Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ruckenhof

#1
Bugs / [1.2.2729] Banished guest refuses to leave
August 17, 2020, 10:00:35 AM
I've banished a royal that I was supposed to safeguard against incoming raids. However she just wanders around doing nothing (she is wounded, if that's of any importance). Similar thing happened when I failed the refugee quest. I arrested one of the refugees during his mental break and refugees decided to leave. Except the wounded ones didn't; they behaved like "transport pod crash" guests, lying in beds for days and waiting to recover fully, even though they were able to walk.
#2
Quote from: Canute on February 18, 2020, 06:13:29 AM
Could you check if that pawn isn't allready depressed for that kind of recreation.
Not sure about 1.1 but at 1.0 open Needs, then hover over Recreation and look at the tooltip.

I checked it as soon as the problem appeared and he wasn't.
#3
One pawn in my current savegame didn't attempt to do anything recreational and stayed at -20 penalty, even though I have horseshoes and chess available on top of three basic activities. I even disallowed every work type for him and set every hour to recreation. The condition cleared after his first mental break. He joined my colony as a captured pirate fallen from the orbit, if it is of any help.
#4
The first two assumptions are based straight on in-game tooltip and Tynan's explanation of the reworked armor system. The damage is indeed applied to each layer from the outside in and is calculated separately for each layer. The third assumption doesn't change much since halving AP still results in lowered deflection of duster+vest compared to vest only. Only full negation of AP results in vest and duster+vest being similar.

As for my example, it is purely theoretical. It's curious that certain armor combo behaves counterintuitively. It's only relevant for certain combos of material/quality, normal duster + normal vest are actually providing (very marginally) better chance of deflection.
#5
As far as I understand armor system in 1.0, bullet has a chance to be deflected/mitigated according to Sharp armor value. On mitigation it proceeds to the next layer as blunt damage (while keeping "armor penetration" value).

That means that for high-quality vests, wearing duster over them is harmful, since duster often "passes down" a mitigated blunt bullet, and vests suck against blunt. Let's assume bullet with AP 27% (standard bolt-action) hits a pawn that wears excellent thrumbofur duster and legendary flak vest underneath. Sharp armor of a duster is 81%, while sharp and blunt armors of a vest are 180% and 65%.

Vest without a duster simply deflects the bullet in (180-27)/2 = 76.5% of cases and mitigates it otherwise.

Duster deflects a bullet with a chance of (81-27)/2 = 27%, has the same chance of mitigation, and passes the bullet unaffected in 46% of cases. In case of mitigation, vest deflects a (now blunt) bullet in (65-27)/2 = 19% of cases and mitigates it for the second time with the same chance. In case of being passed, vest deflects a (still sharp) bullet in (180-27)/2 = 76.5% of cases and mitigated it otherwise. So, overall result looks like that: 67.32% deflected, 27.55% mitigated, 5.13% mitigated twice.

I hope to be proved wrong, since I don't like it.
#6
General Discussion / Re: RimWorld Inconsistencies
October 18, 2018, 03:27:28 AM
I believe Infinite chemreactor is supposed to be "magical". Sorta like Vanometric power cell, which does the same thing in a more straightforward fashion - here's your 1000W of energy from nowhere.
#7
General Discussion / Re: Worst 6 traits?
October 03, 2018, 02:24:21 PM
The worst pawn I've ever seen had two threshold-lowering traits at once (I think she was Too smart and Volatile but I'm not really sure). She was pretty skilled, but holy crap was she fragile. I had to build the best room specifically for her to keep her in "minor break" range. Still, it was pretty common for her to get two consequent breaks in a day (Catharsis +70 yay!). I think the time she wasted during sad wanders and catatonics was much more than any delays potentially caused by Gourmands or Slothfuls. When she finally died after a raid I had zero regrets.