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Topics - Merudo

#1
General Discussion / [1.0] Slower work = More XP?
January 17, 2019, 04:20:56 AM
In previous version of Rimworld, experience was given for each second spend doing a job.

To preserve material while maximizing XP, it was beneficial to drag jobs for as long as possible, such as handicapping the notice pawn working at the tailoring machine by removing tool benches, setting the station outdoor and cutting its electricity.

I've notice that in 1.0, some jobs provide XP only once they are finished (surgery, cooking meals, shooting bullets), so slowing down these jobs is actually counter productive. However, some other jobs (crafting items, construction) the XP is seemingly provided per second of work - so that would suggest slower work provides more XP.

Should I slow down my construction & crafting crews until they are more skilled?
#2
Is it me or does none of the "Crafting" jobs on the Worktab actually use the "Crafting" skill?

Stone Cutting & extracting metal from slag both do not give any XP toward Crafting, and these activities are not improved by high "Crafting" skill.

To reduce confusion I suggest the "Crafting" category on the Worktab be renamed something like "Refining" and that it be made explicit that no skill depend on it.
#3
Does Luciferium cures the "Frail" status due to old age?

I've been waiting on a pawn for a long time to heal Frail, but to no avail.
#4
I got the following error, and it makes me afraid I lost a pawn or something:

Quote
Could not resolve reference to object with loadID Thing_Human2277045 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PriorityManager curPathRelToParent=/Priorities/keys
Verse.Log:Warning(String, Boolean)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRefList(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRefList(String)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Null key while loading dictionary of Verse.Pawn and WorkTab.PawnPriorityTracker. label=Priorities
Verse.Log:Error(String, Boolean)
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Did I lose something important? Maybe I can check the save game and see if there is a pawn missing?
#5
Does the "Social" skill help pawns in their day to day social life? Does the skill has any effect on the followings:

- Chance of social fight?
- Chance of insulting / getting insulted?
- Recreation from relaxing socially?
- Chance to get in a relationship / get married?
- Other pawns's opinion?
#6
The Dev mode only allows Normal quality items to be spawned. Is there a way to spawn non-normal quality items?
#7
I've heard conflicting opinions regarding which weapon is the best against Mechanoids.

Some said the Uranium Mace is best, because it bypasses the high pierce resistance of the Mechanoids.

Others say the Plasteel Spear is superior, because it can instantly kill Mechanoids by hitting their internal organs.

And other still report that the Plasteel Sword does better DPS than the Spear, and should therefore be used instead.

Who is right?
#8
General Discussion / Luciferium & Chemical Damage
January 02, 2019, 07:48:37 PM
Does Luciferium heal chemical damage?

If so, giving Luciferium to a chemically fascinated pawn seems like an excellent way to deal with the pawn's drug abuse.
#9
General Discussion / "Pathcost" of Buildings: a list
January 02, 2019, 12:44:10 PM
"Pathcost" is how much buildings slow down pawns when they walk over them.

Here is what I found out:

- Pathcost 0 (No penalty): Vital Monitors & Shelves
- Pathcost 8: Orbital Trade Beacons & Lamps
- Pathcost 25: Moisture pumps
- Pathcost 30: Seats
- Pathcost 40: Sandbags, heaters, and animal beds
- Pathcost 50: Mini-turret
- Pathcost 60: Beds/tables/dressers/end tables, tool cabinets
- Pathcsot 70: Solar generators, batteries, poker/billiards tables, televisions, sculptures

As far as I know the only way to know those numbers is to check the game files.

Is there a list somewhere that makes it more easy to see how structures slow down pawns?
#10
General Discussion / [1.0] Room Type Bonuses?
December 12, 2018, 01:21:54 PM
Is there a list of the bonuses that rooms of specific type provide?

So far, I've noticed the following:

- Dining Room: eating there will provide a mood bonus for a day
- Rec Room: playing there will provide a mood bonus for a day
- Hospital: resting at an hospital will provide a mood bonus (only while resting)
- Bedroom: owning a bedroom will provide a constant mood bonus

Are there any other room type bonuses out there? I don't think I've noticed any bonus for the Workshop, Kitchen, Tomb, and Barn rooms.
#11
Can a Room both give the Dining Room and the Rec Room mood bonuses?

These bonuses last for a long time (~20 hours) so they are really helpful to get.

However I've noticed that my pawns that take part in recreation in the Dining Room don't get the mood bonus for using a nice Rec Room - maybe I should use a dedicated Rec Room instead?