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Messages - Britnoth

Unfinished / Re: [WIP] Britnoth's experiments thus far
October 07, 2018, 01:44:00 AM
Hi, Good question.

The new difficulty scaling is much better in b19 now - not suffering from being capped anymore past a certain point.

Is there much need of Pandora anymore?  ???
Unfinished / Re: [WIP] Britnoth's experiments thus far
August 30, 2018, 04:37:57 AM
Indeed. For some reason they like to delete attachments for mods that are up to date for the current version before the next update is officially released.  :-X

Time to look through everything and see what was added to B19 and what still needs updated.

Looks like some form of hunting alert made it in?

Ninety-nine bottles of beer on the wall, ninety-nine bottles of beer...

For some reason the game currently handles plant growing differently, tending to ignore any distance restriction WorkFlex has. Also this version ignores research before any other work, as that is a long term task that would otherwise keep your pawn locked into that and do nothing else.
General Discussion / Re: Someone's organs harvested
January 06, 2018, 03:08:07 AM
Quote from: Shurp on January 04, 2018, 07:27:23 AM
This makes me wonder what happens to the family members of pirates when the pirate clan finds out they've been converted to your colony...

They send them in the next pirate raid, so that your new colonist has -40 mood for a fair part of the year.  ::)
Unfinished / Re: [WIP] Britnoth's experiments thus far
January 06, 2018, 12:19:38 AM
Quote from: Harry_Dicks on December 27, 2017, 04:50:22 PM
Not sure if I fully understand WorkFlex. So let's say I have a pawn assigned only to hauling and tailoring with hauling a higher priority than tailoring. If my pawn has to haul an item from my base to a far corner of the map, and does so, if there is a tailoring bench within 12 tiles of his hauling destination at this far corner of the map (with an active/open bill that they qualify for), will the pawn then start to work the tailor bench after the initial haul job is complete (let's say the tailor supplies are next to the bench as well), as long as the tailor bench is nearby but no other hauling jobs are? Even if there are other hauling jobs they would normally complete before going to tailor (but all hauling jobs start/end on the other side of the map)?

Sorry if that sounded confusing - I think I'm just kinda retarded and making this more complicated than it should be.. :-\

Correct. Distance for hauling jobs is the target to be hauled. Distance for work is the workbench the bill is at. Growing seems to work a little.. strangely though.

I could add tailoring to the list of exempted work, but I felt that was less of a continuous task than cutting 100s of stones or researching.

Quote from: Xidas on January 04, 2018, 11:19:58 PM
Just a heads up, Friendlier Breaks and Slower Infestations don't have the current version number, apparently. The game is saying the intended version is "Unknown".

Seems fine to me? Are you running the latest version?
Unfinished / Re: [WIP] Britnoth's experiments thus far
December 19, 2017, 03:09:16 AM
I attached an updated dll at the bottom of the previous page...
Unfinished / Re: [WIP] Britnoth's experiments thus far
December 02, 2017, 01:43:08 AM
Unless it has been changed recently, infection is a single check made a time period after the injury. The chance is adjusted by the treatment quality and the room they are treated in. Once treated, staying in bed shouldn't affect it. Possibly exception being wounds so small that they heal fully while resting.. but there was a minimum damage level which infections should not occur. Unsure if that is still implemented.  ???

Anyway, here is a small update to Patient Sanity for anyone unhappy with forced rest not being respected:

[attachment deleted by admin: too old]
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 28, 2017, 08:53:51 PM
Resting does not prevent infection, that is decided by treatment quality. They should still bed rest if there is no allowed work within the 12 tile radius like normal.
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 28, 2017, 12:48:12 AM
I had the same issue with a pawn not staying in bed when right clicked to force them to stay there.

Pretty sure it is an unintended interaction between patient sanity and workflex. :/

The problem here is, in an attempt to avoid pawns being job locked with workflex I disallowed resting in bed along with research, stone cutting and smelting. The thought here was so that the player could have work with a higher priority than bed rest, and the game would still respect that rather than seeing a bed within workflex range and then getting locked into resting until healed.

