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Messages - Wishmaster

#1
Quote from: Layd on November 13, 2017, 04:20:06 AM
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
There are just as many tiers as different leathers.
As I have shown in the table of different leathers 16, not 18.
They are absolutely no different.
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
Ranking tiers is quite random and simplistic. I've just used the product and all stats to rank them.
Thrumbo fur is top but element skin is very low which sounds wrong I know. But it's no big deal after all.
Quote from: Wishmaster on November 12, 2017, 11:46:10 AM
Not correct ? It is "Tier x (y race leather)" but a tier is only made a single race. I really don't understand here.
The screenshot that I'll attach will say better for me. What I wanted to explain. It would be desirable to see simply Tier 16 leather, instead of Tier 16 leather (rhinoceros) as it allocates it from the general concept.

p.s. By the way why do you have rhinoceros leather such a low tier 16 is also not understandable. Considering that she rightfully takes 3rd place in the game. Revise my first table, there in figures everything is clear and reasonable. And one of the mistakes you have is to isolate the human skin in a separate tier, as it is identical to the skin of the boomrat. This would be the case if it somehow influenced the settlers by imposing debuffs.

QuoteAs I have shown in the table of different leathers 16, not 18.
They are absolutely no different.

I am not checking your table completely but I am sure it is not up to date. Where you did get the stats from ? Wiki ? take them from the game instead. Also your table does not match the vanilla tier order.
I am almost sure are no bugs regarding grouping leathers.

QuoteTherefore, I propose to make the ranking not random, but quite a legitimate basis for the parameters of the leather.

It is not random and also, what your formula/algorithm to make a tier then ? Since I have made the mod I had another idea but I don't feel like changing TML so much unless a bug is found. I haven't edited this for a while now.
#2
Quote from: Layd on November 11, 2017, 11:47:46 PM
A good mod, but I do not understand why 18 tier, when they are 16. This can be seen from the screenshot of my table. In addition, I would like to see the sorting not at a price, because it is not correct, but by general parameters. Why does Arctic wolfskin have a bigger tier than Pigskin, if it's worse ...? Yes it is rare, but what good is the player with this? By this I propose to divide and distribute skin types by the sum of parameters. And also leave only "Tier 1, Tier 2, etc." in the title, as it is not correct to give the name of the animal to a group of different skins (this should be strictly in the description). Some species of animals have unique skin, such as Thrumbo, but it's better to just write Tier 1, so that there is a general concept, regardless of the mods of the players on animals, etc.

A good mod, but I do not understand why 18 tier
There are just as many tiers as different leathers.

Why does Arctic wolfskin have a bigger tier than Pigskin, if it's worse ...?
Ranking tiers is quite random and simplistic. I've just used the product and all stats to rank them.
Thrumbo fur is top but element skin is very low which sounds wrong I know. But it's no big deal after all.

And also leave only "Tier 1, Tier 2, etc." in the title, as it is not correct to give the name of the animal to a group of different skins
Not correct ? It is "Tier x (y race leather)" but a tier is only made a single race. I really don't understand here.


#3
Regarding pods balance.

With A18 and the need to defend the friendly AI ship, traveling with 3000 units of chemfuel does not seem so op anymore.

However I am considering a new recipe for pods containing uranium to make less OP.
Something like 10 uranium and 50 plasteel... or maybe just uranium.

At the moment, new pods make the vanilla pods and caravan almost completely irrelevant.

Balance change on my current work:
* you have higher research cost
* 2 expensive new research to reduce fuel  use
* you can see how much fuel is for sale at any village (you have to select them however).

I am thinking about renaming the current version "OP edition" and creating a new standard one but less OP.
#4
Quote from: Havan_IronOak on October 26, 2017, 11:06:02 AM
This one bothers me too. I wish that there were a level selection as there is is with medicine type.

