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Topics - fritzgryphon

#1


Ayano was rescued and repeatedly tries to leave my colony, but collapses from hunger each time before reaching the edge.

The drug withdrawl and malnutrition modifiers make her movement slow, and hunger rate high.  Also, even with a low food bar, she does not eat before leaving the colony, sometimes leaving below 30% food.

Workaround:  Wall the pawn into a room with some food until they recover.  This is not working for me in this case, because she is so incapacitated as to just starve in bed without intervention.  Deconstructing the wall for each feeding is heavy micro, and there is a chance she will escape when the wall is open.

Workaround 2:  Rescue and house the pawn in a temporary cell with bed right next to the edge of the map.  The next leaving attempt will succeed.


Suggestion

Do not allow pawns to try to leave if
  -Their food bar is low
  -They have an active malnutrition
  -They have a temporary condition (disease, withdrawl, etc) that increases hunger rate.




edit:  Oh my god I kid you not, as soon as Ayano left her map edge cell to leave, she had a berserk mental break.  Then 5 seconds later a pirate raid appears 10 tiles away from her.  Even Cassie has her sting. 

Edit2: Ayano was knocked down by the raiders but rescued and released safely. Two of the raiders are now my colonists. Story.
#2
Draft a colonist and move him somewhere.

In the animals tab, click the checkbox to make a sleeping animal follow that colonist as master.

The animal continues sleeping. 

Desired behavior:  The animal wakes up and follows master.


Workaround:  Toggle draft on the master colonist again, and the animal will wake up and follow.
#3
If a colonist is sleeping, and you command them to man a mortar, they continue sleeping. 

Desired behavior:  Manning mortar is an urgent combat activity, so colonist should get up right away.

This miiiight be intended behavior, though.  I can still draft the colonist to get them to man the mortar.


#4
My most desperately wanted quality of life addition.  I'm sure there's a mod for it, but it's something so common and universal that it would be nice in the base game.  So many QoL mods have been integrated that I can almost completely play vanilla now, and avoid the mod version pain.

Let's say Bob is mining steel.  He mines and mines, steel piles up around him.  Then he decides to go sleep.

He walks toward his bed, leaving the steel he mined sitting on the ground.  He walks right through a stockpile that accepts steel before getting into bed.  He could have hauled that steel to the stockpile effectively for free, but now it will take another complete round trip to do it. 

This potentially happens every time a colonist changes activities.  From job to job, job to recreation, recreation to sleep, etc.  The only vanilla bandaid for this is to micromanage every colonist that is doing a job that creates carryables, or is near carryables, to make sure they take the carryables with them when they switch tasks.  It would be nice if they did this automatically.

I get that it's basically travelling salesman, but a rough implementation of this could actually be really simple and fast. The below algorithm would only run once per task switch, and task switches happen only once every multiple seconds per colonist.  The algorithm will sometimes fail to haul, or won't haul the optimal thing, or to the highest priority stockpile.  On the upside, it's practically free performance wise, and covers almost all of the desired cases, with almost no additional pathing cost, and all hauled items end up in a better place than before (better to be in a low priority stockpile, to be moved later, than left in the wilderness).

Quoteon switch from task A to B:

if (carryable, allowed item is adjacent to me, not already in a stockpile)
   {
    for (each type of item) 
      {
       for (each stockpile within X cells of my destination, but only stockpiles closer to me than destination B) 
      {
       if (this stockpile accepts the item and there is room for it) 
       then {queue hauling job of this item to that stockpile before doing task B;  return;}  else {keep looking through items}
      }
   }
}

The function would only run about once a second in a busy colony, could terminate as soon as it found the first valid haul job, and it could use distance squared or even manhattan for the distance checks.  Super light, and would eliminate so much tedious micro.
#5
Ok, technically not a bug but probably not intended behavior.

--

When a research is completed, the game pauses and a popup appears indicating "Research finished:  Psychite refining or whatever", with a button to "Ok" and "Research Screen".

Behavior:  When you click "Research screen", and the research menu appears, the game unpauses. 

Expected behavior:  The game remains paused when opening and viewing the research screen. 


The research tree window covers most of the screen, so there is no reason to want game time to start again.

#6
I want to make a scenario where the colonists arrive with all research already completed.  Lore-wise they are workers sent to strip mine the world and build ships.

I see the option "Add part:  Research completed", but it only completes a single topic, of which there are many.  Is there a faster way to do this?

e.  Without Dev mode
#7
I was curious about what traits affected a pawn's market value.  I couldn't find another thread that explains, so here it is.  Some of this is probably wrong.

A human has a base value of $1750.  This is multiplied by a "quality factor" (that you can read on a pawn's info page).  Finally, the value of bionics is added.  You can consider weapons and clothing to be added as well, though they don't show up in the info page.

