Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - B@R5uk

#1
General Discussion / Pathfinding
April 10, 2020, 09:32:28 AM
Lately I'm wandering: how can such little difference between endpoints lead to such drastic divergence of resulting paths pathfinding algorithm return for them (see images below). As someone who has a little bit of skill in programming (like implementing A* for once) I'm quite curious.
#2
Bugs / 1.1 Fertility overlay bug
February 29, 2020, 07:14:34 AM
Seem this has not been reported yet, so here. After structures and floor was removed fertility overlay did not change colour to match revealed soil.
#3
General Discussion / Armor, weapons and mechanoids
December 28, 2019, 10:37:52 AM
Does anyone know what armor penetration values mechanoids' weapons have? I mean heavy charge blaster, charge lance and scythe blades. I've looked on my own weapons, but they have different values depending on quality: 45% for excellent charge lance and 56% for masterwork. Since mechanoids don't drop their stuff I can't look for values myself, and Rimworld Wiki doesn't say anything either. Is there a way to know such hidden values?
#4
Lately I've been trying to micromanage manage power consumption so I can save on fuel when wind is low. Like turning off laboratory (1290 W) and kitchen (1235 W) during bed time when there is negative grid excess. I know it's stupid to do it so late in game, but for some reason I like it optimal despite all the hardships. Also there is production area, but for some happy coincidence there is two grids (one always on and one switchable) in the reach of every station and most of the time I only need a pair of stations to work. So I've been reconnecting then between these two grids and a need to whip pawns to switch power becomes unnecessary.

So, long story short: to be able switch things off and on without pawns you should construct one cell of power conduit unconnected to any power source in nearby every power consumer. Then you can reconnect between powered and unpowered grids.

It's so simple and obvious, when you think about it. But I tried to google it and didn't found any mention (at least on the first page =D ).


#5
General Discussion / Royal bed: to be or not to be?..
December 09, 2019, 06:49:22 PM
So I have this nice little happy colony with almost full mood bars and my pawns get inspired. A LOT. Among others there is of course inspired creativity. Usually I force them (through save-load) to build some useful legendary items like assault rifles and medical beds, billiards and poker tables. But the latter two ones my colony already has and ther former ones I can't build 'cause I started as tribe and still don't have researches needed.

So I start wondering if I should spend these creativity inspirations on something like private beds for couples, which my colony has a lot (it's practically based on couples). Pros is obvious: high comfort and a BIG multiplier for rest efficiency (x1.25 for masterwork, not sure still how large it is for legendary quality). This efficiency consideration leads to desire to squeeze all the juice I can from the bed by making it Royal Bed. This adds another x1.05 multiplier and gives x1.31 rest efficiency for masterwork and much more for legendary bed.

But! There comes another consideration: I should make such useful bed as durable as I can! Which means they should be made from plasteel: 560 HP against 200 HP for steel. Granite is not good as any stone due to x0.90 rest efficiency multiplier for them. And there come the cons: too large a market value. Plasteel royalbed will costs 1795 silvers for normal quality (round off from 1796) and x5 (which is 8980 silvers) for legendary quality. This is 3 times the price of all 10+ skill-leveled character(!) and 8 times ordinary ones!!!

So I'm so much torn between choices I can't even continue to play! What should I choose?! Legendary steel ordinary bed and forget all the efficiency? Legendary plasteel ordinary bed for better durability? Or strife for efficiency and make legendary steel royalbed? It will costs only 4350 silvers. Or go all out? But then, my colony total value is only 215000. Please help!
#6
General Discussion / Scenario: Blasphemous Outcast
July 10, 2019, 12:53:38 PM
Not sure I should share this as I don't want to be embarrassed too much, but I sure want some comments and may be gramma correction. So this:

Title: Blasphemous Outcast
Summary: Chased out of your home tribe you are now on your own way to your own goals. Where it will lead you?
Description: You are too young and too curious for your own good. Not to mention was born under bad omen. So, when you sneaked into secret area behind tribe's shrine and learnt "How To Harness Lightning" by accidentally activating strange religious artefact, it was no surprise that patience of tribe elders ran out. They stripped you naked, smeared in tar, then in feathers and chased with all the tribe throwning stones. You was not sure whether they tried to just force you away or to kill...
Game start dialog: Afraid to be killed you ran for days. Now, that you are sure to be left behind, it's time to think of survival in long term. Then decide what to do with your life. Somehow you just remember bedtime fairytales about men spitting fire and flying to the stars. There is so much to learn about the world that elders do not approve.

It seems the only one who does not care what blasphemy you do or where you run to is your faithful dog.

Player Faction: New Tribe
Starting people: 1 chosen from 1
Arrival method: Standing
Allowed age: 20-25
Start with research: Electricity
Forced trait: Fast learner
Forced trait: Great memory
Forced trait: Kind
Naked
Forced health condition: Malnutrition 0.20-0.40
Need Level: Food 0.00-0.10
Need Level: Rest 0.00-0.25
Start whith animal: Husky 1

[attachment deleted due to age]
#7
I tried to send newly captured pirates from away mission to colony base via transpord pod but that resulted in them losing restrains. They just become hostiles wondering around without any program to do anything. My pawns cannot take them to prisoner room or arrest, only shoot to death. I expected them to be restrained and keep their prisoner status as it was when they were placed in the transport pod.

I found the same reports with answer the bug was fixed:
https://ludeon.com/forums/index.php?topic=46175.0
https://ludeon.com/forums/index.php?topic=45915.0

...but obviously it was not:
https://ludeon.com/forums/index.php?topic=47938.0

Also, I have no mods.
#8
General Discussion / Transport podding prisoners
February 03, 2019, 05:24:51 AM
Well, I tried sending some captured pirates from away mission map to my colony base via transport pod and found out they lose their prisoner restrains in the process. It results in that they are showed as hostile, not as prisoners. These hostile pawns do not have any program to attack, fight or retreat, they just wander around doing nothing, like they do when caravan stops for random encounter. But I can't make my pawns take them to prisoner beds or arrest them. Only shoot to death. I figured out it's a bug and wanted to report it just before but found the same exact two reports with answer the bug had been fixed:
https://ludeon.com/forums/index.php?topic=46175.msg438995#msg438995
https://ludeon.com/forums/index.php?topic=45915.0

So, my question is: is it only me or someone else still has the same problem.
#9
General Discussion / Holes in the mountain
October 21, 2018, 06:56:14 AM
Is there a way to find all the hidden holes and thin rock roof cells in the mountain before digging towards them? May be by viewing save file with something. I like to plan base to be beautiful and efficient and these unexpected things spoils all the fun.