This does mean pawns will get out of bed to work within that range, then return to bed if no other close work is found. I think(?) that is the reasonable way to do it... you can still right click to force them.

Whether other crafting work like smithing and tailoring needs to be restricted is another thing to consider...

The reason they aren't staying in bed even when forced work to do so is likely the change patient sanity does do their AI check once they are already in bed. This is separate from work types - probably to allow the pawn to technically be doing 2 things at once? (resting in bed and watching TV). Vanilla Rimworld finally added non critical tending to patient work type, and waiting to be operated on is also in that.

Patient Sanity moves waiting for an operation back to bed rest (as the majority of operations should not be life threatening unless it is to remove an infected body part - in which case you are going to be micromanaging it anyway) yet the modded 'stay resting' check it has hasn't been changed since my first version.  :-[

Thinking of adding a specific case to stay in bed when waiting for an operation + forced rest, but not to wait without that forced order. Seems reasonable?
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 26, 2017, 07:53:22 PM
This gives me almost nothing to go on.

What priorities were the work type and bed rest on?

What work types did this not work correctly with if not all of them?

What other mods are you using that might affect it? ie Patient Sanity?

Did you try right clicking to force rest, and if so did it work?
Ideas / Re: Torso Infection
November 24, 2017, 08:42:29 PM
Quote from: Perq on November 24, 2017, 07:54:11 AM
^ I can imagine someone who is starving and has several damaged organs can die from an infection faster than someone who is well fed and healthy.

I'm afraid you don't understand the difference here.

Damaged organs already affect infection survival rates. They reduce the rate you gain immunity, and are entirely transparent to the player.

Malnutrition already affects recovery rates.

Dying at 80% infection because the pawn literally had a couple of old torso scars, when those scars do not affect internal organs is both opaque and unintuitive.
It is a good idea to use the search function before making modding requests.  ;)
Ideas / Re: Torso Infection
November 23, 2017, 03:17:25 PM
Serious injuries to the torso are dangerous in a way that those to limbs are not.

Injuries and infection penalties (oh and malnutrition etc) all now stack to affect part 'efficiency'. If this drops too low on an arm or leg this is not a problem, but high damage on the torso combined with an extreme infection will often result in their 'efficiency' reaching zero which results in death. I've had a couple of pawns die to combined effects of infection and injury, or infection and malnutrition when they went 12 hours without being fed etc.

It is not very transparent, and not very logical that someone dies to a torso infection before 100% when it is literally a flesh wound.  :(
Which is a change from a predictable benefit, to one entirely governed by RNG. Shooting inspiration and no raids arrive? Move speed bonus on someone sitting in the research room every day? Work speed bonus on the village idiot who does nothing but haul and clean the base?

Last update massively nerfed the beauty of everything except art, to encourage the player to make art to keep their rooms looking good. Now you remove the benefit to having mood above the level required to avoid a mental break. No one has the wealth to place art every 10 tiles along the corridors; the whole point of it was to make individual work rooms better to increase work rate. No more.

This is such a backwards step, it surely proves that the devs make some changes with zero understanding how the game actually plays, or how to reward good play over making us just pray to RNGesus.

PS. Currently feeding a 19 pawn colony plus storing pemmican for future caravan work with just 1 cooking stove. The key is to have non cooks bringing you the raw food.
QuoteIt is, by far, most optimal to make meals by having the butcher table, cold room and kitchen surface all surround the exact same chair. so the pawn does not have to move from that position to do anything or get anything. It is orders of magnitude better than any other design, not just a little better.

Sounds like a terrible setup for efficiency. Just because you have reached a point where you cannot improve your design, does not mean that an improved design does not exist.

When the global map was added, I attempted the equator -> pole -> pole -> equator challenge. To build up food for each push to the pole I would settle over the winter and mass produce meals. Two cooking stoves were enough to pump out perhaps 2000 meals in the space of 20 days.  :-*