The "quality factor" is 1 multiplied by each of the following elements:

-The current health percentage of the pawn (range of 0.2 - 1)
-The average of physical capacities, like sight, manipulation, movement, etc (minimum 0.5). 
-The average skill level of the pawn, with a 5.5 average being a value of 1 and a 20 average being a value of 3 (range of 0.2 - 3).
-A multiplier for the current life stage (There are defs for babies and teenagers, but no def for elderly.  I think this value is always 1 for humans)
-Traits that affect market value.  (1 + the following modifiers)

Annoying voice:  -0.15
Creepy breathing: -0.1
Pyromaniac: -0.2
Wimp: -0.15
Abrasive: -0.15
Slowpoke to jogger: -0.2 to 0.4
Chem int and fasc : -0.1 and -0.15
Stag. ugly to beautiful:  -0.4 - 0.4


Psychological, work speed, shooting and immunity traits have no value.  The final value looks something like this:

1750 * health_percent (minimum 0.1) * average_capacities (minimum 0.5) * avg_skill * (1+trait_values) + weapon_clothing_bionics

(The total value can be no less than $175)


This suggests a lot if you want to keep your wealth low.  When using cryptosleep, a pawn with no capacities is still worth a lot, because the capacities multiplier floors at 0.5, while clothing, weapons and bionics values are still applied.  Injured pawns are much less valuable, but again, equipment is added on top.  Weapon and bionics values are the same no matter who has them, so they are best used where you get good benefit (ie. don't give bionic legs to a non-violent sculptor, even if you can afford it).  Beauty is huge, given that beautiful pawns don't fight any better than other pawns.  You definitely don't want negative traits like depressive, volatile or hypersensitive as they are not compensated at all.  Sickly gives a +4 to medical skill in stat generation, but this becomes irrelevant once you train a good doctor.  In the early game, most of a pawns value is based on it's health and traits, but in the late game, it's mostly from clothing, weapon and bionics.  Bad-trait pawns shouldn't carry expensive equipment.  Average skill is a pretty big modifier, so you can keep their value down by specializing them in the fewest number of jobs (but it bears repeating, equipment value is way more significant). 

In fact, bionics and equipment value is so huge that I understand why some players go for big-population colonies with crummy gear.  A single Archotech leg is $2800, which is the same value of two mediocre-skilled humans.  A single terminator with bionics and high quality gear can be worth 5-10 low value colonists (!).

Contrary to my expectation, bad-trait pawns might be great as workers and meat shields, so long as you give them the cheapest possible stuff.  An ugly slowpoke with an annoying voice, bad skills and mild disability is only worth $200.  From now on I would accept just about anyone who isn't a physical danger (but consider them expendable).

The most wealth-efficient colonist might be a naked, ugly, brawler, nudist, super-immune, sanguine cannibal with a 5% club.


#8
When Kaleun tries to recruit Hakuja, the attempt fails with an error.  Recruit attempts on Schmitt succeed normally.

If I re-arrange the beds such that Hajuka's bed is no longer blocked, the error no longer occurs.



Save file:  http://s000.tinyupload.com/index.php?file_id=24517487504127899911
#9
https://i.imgur.com/3b0B8kw.jpg

Whenever trying to recruit Fitz, exception in picture happens infinitely.  Recruit attempts on Shera succeed normally.  Feeding attempts succeed for both prisoners. 

I moved the prisoner beds to another part of the room and the exception no longer occurred.  I moved the beds (and the prisoner's bed assignments) back to the orientation shown the in the picture, and the exception returned.  I think the prisoner bed being blocked by another prisoner bed is causing the problem. 

After Shera healed and started walking around, recuit attempts on Fitz succeeded normally.

I think this is a fresh save started in 0.19.1987.





#10
I'm trying to find all the tricks for making an efficient base layout that makes money fast and crushes the tech tree.  Things like getting the colony compact, minimize the building time, minimize structure wealth, cut down on hauling distances, find the cheapest ways to get mood buffs, and so on.  I'll show the one I've pretty much settled on, but I hope you'll share your plans.  I'm pretty new to the game, so please feel free to point out anything I missed.

https://i.imgur.com/Ky4rx7e.jpg (huge pic)

It starts with picking a decent growing area in a defensible location.  In this case, by the sea.  In this case, the farms are exposed, because herbivores haven't been a problem on this map.  Cotton is grown until carpets are done, then switch to a little devilstrand for clothing, and a lotta psychoid.

The vegetable storage room, dining room and kitchen are directly adjacent to the food fields to minimize hauling.  The kitchen is far enough away from the nearest dirt tile, that tracking mud into the kitchen is unlikely.  There will be stone sidewalks placed outside to reduce dirt even more.   Simple meals are dropped on the floor near the table, right in the doorway to negate the -4 beauty.

The dining room and rec room are just big enough to be "very spacious", and with a statue, get "very impressive" for the mood buffs.   With a few more statues they will be "unbelievably impressive".  "Wondrously impressive" doesn't seem worth it, because I'd have to make the rooms double their size, or add a crazy amount of wealth to them.

The stove nearest the freezer makes PSMs, which are stockpiled in the central trade beacon room.  The trade beacon room has a prisoner bed so no one will eat the PSMs.  The PSM has the same value per work as fine or lavish, but they don't need to be refrigerated.  The value per work is less than drugs, but at least it's something that exotic traders will buy (and gotta get rid of all the meat somehow).

Butcher table is in the freezer, right next to the trade beacon room, so pelts and horns can be quickly hauled.

