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Topics - Kori

General Discussion / Royalty Expansion
February 24, 2020, 06:24:19 AM
I'll be honest: You could release a DLC that adds nothing but penguin sounds to the main menu and I'd still buy it at full price.

But this expansion, it is amazing! All the new features, a unique quest system, titles and psychic powers, shuttles and even new music... I love all of it!!
I really appreciate your perfectionism, it's almost a guarantee that the DLC content is the same high-class quality as the basegame. That's the reason why you've earned the well-deserved trust of so many Rimworlders!

Thank you to everyone who was involved in the development of this expansion, for bringing new original content to an already fabulous game!
You've made a lot of people very happy!

please add entries to the Core XMLs that allow us to easily modify the currently hardcoded price modifiers for trading!
Specifically the following:

-PriceFactorBuy_Global (1.5f)
-PriceFactorSell_Global (0.5f)
-minimum buying price (0.5 silver)
-trader type price modifier

If this task is too easy and trivial ;)
..could you also add an option that allows the selling price to be higher than the buying price, as long as the trader doesn't sell these goods him- or herself, please? Currently the selling prices are always capped at the buying prices, even if the trader doesn't offer that item.
In these cases the "rebuy" prices should then be tied to the price the item was sold for to prevent exploiting.

All of this would offer great potential for mods that focus on trading and allow players to tweak these values to fit their own preference, please think about it. :)

edit: The problem that currently arises from selling prices being capped at buying prices is that pawns with a higher social skill or trade related traits will get less money for their items than someone with a lower skill, because shrinking buying prices means shrinking selling prices, too!

Hey fellow Rimworlders,

I never slaughter any of my animals because I'd feel really bad about it.
But since not all of my pawns are cool with the vegan lifestyle, they are always happy when they find something already dead lying around in the sun, or when we can acquire some meat from other colonies with caravans.

That's always a race against time (and time often wins!  :( ), so I wanted to tweak the <daysToRotStart> for meat a tiny bit, maybe 2.5 instead of 2. However I just can't find the XML entry. I looked everywhere already, searched the whole Core folder for all possible keywords without any luck!

As far as I know there is only one universal meat type (except for insects and humans) that gets its name and texture assigned depending on the source when the creature is butchered.
Does anyone know where to find it?

And something else related to this: Is there a mod that changes the life period of meat that NPC caravans are selling? It's odd that it is always at 100%. A bit less would be nice for immersion. Or do their pack animals have some kind of refrigeration upgrade, and if so where do I get these?
Mod bugs / Strange campfire behavior
January 31, 2018, 05:14:17 AM

I'm having a problem when building a regular campfire. As soon as it is built, my pawns one by one freeze on the spot and the log is spamming the following error like crazy for each of them:

Exception ticking Sam: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Job.ToString () <0x00012>
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.StartJob_Patch2 (object,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool) <0x00092>
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () <0x0018e>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x002c5>
at Verse.Pawn.Tick () <0x00155>
at Verse.TickList.Tick () <0x002c6>

It is directly related to the "Gather Spot" option, because as soon as I deactivate it, the error spam stops and my pawns unfreeze and follow their daily routine again.

I'm a bit lost now because I have no clue where I should start looking in case that is something mod related. Or is it a known vanilla bug? If not, what kind of mod could be causing this?
Sidenote: You will only notice that problem when there is no other (better) joy object available for your pawns, otherwise they won't try to go to the campfire.
Sidenote 2: It seems to happen with all kinds of objects that have the "Gather Spot" option, not only the campfire.

Any ideas or help would be really appreciated! :)
Whenever I plant trees that grow secondary resources (Vegetable Garden, Cupro's mods), sooner or later my pawns will chop them down without even harvesting the secondary resource at least once.
I thought that when I remove the growing zone after planting the trees it will stop them from automatically cutting them down, but that didn't help.
Any ideas?

Feature request: it would be very nice if automatic harvesting of wood would only be true for existing growing zones, as well as an option to disallow (automatic) harvesting for specific growing zones in general, just like the option to disallow sowing.
Help / modify Price Spread for Selling and Buying
September 10, 2017, 01:46:01 PM

I would like to edit/ remove the flat price spread of 0.5 for selling and 1.5 for buying (because it completely ruins the fun of trading for me), but I couldn't find a single entry for it in the XMLs.

What I found is
tradePriceFactorLoss for different difficulties (0.05 on easy, 0.1 on medium, 0.15 on hard..) and
SellPriceFactor that kicks in for certain types of goods (1.1 for art, 0.7 for apparel, 0.2 for weapons..)

...but not a single clue on that 0.5/ 1.5 modifier for selling/ buying.

I'd like to change it back to 0.75/ 1.25 (pre-A17) or remove it completely and only have the difficulty modifiers (adjusted so that they are slightly higher) instead.

Can someone please tell me how this can be done? Any help would be very much appreciated! :)