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Messages - jpwrunyan

#1
I like the idea of roofs being able to collapse due to over-mining, but I don't like it when they collapse on a worker who's simply deconstructing a small 9x9 outdoor room because I forgot to use the tedious "no-roof" zone tool--and it is tedious. It's not only annoying, it breaks immersion. The reason I always forget to de-zone is because it's not intuitive. It's not intuitive because why, in reality, would anyone ever pull down a wall and let the roof fall on them? It doesn't even occur to me when I play. Shouldn't the colonists be a little smarter than that? Well, regardless, my argument is that the game should be.

This is the #1 annoying thing in the game for me. It's like the game is trolling me. "Ha tricked you! You forgot to do that one thing in that one menu and now I killed your colonist!" Yeah, that was fun.

Suggestion:
The "please de-zone the roof" should be implicit in the deconstruction tool. If I drag "deconstruct" over an area, please remove/de-zone the roof simultaneously by default--that seems to be the simplest way to implement my suggestion. If the roof gets built by default when I construct a wall, it makes perfect sense to me that it gets automatically deconstructed when I deconstruct the wall. Just combine "no roof zone" with "deconstruct" for every square I drag over.

PS
Honestly, I would prefer roof collapse be entirely removed from the game than have it remain in its current form. But that's not my suggestion. I guarantee you, though, that if nothing is done about this, many new players will experience the grief that I do (and I'm not a new player).
#2
Update:

I just re-downloaded it for the 3rd time and finally it looks correct. The first download must have just arbitrarily not included the .exe file (!?). The second download just... didn't even finish. I'll assume it works but will post again if it doesn't.
#3
I downloaded this game again having taken a nearly year-long hiatus. I cannot play it.

Quote from: Skissor on June 20, 2015, 05:13:14 PM
Well there is no exe. Also no folder called Rimworld. The mac version just look like this when I open it:

Contents
Mods
Source

Under "Contents" there is only this file that resembles what I should search called "Rimworld834Mac". Now its a mystery what I have to do. No idea.

I have the Windows version and I have the exact same problem. There is no .exe file of any kind. It looks like just the data archives. Also, Tynan announced an update on July 4 but I never received an email from SendOwl about this. What gives? I'm hoping this is just some oversight, but surely I'm not the only one to download the game and attempt to install it since July 4th!
#4
Help / Re: How to make bullets heal somebody?
May 05, 2014, 12:29:43 AM
Quote from: Architect on May 02, 2014, 02:49:57 AM
There is actually a healing damage type you'll be pleased to hear.

That is what I want to hear! Nice and explicit and not weird! Will it damage undead? (j/k)
#5
Help / Re: How to make bullets heal somebody?
May 02, 2014, 01:56:39 AM
Very much waiting for Alpha 4. Sounds like so many things will be so much easier to do.

I am betting that healing damage will be as simple as setting a negative number for the damage value. Any takers?

Actually I kinda hope that's *not* the way to implement it in Alpha 4... or at least not the "best practice" way, but whatever
#6
Quote from: Tynan on April 30, 2014, 02:42:50 PM
This should be fixed up in next build.

I'm guessing that "resourceCountPriority" will have a silent default? When I (or someone else) writes a tutorial for this it can be left out for simplicity's sake then. Or better, explained alongside information about resources in general.
#7
Help / Re: Write modding tutorials!
April 30, 2014, 01:23:02 AM
I removed ParentIngredientFilter and DefaultIngredientFilter from the tutorial and started a new page for RecipeDef that (ideally) should explain the structure and use of these elements in the future. For now I posted your above response as a quick-and-dirty entry.

Again I appeal to some of the more experienced modders to double check the source code in the tutorial. In my games that use the component I based the tutorial on, I still get some odd random behavior (like not being able to interact with the building as though WorkGiverDef didn't exist). So I worry that someone else may follow the tutorial, have the same random failure despite using the code verbatim and give up in frustration...
#8
Help / Re: Write modding tutorials!
April 29, 2014, 08:36:16 PM
I've written a tutorial for implementing a smelter to melt slag into metal. This should cover the basics of custom work bench design.

http://rimworldwiki.com/Modding_Tutorials/Smelter

Note that I am still ignorant of a lot of game concepts so much of the text in the files looks like boilerplate to me. But I try to point out where and what to write in order to implement a bare-bones interactive building/work table.

I would appreciate if others can double-check my work and add their own insights. Some questions not addressed in my tutorial:

What do Ingredients, Filter, ParentIngredientFilter, and DefaultIngredientFilter do specifically? Are they each mandatory?

How does the value of PriorityInType work in the WorkGiverDef? Is a higher value more important or a lower value?

