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Messages - Zhentar

#1
Help / Re: New A17 Mod Features
May 26, 2017, 04:35:37 PM
I have another example of ModSettings here: https://github.com/Zhentar/ZhentarTweaks/blob/3e107f7518f55305406f3bccf96f53a846a1a4d8/Source/LetterStackDetour.cs

Mine is totally better than Fluffy's because it includes both the Mod with the settings load and the ModSettings class in the same file :)
#2
It would make a big different if scythers had a lower range; there are only a couple weapons you can hit them with at their maximum range and leaving cover is suicide. And maybe it's just my imagination, but it's seemed like they like to stay at maximum range more than they did in A16.
#3
I just noticed that Randy's mtbDays was increased a fair bit. He was already a bit big-threat anemic, prone to long lulls without anything interesting happening; this will make that worse and make it even less likely to get two in short succession. Could Randy's ThreatBig weight be increased to compensate?
#4
Every 11 day cycle, Cass will send 1 to 3 (usually 2) "Big" threats at you in relatively short succession. Phoebe will send 1 "Big" threat every 18 day cycle. Randy has no cycle; in A16 he'd send one big threat every 9 days on average. It looks like in A17 his event frequency has been reduced and it should be closer to 12 days on average (disclaimer: I haven't checked if any code changes affect this, only the XML).
#5
I haven't looked at it too closely yet, but in A17 at the least mining is considered field work.
#6
It says what the item stash is guarded by in the letter announcing it. I don't think it's displayed anywhere after that though, so if you miss it or forget what it said you're going in blind.
#7
Quote from: duduluu on May 08, 2017, 09:30:31 PM
I don't quite understand the meaning of "per-tile" in the shooting accuracy stat description. It's bothering me when translating RimWorld.

Maybe, I need Tynan to explain this.

It means (accuracy)^#oftiles.   So if you have 90% accuracy, and the target is 3 tiles away, it's .9^3, or 0.9*0.9*0.9 = 0.729, so you have a 73% chance of hitting a target just three tiles away.


I recorded before/after accuracy stats for my badly dinged up colonists (see attached screenshot). The new numbers seem much better to me; both health and skill are meaningfully affecting the accuracy.

[attachment deleted by admin due to age]
#8
Ideas / Re: Human Butchering OP
May 08, 2017, 05:53:39 PM
A17 reduces the value of human leather to 2x, and adds some mood impacts to wearing human leather.
#9
Those all look correctly offset to me

Edit: misunderstood, ignore me
#10
I've always thought the opposite - colonists should get a mood bonus during the raid (or more accurately modeling reality, a lower break threshold), followed by a penalty afterwards, scaled by duration. People often "go numb" during stressful events (at least reasonably short ones) and then break down from the stress processing it afterwards.
#11
Help / Re: Work Amounts
May 08, 2017, 05:33:08 PM
If you're using stuff, the stuff applies a factor to the work amount
#12
Help / Re: A17; changes
May 08, 2017, 05:01:59 PM
To be clear, this means Mod A can patch core Defs and Mod B Defs, and Mod B can patch core Defs and Mod A defs, regardless of what order Mod A and Mod B load in. Patches get applied in mod load order, so if both mods try to patch the same thing, the mod load order still determines who wins.
#13
Help / Re: Work Amounts
May 08, 2017, 10:57:08 AM
In the def XML, WorkAmount is the number of ticks required at 100% work speed. In game, the displayed work amount is the number of real seconds (at 1x game speed) required at 100% work speed. Since there are 60 ticks per real second, the in game displayed work amount is Def WorkAmount divided by 60.
#14
Help / Re: A17; changes
May 07, 2017, 11:08:16 PM
I've written up a draft Introduction to PatchOperation
#15
Modders can change any text in the game using xml files, through the translation system.

Quote from: Tynan on May 07, 2017, 07:57:23 PM
Yeah, maybe we'll start showing season by default. We'll see. It'd require another line though. Usually season is pretty obvious just from looking at the map though. Plus there are the "season starting" messages. But it might get added. Probably not in A17 though.

When I'm on an extreme cold or hot map, I can't identify the season by looking at the map and I don't get the "season has begun" message (because the seasons are deemed not meaningful). But I do still care about the season - specifically, I care about whether it's currently getting colder or hotter, and how close I am to the peak temperature days