once you are able to craft plate armor, a Normal Steel Armor will deflect 20% of the attacks from a normal Steel Ikwa/Gladius, and absorb half of them 20% of time. This might seem like a lot, but with the 1.5x standard rate for armor penetration in damage means your melee pawn will get a bad time, especially when outnumbered. Again, Rimworld is not supposed to be a game where no one loses anything anytime, but it gets annoying when before we could have an unlucky RNG roll transformed from an insta-death to a crippling shot that gives you a few seconds to retreat your badly wounded pawn that has blood flowing from his jugular.
#9
Bugs / [1.0.1964]Game crashed, save got corrupted
July 15, 2018, 12:43:48 AM
Not sure how, though. NB Randy Rough, some chickens joined. Then I went to assign areas, and suddenly, game crashed, can't start the map anymore.

Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Map.FillComponents () [0x00024] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:385
  at Verse.Map.ExposeComponents () [0x00297] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:523
  at Verse.Map.ExposeData () [0x001b1] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:368
  at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x000f7] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:84
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.CrossRefHandler:ResolveAllCrossReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:88)
Verse.ScribeLoader:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:126)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:467)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:36)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Exception from asynchronous event: System.Reflection.TargetException: Non-static field requires a target
  at System.Reflection.MonoField.SetValue (System.Object obj, System.Object val, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Globalization.CultureInfo culture) [0x000e3] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoField.cs:152
  at System.Reflection.FieldInfo.SetValue (System.Object obj, System.Object value) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/FieldInfo.cs:150
  at Verse.Profile.MemoryUtility.ClearAllMapsAndWorld () [0x0005a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Profile\MemoryUtility.cs:38
  at Verse.GenScene.<GoToMainMenu>m__0 () [0x00001] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\GenScene.cs:26
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:459)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Game.LoadGame () [0x001aa] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:474
  at Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow (System.String fileName) [0x000a6] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:36
  at Verse.Root_Play.<Start>m__0 () [0x0000a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:459)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
#10
This is not a mod per se, but a simple assembly for modders looking to mod in bomb effects that carry zero camera shake on explosions. Perfect for low-impact firecrackers or one-tile explosions. It adds a new DamageWorker class called BombNoCamShake. It works exactly like the DamageWorker_AddInjury class, but it has no camera shaking code, which means that regardless of the size of the explosion, there will have no camera shake at all.

A special thanks to the Rimworld Discord people, sma342, Mehni and erdelf for the aid.

HOW TO INSTALL
1) Download the .zip.

2) Extract the content to your Mods folder in Steam/steamapps/common/Rimworld/Mods

3) Enable the mod in the game.

4) Enjoy firecracker grenades.



If you want to use the code for your own items, simply delete the ThingDefs_Misc folder and use as DamageDef for your explosives the Firecracker one. You can also create your own DamageDef for flame explosions without camshakes, for instance, by simply using the <workerClass>Firecracker.DamageWorker_BombNoCamShake</workerClass> parameter inside your custom DamageDef. I'll try to make a custom Flamethrower mod using the Firecracker code as an application example.

[attachment deleted due to age]
#11
Mods / [Request]Researching costs X materials
April 08, 2018, 05:36:10 PM
Hey there. I had this mod several alphas ago that inserted a code to make research projects cost items to start. Anyone knows if it is still moddable?
#12
Mods / [Mod Request] Reloading guns
December 13, 2017, 11:10:30 AM
Shinzy made such a mod some alphas ago. Simply put, all guns had a current/max bullet count and whenever the gun was out of ammo, they shouted a mote "Reloading!" and a job was done to reload the gun, all modified through .xml settings. It didn't encompass the detail of Combat Realism of adding ammunition, firing types... it simply added this functionality of "every X shots you fire you need to reload", which gives more depth with simplicity to vanilla.
#13
Mods / [Mod Request] 18+ Rimworld (IKR blasphemy lol)
September 11, 2017, 12:11:16 PM
I would like a mod that buffs drugs completely, increases amount of mental breakdowns, maybe incentivizes cannibalism (makes humans more edible).
Would be great for me because I have a nephew I think would really love this game and I want to explain YAYO or Smokeleaf to an 8 year old kid and counsel him, exposing him to some things slightly so he isn't ignorantwhen it comes to finding those things in RL (explaining why a guy is freaking out on flake is the equivalent of real life drugs, so he is not encouraged to do that in RL). You know, like bad parents teaching kids in a bubble
Anyway hopefully nobody spears me for making this suggestion, I just thought of it the other day
might be a way for rimworld to tap into all those MC playing kids, have PARENTS TEACH KIDS mode or mod on why those things are bad.
Anyway thanks for reading this, I know some people will get mad when I say censorship.
lol