Thanks.
#9
Help / Re: How do you add weapons?
April 29, 2014, 05:35:56 PM
If you're looking for a sort of "what are the concepts involved?" answer then it's this:

Every gun requires a ThingDef entry with ParentName="BaseGun" attribute.
To work properly, it will need to be assigned a type of projectile in the projectileDef under verb in the gun entry.

Projectiles are also defined with ThingDef and have ParentName="BaseBullet". All the other parameters are pretty self-explanatory if you look in the Core definition file (Mods/Core/Defs/ThingDefs/Weapons_Guns.xml).

But if you are asking about melee weapons, hmm... probably have to use the same idea as a gun but limit the range to something *very* close with an appropriate sound effect and graphic. As mentioned above, check the suggested mods to see if someone else has already done this. Assuming you get that far, the game will probably still say "fire at Bigglesworth (out of range)" in the interface next to "melee attack Bigglesworth" which would be with your fists and not the cutlass.

I could be totally wrong, though, about how to implement this. And I am also confident that melee weapons are coming in the future.
#10
OMG That's wonderful! It removes the error! And now I'm starting to grasp the big picture. I'll have to put this knowledge on the wiki!
#11
Thank you. I got the error message on start-up and just assumed I messed up the game. I was about to post a suggestion for this on the suggestions thread but will wait to see what you find. By the way, this is how I implemented it:

<costList>
  <li>
    <thingDef>Gun_Minigun</thingDef>
    <count>1</count>
  </li>
  <li>
    <thingDef>Metal</thingDef>
    <count>160</count>
  </li>
</costList>


edit: By golly, you're right! It totally does work! From now on I will be more skeptical of thrown errors. This made my day!
#12
I wanted to ask if it is at all possible to have a non-resource item be part of the costList for a building. For example, I was thinking of trying to make the Minigun item be a necessary component of an automated minigun turret. Currently this doesn't appear to be supported. Is the only option to modify the core minigun so that it is a resource and not a weapon? :-(

I know another person on here had the same idea, but that thread died.

Currently the best solution appears to be making a minigun resource (eg: "minigun barrel") and preserve the original minigun item as-is. But I'm hoping there might be a better way since having an item be a necessary component to making another item would be awesome.
#13
How much metal is produced from one unit of slag?
#14
Help / Re: What is the standard skill level?
April 29, 2014, 01:32:37 AM
Thank you! That information goes a long way. But should 3 be considered average competence? I was spawned with no bonus or malus but I would consider myself an incompetent carpenter...

Again, just want to know how other people approach skill definition...
#15
Help / What is the standard skill level?
April 29, 2014, 12:45:33 AM
So this is not exactly a technical question but more of a standardization question... so I should just ask up front: is there a coding standard for RimWorld?

This isn't an open source project so I totally understand if there isn't. But I would like to make sure. Anyway, here's what concerns me:

What is considered to be the "normal" level of skill in RimWorld? By that I mean, what skill level is considered to be 100% time efficient? ie, at skill level x you take the prescribed amount of time to do a task. This is a hard question to ask so bear with me...

Recipes have a "workAmount" variable. I assume that "workAmount" is how long it should take an average competent person to do the task. Like I expect a competent carpenter to build my house in the "workAmount" time. If he takes more time to do so, I will think he sucks. If he takes less time to do so, I will think he's awesome. So what skill level should define competent?

A miner with skill level 0 mines at 50% the normal speed (assuming he could even mine to begin with). At level 3 it's 95% speed (5% penalty). At level 4 it's 110% speed (10% bonus). At level 10 it's 200% speed! So level 3/4 appears to be "average" mining.

Now compare to stone cutting. At level 0-3 (?), it's 205% "normal time". At level 8 it's 130% "normal time". And at level 10 it's finally 100% "normal time" (and it's also 100% "normal" yield). So level 10 is "average" crafting???

Now in the skill files you can set "baseFactor" and "bonusFactor" to whatever crazy numbers you want as well as setting the "workAmount" to whatever you feel like. All these things can be completely relative to each other... like time and space in general relativity. But I'd kinda like to think they're not. I'd like to know, when looking at the numbers what an "average" score is for different skills. Right now, depending on the skill, it appears the number is different. Ok, fine, I can deal with that if that's the case. So then what should be considered average for each skill then? Like I said, it appears anything above 3 is above average mining while anything less than 10(!) is considered unskilled crafting. So when I target crafting with my SkillNeedDef entries, I should calculate  "baseFactor" and "bonusFactor" to be 1.0 at skill level 10???

The reason I care about this is because I want any mod I make to balance with the core game and with other mods.

Thanks, I know this is a long post on a rather fine point.