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Messages - hoffmale

#1
@CannibarRechter That was intended as an answer to Snafu_RW ;) Sorry for the confusion.
#2
multithreading = multi core parallel processing (if on a multi core machine).

You split your program logic into multiple threads, which then get distributed on the available cores. If there's only a single core, one thread has to go after another (most likely in parts, i.e. the OS only runs them for X amount of time before another thread gets to run). If there are multiple cores, unless you specifically restrict the threads to one core (but then, why use multiple threads in the first place?), they run truly parallel.

That's why multithreading gets so complicated, as you now not only have to account for your own actions, but also for the actions of all other threads running in parallel.
#3
Quote from: Ra_silk on September 19, 2017, 09:39:07 AM
i just love how your colonist is called sober, but he is a drunk.

And Peggy has a peg leg...
#4
General Discussion / Re: Any Good Sites That Teach XML?
September 19, 2017, 08:19:51 AM
First off, XML (= eXtensible Markup Language) is a data description language. It is (usually) only used to represent data (e.g. save files or config files). If you just want to add or modify data of existing things (e.g. add colonist textures or speed up plant growth), that should be mostly enough. However, if you want to add new things or change the behavior of existing things (e.g. change the UI or add a mechanoid production facility), you will need to write the logic for that in a real programming language (in case of RimWorld, this is usually C#).

TL;DR: RimWorld uses XML for data and C# for logic.

But in any case, just learning the language is not enough. The basic structure of XML is so simple one can describe it in 2 paragraphs. Instead, one has to learn/decipher which format is expected for the data you want to represent.

<?xml version="1.0"?>
<rootTag>
  <tag attribute="value">This tag has an attribute</tag>
  <emptyTag/>
  <tag>
    <nestedTag>You can nest tags as deep as you want</nestedTag>
  </tag>
</rootTag>


This is by any means valid XML. But will RimWorld (or any other program using XML config/save files) accept it? Highly unlikely. They expect a certain structure of specific tag names and attributes that they know and this sample is unlikely to have any of them. Those programs will either ignore anything they can't understand or somehow inform you that the file didn't match their expectation.

If you want to write or modify data that RimWorld understands, you need to learn the format RimWorld expects its data.
Along the same lines, if you want to program new ingame entities for RimWorld, you will need to understand how they will be saved and loaded, so you will need to understand the save file format, too.
#5
General Discussion / Re: [Guide] Animal Handling Manual
September 18, 2017, 05:45:08 AM
Nice guide, though the rankings could be clarified a bit. Currently, it's mostly "more stars = better", with some exceptions (at least hunger rate is "less stars = better").
#6
Quote from: Topper on September 18, 2017, 03:58:57 AM
I do tend to hit my own people more often than the enemy.

Maybe try to shoot at your own people, you might hit more enemies this way :)

Seriously though, the combat system right now is only about fighting mechanics and possible loot/prisoners. If you can abuse the mechanics for your best advantage, many fights can almost be made trivial (even without turrets), but if you don't abuse them you are pretty much guaranteed a lot of injuries and maybe deaths. And the current rewards for fighting (loot = mostly worthless, prisoners = organ donors or take ages to recruit) don't really feel that rewarding (unless you make a cannibalistic sea ice colony...), so there is no real incentive to not abuse the mechanics. After all, a dead or injured pawn drags the whole colony down, either because they need a lot of care while not working (maybe for forever) or because they need to be cleaned up and give huge mood debuffs...

Then again, there's much story telling potential in those fights, but currently they aren't really used or used in a non-satisfactory manner (at least from a players point of view). If used correctly, it might make taking risks in a fight more rewarding.

E.g. a trigger happy guy might randomly channel his inner Rambo and go on a killing spree (at least without much intentional friendly fire) while being less susceptible for injuries for an short amount of time, or a spouse might go crazy instantly once his/her partner dies trying to get as many of the killers as possible. At the same time, a wimp or a first-timer might throw up because they can't take in all the bloodshed... And of course, same for the attackers! What a campfire story would a Rambo-mode pirate make, taking the whole team (or a good sniper shot) to take that monster down... Additionally, grudges and feuds could be introduced, giving a bit more long term motivation against a certain enemy faction.