I don't understand why people want this.
Let's say you don't have simple meals but only fine meals instead and you are limited to simple meals.
Perhaps you want to possibility to create a list of allowed foods instead.
#5
Can't wait !
#6
Bugs / [0.18.1700] Recuring error message.
October 24, 2017, 12:57:24 PM
So I am playing pure vanilla game and suddenly this error message began to appear repeatedly.
This does not seem to have impact on the game however.

Here is the save.
https://www.dropbox.com/s/ou657qciqv6y8ga/vanilla%2018.1700%20nullreferenceexception%20savegame.zip?dl=0


System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.RulePackDef.get_RulesImmediate () [0x00007] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\RulePackDef.cs:53
  at Verse.Grammar.GrammarResolver.Resolve (System.String rootKeyword, GrammarRequest request, System.String debugLabel) [0x000f7] in C:\Dev\RimWorld\Assets\Scripts\Verse\Grammar\GrammarResolver.cs:212
  at RimWorld.NameGenerator.GenerateName (Verse.RulePackDef rootPack, System.Predicate`1 validator, Boolean appendNumberIfNameUsed, System.String rootKeyword) [0x000ff] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\NameGenerator.cs:50
  at RimWorld.Dialog_NamePlayerFactionAndBase..ctor (RimWorld.Planet.FactionBase factionBase) [0x0005c] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\Dialog_NamePlayerFactionAndBase.cs:24
  at RimWorld.Faction.FactionTick () [0x00185] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Faction\Faction.cs:164
  at RimWorld.FactionManager.FactionManagerTick () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\Faction\FactionManager.cs:65
  at RimWorld.Planet.World.WorldTick () [0x0002b] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\World.cs:199
  at Verse.TickManager.DoSingleTick () [0x0015d] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:304)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:248)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:503)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:74)
#7
Hello.
Are you updating this to A18 ?
#8
Quote from: Rei-No on October 23, 2017, 08:08:46 PM
I use a mod called Packed Lunch   I think its by Rue.   Your mod does not see this and does not put it in the food line for Smarter Food Selection. It purpose is to get rid of the eat without table, debuff..  Which is very  poor in my mind..  They suffer enough debuff's without carrying stupid meals and eating them on purpose away from a table..  Well the cook packs them a lunch,  which they should be able to use. they are made with the actual meals. so he's currenlty packing fine meals into there lunch, but, I can't get them to carry it, because smarter meals doesn't see them.

This has already been before. Unfortunately SFS has many issues.
But this mod's source code is kind of a mess I don't really want to work on it again. I think I'll just do it for A18.

Sorry for that.
#9
Annoying indeed. Once got a downed colonist I rescued after a daze in snow (before A17..) but frooze to death afterwards because i had no heat inside and could not put his clothes back on.
#10
Quote from: NemesisN on October 23, 2017, 10:31:40 AM
Quote from: Wishmaster on October 21, 2017, 08:30:00 PM
If you set a policy, "worst meals" or "prisoners", they will bring the worst meals to your prisoners.
Maybe check mods settings and pawn policies individually.

If you mean that your colonist bring lavish meals to the refrigerator SFS does not affects hauling jobs in any way.

I already tried that results are still same....even with NO FOOD! policy they still get hauled lavish meal to their cells

No the refrigerators are full of simple meals (10 meals each fridge) but they still haul lavish meal into their cell and put it on the ground...his job being feeding prisoner "name"

Surprising. I am sure the mod works... Check the mod settings.
#11
Fuel mass
Well I don't if it is not so much after all... You can achieve easy travel to the end game AI ship. Perhaps you need many pods after all.
I was testing with a 8x times heavier fuel.. maybe try 3 times. maybe change nothing.

"But without the refuel ability from inventory.
And btw. i would lock the refuel ability behind some research too."
I really want this refuel ability to be a thing you can achieve without settling, setting up a camp. Because you can do it this way anyway.
However that gives an idea:
Refueling from home is made possible by a cheap building that requires no extra research. Some kind of refuel station.
BUT once you built it, you cannot build it on another map unless you abandon it. Basically this building is only available at home.

In order to refuel from anywhere, you need a research, and it takes some time depending on your colonists (skill/stats, number). Could be the same for repair.

