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Topics - RommePawn

#1
You know you've played rimworld too long when this happens


FYI this is an nice looking format: [img width=950] link [/img]
#2
Bugs / Delete zones tool is a bit broken
October 29, 2016, 12:14:12 PM
[edit]
I didn't explain the problem very well, so here is my attempt at a simple explanation:

Delete zones tool randomly deletes entire zones when only part is selected.

Quote from: RommePawn on October 29, 2016, 06:26:34 PMThe point is that it should never delete the entire zone, regardless.

[original post]

Delete zones tool is suppose to let you reshape your zones but for some reason it randomly deletes the zone you are trying to reshape. This can be problematic because you can carefully detail what you need in the stockpile and sometimes you don't have every single item the stockpile needs memorized. Obviously you can always just copy the stockpile settings beforehand, every time you touch any stockpile ever. But I feel you shouldn't have to. Another issue can come from mods relying on the continued existence of a stockpile.

I went to remove 12 cells of a highly detailed stockpile that had maybe 200 cells and it deleted the whole thing. It also broke some modded relays but this topic isn't about mods. This forced me to reload, losing progress. This has happened enough times that I almost always copy settings. I tried finding anything on this problem with google but only got wiki pages and random posts about infestation and people asking how to destroy items. Since I couldn't find anything and I have seen many youtubers accidentally delete stockpiles I thought I would make post about it.

I don't think the delete zones tool should do anything but reshape zones. I tried to repeat the above accident and it didn't delete the whole zone. The delete zones tool shouldn't remove entire zones with inconsistent and non obvious criteria. Its just a bad design. If we want to delete an entire zone we can just click the zone and press y.

The tool shouldn't do two entirely different functions(on of which is redundant). This would be like if you went to deconstruct a few walls and it marked the entire building for deconstruction and didn't let you cancel. Forcing the destruction of an entire stockpile because you wanted to reduce its size a few cells is just dumb.
#3
Bugs / Pawns prefering slower path
October 14, 2016, 11:32:35 PM
Firstly I would like to say I'm wasn't sure if I should submit this as a bug or just as a post somewhere else however I decided to post here due to observing behavior that I didn't expect/want.

I have been experiencing issues with pawns having bad pathing, pathing over slow ground or objects when a faster path is very close. In the following two screenshots the pawns aren't restricted at all.

Pathing over objects.
http://steamcommunity.com/sharedfiles/filedetails/?id=780979824

Pathing over ice instead of paved tile.
http://steamcommunity.com/sharedfiles/filedetails/?id=779711321

Notice in both that the faster path isn't even checked. When going in the reverse direction they both took the fast way. And when manually moved either way they take the fast path.

I have seen this a few times. It seems like its just pulling the path from memory. Which makes me ask, is there any way to spot fix this with dev tools? Purging some of the pathing data would be nice. I have seen a tool called flash walk path but I have no idea what it does.

The solution I have been using to fix this is to either reshape my setup to make this bad pathing fast or place a wall in the base of the path thus breaking its use.

Being able to do this with tools would be nice. Or just a purge all pathing data tool. Or alternatively, with all due respect, having better pathing might fix this.

But maybe I'm missing something, I, at first, thought that pawns pathing diagonally far away and back was a bug but I know its just how they path. I also thought that pawns fetching objects farther away before closer objects was a bug but I know now that it is a quark of having crafting stations close to region borders. So this could simply be me not catching onto some mechanic of the game.

Anyways, Thankyou.
#4
Mods / [EPOE Request] Painkiller Ribs, Not A Good Design
September 28, 2016, 03:16:22 AM
[EDIT] How to make this change for yourself, thanks to kaptain_kavern for the tag needed.

Open the ExpandedProsthetics&OrganEngineering folder then Defs >> HediffDefs then edit HediffDefs_Bionics.xml with a text editor like notepad++ or something.

Use Ctrl+F to search for "Painkiller". Find the line that says:
<painFactor>0.9</painFactor>

and change it to:
<painOffset>-0.03</painOffset>

replace the -0.03 with whatever percent you like. I feel 3% is most balanced for my tastes.


Regarding your thoughts on the Expanded prosthetics and organ engineering mod(EPOE)


The vanilla purpose of the painstopper was to fix persistent pain issues. It of course you could install it as a luxury combat upgrade. However, the EPOE mod changes this by making the painstopper cost $13000 silver(base), or if you want to craft it then you need high end research plus 560 gold, 625 steel, 275 plasteel.

This makes the painstopper a premium item and it SEEMS ok for it to be one because their are painkiller ribs which help deal with pain. Unfortunately if you have someone with, lets say 4% pain and you give them a painkiller rib, they will be at 4% pain. This is because painkiller ribs reduce pain to 90% of the original. If you were to give someone 12 painkiller ribs, they would stack to 65% pain reduction(I've tested).

As I said before removing persistent pain was the main use, yet painstopper ribs can't do this, thus they are ONLY good for combat. I personally would never use them for combat as the adrenaline ribs are far better. Pain reduction in combat is a luxury. Speed isn't as much.(+120% speed for if all 12 are adrenaline ribs)

Painkiller ribs should reduce pain by -10% or -6% or something, rather then multiplying pain by 0.9.

Having all 12 ribs being -6% you could reduce pain by 72% assuming no persistent making the painstopper the ultimate pain solution for combat but leaving painkiller ribs to fix persistent pain issues.

One could argue the reduction should be less as persistent pain is always 2-6% per injury. Thus -3% may be more balanced.

Thank you.