(yes, this is a satire thread)
#14
Mods / [Mod Request]Multi-stuff
August 19, 2017, 01:59:34 PM
Let's say I want to make a spear that uses both metal and wood, and coding would look like this:
    <costStuffCount1>50</costStuffCount1>
    <costStuffCount2>20</costStuffCount2>
    <stuffCategories1>
    <li>Metallic</li>
    </stuffCategories1>
    <stuffCategories2>
      <li>Woody</li>
    </stuffCategories2>

For labelling sake, only the category1 (the first) will be taken, so such a spear made out of steel and oak wood, for instance, would be labelled "Steel spear".

Is that possible?
#15
Mods / [Mod Request] Different viewpoints for weapons
August 14, 2017, 06:04:57 PM
This is a pretty simple request. I need some help in coding a weapon to change its texture according to its orientation.
#16
Taken from the wiki:

Three chickens can be sustained on ten tiles of Haygrass.

    Chickens eat three times a day: 2 hay for lunch, 2 hay for dinner and 4 hay for breakfast. So 8 hay every day that goes by waiting for crops to grow.
    Haygrass grows in 5 days worth of daylight, or 10 days with nights at 100% fertility. And each haygrass produces 24 hay when it matures.
    So in ten days a chicken will eat 10 days x 8 hay/day = 80 hay.
    If we have three chickens then 3 chickens x 80 hay/cycle = 240 hay/cycle.
    And if we have ten haygrass then it will produce 10 haygrass x 24 hay/cycle = 240 hay/cycle.

This does not take into account the exponential nature of chicken breeding; if you have at least 1 chicken from each gender locked in your outdoor pasture, soon in-bred chickens will swarm the map, stripping the land bare of any living plant (except trees) they can find.

Chickens eat too much. And even more because you cannot let them graze, since they will consume one grass tile everytime they eat. Which means each chicken will consume three grass tiles a day. For comparisons; one chicken eats about half as much as a pawn (10 units vs 20 units) which is crazy high.

Suggestion to fix this problem (yes, I know it is simply modding a number in the .xml, i'm talking about vanilla fixes): revert grass growth when animals eat. One unit of food = 10% of a grass tile total growth. 10 units of food = one grass tile. This way, each chicken will consume only one single grass tile. Though its not a complete fix, its a good change.
#17
A simple mod that reverts all changes done to body coverage in A17. All pawns will now have less aggro at their precious fingers and toes. Since this is a simple revert to previous values, and A17 version history does NOT mention the changes, I consider this mod to be a fix. If it was intended for pawns to suffer more limb loss, then it was a huge oversight to not warn players.

How this mod was made: a copy-paste of A16 xmls, and simply added the head attack tool for all pawns.

Simply put this in your Mod folder and load it. WARNING: Any mod that adds or tweaks around body parts will probably conflict with this.

[attachment deleted by admin due to age]
#18
Taken from the .xmls.

Comparing A17 to A16, just about every toe and finger, and any important organ has had their coverage increased by an average of 100%. This means you're twice as likely to have your pawn attacked in their fingers instead of their hands in A17, and twice as likely that a shot will pierce the colonist's lung/heart/liver/kidneys instead of the torso. Also, the clavicles are now part of the arms (which makes no goddamn sense), and this means colonists are more likely to be hit in their arms instead of torso.

I haven't seen this in the official A17 announcement, so just wanting to let you guys know.
#19
Mods / [Mod request] Salish wool dog
April 27, 2017, 10:39:10 AM
If you are an artist, and can draw the dog below in Rimworld-esque style, I'll pay you money to draw it so the mod community can add it to the game. Pictures below:

http://imgarcade.com/salish-wool-dog.html

It's a dog, and it has wool. It would double up as a smart Alpaca, with less wool. With resurrected Megatheriums, why not ressurect an ancient dog breed that can not only be a dog but also give out wool?
#20
Mods / [Request]Randomized results for recipes
April 11, 2017, 03:49:00 PM
Let's say you want to add a hole in the ground as a new facility, and pawns who dig there have a set chance of finding one variant of each stone per recipe use. Is it possible to set a specific recipe from this facility to give different types of stone.

So, for instance, I set a pawn to work in such hole, and in the .xml, I set it to give me all rocks. So each type of rock gets an equal percentage chance of giving me a stone boulder type after every recipe cycle.

Is this in vanilla yet? Cuz I haven't found anything that gives this sort of thing yet.