There is one workshop with all work benches attached to two tool cabinets.  All the benches are directly adjacent to the trade beacon room to minimize hauling.  Raw materials are put on the floor near the appropriate benches.   Shelves are not used because they take up space or slow down movement, unlike stuff on the floor.  The beauty penalty can be offset by a tile floor or one statue.

Psychoid is grown directly outside the workshop, and is hauled right behind the drug bench for rapid flake production.  The tile directly on the drug labs interaction point has the highest priority, so it is almost always topped off.   The flake work order has an ingredient radius of 3, so the drug maker doesn't walk out to the fields to pick up small amounts of leaves.  Hauling animals are allowed to deliver leaves to the bench, but are restricted out of the flake and PSM zones.

There is only one trade beacon room and it only holds trade goods, and some excess materials for workbenches.  Any surplus steel, gold, uranium, wood, jade, etc can just go outside.  The chemfuel should really go in a small room of it's own, just in case.  It would be a small room.  Chemfuel is worth less than it's component parts, so there's no reason to stockpile it.

Bedrooms are barely big enough to be "average sized" and with carpet and a piece of furniture can be made "impressive" for the mood buff.  There are smaller bedrooms for ascetics and/or temporary prison cells.  I notice some players use two-tile bedrooms, but I don't want to take the awful debuff.  I wonder if there's an ideal minimal bedroom without a debuff.  Once the hospital has a statue, all bedrooms will connect to a beautiful space.

All bedrooms are in the interior so the perimeter of the base can be lined with doors.  All perimeter areas count toward either the dining room, rec room, paste room or hospital (no empty corridors).  The paste room can either be a prison or hospital as needed.  Whenever possible, paste is the primary food to save time and money, especially if the colony is hurting and there is a risk of food poisoning.

Interior doors are always stone, and held open by default to help movement.  They can be closed as needed during a raid.  Exterior doors are stone, save for a few that are wood, because they open quicker.  The wood doors would not be used while door-cheesing during manhunter pack events, so the animals don't attack them.

The vulnerable sides of the settlement are covered by door-sandbag bunkers, which also serve as protection for tree farms or geothermal generators.  During a raid these are be manned and pawns hop from door to door, taking advantage of raiders' weapon warmup and state changes. 

Mortars, when built, will be out of the way but left exposed, like the solar panels and windmills.  It's fine if these things draw aggro away from your pawns.  Tables and chairs will also be built outside for this purpose.

The research room is gone, but it was a small room with a sterile tile floor for the research speed bonus.  The room is only big enough for the bench, analyzer, chair and light, no more.  At first, two benches, then one, now zero.  I used two researchers and skipped a lot of tech to get to microelectronics and deep drills, and luckily Cass rough didn't make me pay for it.

The hospital may get hospital beds, vitals monitor, and TV, but it can stay small.  Pawns only get a mood bonus for an impressive hospital when they are recovering in it.  With a statue, it will be nice enough.

Starting to build a greenhouse in case of toxic fallout.  Until then, it'll stay unroofed and use hydroponics for the 280% growing rate.  It, too, will have doors and sandbags to fire from.

Bodies go in the mass grave and get burned when it's full.  Graves and sarcophagi can do recreation, but it shouldn't be necessary if you have other recreation sources.

And that's my modest little base.
#11
After deconstruction of a watermill, conduit remains in the footprint where it used to be.  The conduit is visible in the power grid overlay, but can not be selected or deconstructed.

#12
Probably suggested many times, but if not:

Add condition to take drug on a schedule, but only if rest is below a certain value (just like existing Mood and Joy conditions).

So if you want a pawn to take wake-up or flake to suppress sleep, it's possible to do without micro.
#13
General Discussion / Food poisoning chance
May 17, 2018, 04:43:37 PM
Ok, so I want to find out for sure.  The wiki says that cook skill and kitchen cleanliness determine food poisoning chance, but it doesn't elaborate on what actual effect the cleanliness has. 

Does kitchen cleanliness actually affect food poison chance, or is it just presumed because it makes realistic sense?


edit:  I should have known someone would make a video explaining the answer in extreme detail.  Cleanliness matters, but much less than cook skill, and outdoors has no cleanliness penalty.   

https://www.reddit.com/r/RimWorld/comments/56pcvz/rimworld_science_poison_meals_food_poisoning/
#14
https://ludeon.com/forums/index.php?topic=41361.0 got me thinking.  I wonder which animal is the best trade good or meat source? 

This is muffalo and pig value per input hay.  I don't know what the hunger rate is for non-mature animals so I just guessed 50%. 

Muffalo 
Gestate 25 days at a cost of 1000 mother hay.  30 days to mature at a cost of 600 hay.   $500 value.   
Return of 21¢ per hay.
8.5 hay per meat.

Pig
Gestate 13 days at a cost of 156 mother hay (avg 2 offspring).  21 days to mature at a cost of 251 hay.  $280 value.   
Return of 69¢ per hay.
5.7 hay per meat.

Corn has a similar daily yield to hay, and is worth $1.10.  Am I right in thinking that animals can only make money if they eat grass?

edit:  Corn is only worth 1.1