Fuel compression research
Again I was skeptical but it also gives me an idea:
Fuel compression is a research that allows you to refuel pods with much more fuel at the cost of expensive work and a special refuel building.
Or maybe just an extra long range pod.

But all of those ideas will give me more and more work, delaying the next update more and more...
I do not want to just make a research (even expensive) to simply double the fuel capacity. That sounds unrealistic. Sorry.

== edit:  ==
true that, balance then realism.
Still I don't like that idea ^^'...
#12
Help / World view labels (Unity expert needed ?)
October 22, 2017, 12:13:19 PM
Hello.

I want to draw labels next to faction bases to show how much of a given good is sold at every locations. (unrelated to the upcoming A18 update).

I thought the easiest way is to use the existing method used to draw faction bases icons.
WorldRendererUtility.DrawQuadTangentialToPlanet()Problem is that this needs a Material object. and making Material from text makes the game stuttering horribly using this this workaround:
http://answers.unity3d.com/questions/513338/text-to-textureimage.html

Another is to use Widgets.Label()

However with this I cannot figure out how to make text draw at the correction position. (while DrawQuadTangentialToPlanet does all the math I really don't understand to do this. Involves matrix and stuff like that).I need to know how to find t he correction draw position based on WorldObject.DrawPos and camera position.

Hopefully someone can help !
#13
Quote from: NemesisN on October 21, 2017, 07:55:34 PM
I managed to figure it out using that food restriction mod....I needed to select all prisoners into receiving no food....if I set it to receive food even prisoner option or worst meal first option my colony still hauls nearest food they have which is lavish meal

Quote from: Yoshida Keiji on October 17, 2017, 01:22:38 PM
I don't use mods but the freezer thing is ridiculous to me. Are real life prison cells actually equipped with personal refrigerators? I have watched many documentaries of somewhat luxurious prisons but never saw a prison cell where inmates can pick as many meals they want.

Do real life prisons have organ harvesting going on ? Rimworld ain't exactly a real life based game...the reason I have fridges inside prison cells is so that I avoid a problem of my colonist hauling every few seconds up and down food....this way they have 10 meals inside the cell that does not spoil

If you set a policy, "worst meals" or "prisoners", they will bring the worst meals to your prisoners.
Maybe check mods settings and pawn policies individually.

If you mean that your colonist bring lavish meals to the refrigerator SFS does not affects hauling jobs in any way.
#14
I implement refuel from inventory, I realize that you can store 3000 units of fuel in the 150 kg capable cargo of a single pod. This allows to travel ridiculously far. With a single colonist and enough components & fuel.

I think about increasing chemfuel mass a lot.

Also I will just add a "refuel and launch" command to fully refuel. After all a command to only refuel would be pointless.
I hope nobody minds !
#15
Quote from: Canute on October 21, 2017, 04:28:22 AM
Another thing for the future.
It is possible to maintance the pods at homezone to reset their repair count ?
I just a damaged pod hanging at an outpost without pawn, because i wanted to test the remote trading.
And now i need to send another pod with pawn and components to repair it.

Btw. these remote trading is a great feature to park pod at the outpost to check if they restock their tradegoods.

And maybe an option to join 2 pod into a fleet, when they are at the same tile on the worldmap.

Edit: Just got the idea, to add an refuel/repair option at non-tribe outposts.
Value of missing fuel/component + 100 silver fee, instead to use fuel from inventory.

Maintenance.
Why not if you can force the repair and use a component anyway.

Join 2 pods in a fleet
it is actually possible. you have to select several fleets on want to merge.
But the selection can be tricky because they have to be on the same tile... You can achieve this by drawing a selection rectangle or double clicking on it.
I guess is not obvious so I'll make it so you can simply merge all fleets in the same select by just selecting one.

refuel/repair option
I am not sure I want to make it possible to purchase fuel. OKAY when it is available from the standard trader. Otherwise, no.
Another extra feature could be to show everywhere on the map how much fuel is for sale at a given base.

Also thank you for your interest to the mod !