There are so many story hooks that could be used (better), it's kinda sad that currently fighting is mostly about nearly worthless loot (with the chance of a better weapon) and avoiding injuries/deaths at all costs...
#7
Cause of death: Torso efficiency went down to 0%.

This probably was caused by the infection advancing to 87%, reducing torso efficiency by a total of 70%. Together with the other injuries, that left the torso efficiency at <0%.

Beforehand, the torso efficiency reduction was only 50%, which left torso efficiency at around 12.5% (so barely functioning).
#8
Try building your deadfall traps out of stone (does a lot more damage) and to spread them around (so it's more likely each enemy gets 1 or 2 instead of the first 1 or 2 enemies triggering them all (e.g. place them in front of the sandbags protecting the turrets). This way, it's more likely that they take enough damage to be downed/killed with few extra work (so they start fleeing) instead of killing just 1 or 2 and letting the others assault in full health.

If you have shooters, try to have them attack from a direction different than the turrets (e.g. from the east or the west, possibly both), so when they go after the turrets, your shooters are safe, and if they go after the shooters, you kite them back and let the turrets do their job.

For your original questions:

1) They are out of wood (low damage) and are placed ineffectively (first and maybe second enemy will trigger all of them).
2) Employ tactics around them. Don't let the enemies run up to them and kill them without having them pay for doing so (slow them down, shoot them from other directions, ambush them with melees, ...). Ideally, you'd kite the enemies around while the turrets shoot them without being targeted themselves.
3) Yes, however, most of them require some thoughts beforehand (e.g. split them up, overwhelm them in smaller skirmishes - requires walls/structures to let you do so effectively). There are many ways to (ab)use enemy AI behavior.
4) Depends. I don't know enough about your game to make a definitive prediction, but it doesn't look good.
#9
This got changed in A17, drug production now levels the intellectual skill (unless you're talking about making joints, those don't level anything)
#10
General Discussion / Re: The Anatomy of the Pawn
June 13, 2017, 04:48:39 PM
nice chart :) small typo though (thrid toe)
#11
Also noticed mining yield is capped at 100%. However, to quote the release notes:
QuoteMining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
"Slightly dependent" might cover the differences below mining skill 8, so this might actually be WAD.

Quote from: O Negative on June 11, 2017, 03:42:10 PM
I've never seen a yield over 33, and I have a lvl 16 miner.
I've seen some 34 yields, mostly on rarer stuff (jade, uranium) so 3 tiles give 100 resources (with a akilled miner ofc)
#12
General Discussion / Re: Second Home Area
June 09, 2017, 03:54:02 PM
1. Include both bases in your home area
2. Create individual areas for each base (so base 1 is in area 1 and home area, base 2 is in area 2 and home area)
3. Assign colonist to the area corresponding to their base

Without 1., cleaning etc. won't work. Without 2. and 3., colonists won't keep to their base.
#13
General Discussion / Re: Mental Break
June 08, 2017, 03:41:40 AM
1. None that I know of.
2. Get some positive mood boosts (colonist rooms, dining room, good food, ...)
3. Maybe. Your bionics are worth quite a bit (plus I don't know what else you changed), so you might start with higher total colony wealth - which means your colonists may have higher expectations (= less strong mood boost), which in turn requires more other mood boosts to prevent mental breakdowns.
#14
Lightning strike?
#15
Quote from: Thraxon on June 06, 2017, 05:35:41 PM
So that's it, i made some tests, cleanliness reduce research speed and made my bench work a 106%.

Why clean has something to do with this? And why it is an hidden stats?

Well, in a highly advanced research faculty, you really want a sterile environment. Whether it's creating new microchips, doing sensitive chemical experiments or dissecting animal corpses, you don't want any unwanted impurities affecting your results.