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#46
General Discussion / Coolers and Heaters
February 19, 2015, 12:39:54 AM
So, I'm having a few issues with the cooler/heater system right now... but I'm not 100% sure if it's a bug or just a misunderstanding due to the lack of information on them. So, a few questions:

- Is there any way to view rooms temperature, like beauty view?
- Am I correct in assuming temperature is only being tracked per enclosed room? (Since the few games that do have per-square constant heat tracking tend to consume tons of CPU just to keep tabs on it)
- Does a single unit heat/cool a room infinitely, or do you need to scale up the total number based on the room size and local climate?
- How quickly do rooms "bleed" temperature differential and revert back to the local climate?
- Do coolers actually require ventilation to the outside? Or can your bunker just have a dead-end 1x1  room to dump infinite heat into?
#47
Before I stopped playing Rimworld for a bit, back as far as Alpha 6 or 7, I found myself digging around the game code. One thing I noticed was that all the storyteller AIs except Phoebe (the easiest one) had a ticking threat multiplier without a cap; they would always spawn larger and larger enemy raids, even to the point they sent hundreds or thousands (!) of raiding units against a colony (with more each wave) if sufficient enough time had passed. This not only slowed down the game to a tiny percentage its normal speed, but effectively acted as a self-destruct timer on all colonies, guaranteed their doom if enough time had passed.

Coming back now, I was wondering if anyone knew if they ever solved the issue? Are all non-Phoebe colonies still doomed, or did they devs ever implement some sort of cap to prevent infinite, exponential raid size increases?
#48
I wrote a step-by-step guide earlier on how to do it yourself, if that tickles your fancy. It's basically explaining how to do two things: modify your save game to tweak difficulty, and modify the storyteller AI itself to tweak difficulty. You want the 2nd one.

Basically, the largest issue is the <challengeScale> modifier which leads to exponentially increasing raid strength over time and, as far as I know, has no cap. (I've faced down 1000+ pawn raids in an in-game 3 yrs old colony). Try playing with that until you find your sweetspot.

The link: http://ludeon.com/forums/index.php?topic=4948.msg47794#msg47794
#49
Quote from: BetaSpectre on July 23, 2014, 02:23:51 PM
number not so much in the long run, but as others have shown frequency is changeable.

After finally hitting raid spawns of 1000+ (!) pawns, I finally decided to muck about in the save files. So here's a crash course for you. There are two methods you can take: one is altering the game files to change the settings of the storytellers, but it always carries the minor risk of screwing up your game. So backup the file first!

Method 1: Save editing. You can't modify storytellers, but you can change which one is active in a save. So basically this lets you toggle difficulty levels without restarting a game.

1) Open your save file in a text editor. These are usually stored under c:\users\<usernamehere>\appdata\localnow\LudeonStudios\Rimworld\saves
2) Search for <storyteller>
3) Under that there are two things you can modify; the <def> (the name of the storyteller in control) and the <incidentMaker Class=" which controls the type of events you get (bad versus good ones).

Unfortunately, basically any storyteller aside from Phoebe will still send game-breaking raids if you play long enough. This is because all of them -- except Phoebe -- have difficulty multipliers based on how old the colony is. So it will inevitably beat you; it's just a matter of time. But Phoebe sends pathetically easy raids that can be stopped with a half-douzen turrets, so using her is effectively the same as turning all raids off. If you're okay with that, then stick with this.

Method 2: Editing Storyteller Files. As usual, backup stuff you modify because these are core game files.

1) Open the BaseStorytellers.xml file. This is located under <Rimworld Main Directory>\Mods\Core\Defs\StorytellerDefs.
2) Here you can tweak pretty much any difficulty factor. Since you seem to find raids problematic, what you probably want to modify are...
3A) <minIntervalBigThreats> How often raids occur. If you like facing down increasingly massive raids, but just want a larger break between them to clean up the map and repair your base, just crank this up higher.
3B) <challengeScale> This is basically the difficulty multiplier over time. By default, raid difficulty increases based on the formula of
([# of Colonists] + [# of Turrets]*0.4). But challengeScale seems to further multiply this by the age of your colony, and as mentioned, there appears to be no limit on this so any challenge scale variable will inevitably lead to the colony being overwhelmed. Remove this line, or decrease the multiplier to crank down its impact.

Hope this helps until they cap raiders in the next patch.
#50
Quote from: PunisheR007 on July 24, 2014, 06:10:21 AMThe damage does need to be raised for sure, i was trying to see if i could get more incaps and less deleting of bodies lol.
I do agree that the artillery is too accurate, im going to be updating this later tonight, plus i will be moving the colonist training into a seperate mod, so it won't conflict with any other mods. I can do that, make a seperate mod with just the howitzer if you like.

The main problem I think is the fact the targeting AI defaults to the nearest target. That's great for precise shots against few targets, but crap when you're facing hordes of hundreds of pawns (arty keeps shooting the few stragglers ahead of the giant horde, instead of hitting the horde itself, which greatly reduces its potential kill rate). Hence against large mobs, ironically, some less accurate cannons would be more effective as they can hit the middle of the horde more often.

I think something you might want to consider is different classes of artillery. Maybe a Mark 1, 2, and 3, or 100mm, 150mm, 200mm, or something like that. The higher calibre ones being more powerful, but maybe slower and more inaccurate. That way players can choose the kind of artillery best suited to their current threat and local terrain, instead of trying to modify the files themselves or coming here you ask for stats changes.

I only suggest it because it should be pretty easy; just copy and paste the default artillery's def files, but maybe slightly tweak the weapon and projectile stats. You can always add custom graphics or other special features later on if you want to.
#51
Quote from: Architect on July 22, 2014, 04:16:48 PM
I don't have long, so I'll be brief. There are some significant issues with AA turrets and batteries atm. Im away for quite a while currently so I cant do much about it, however as soon as I can ill be updating. I appreciate what everyone here has said and I have read it, but if you are after a reply from me atm, please PM me as I'm trying to priorities what needs doing in the little time the internet is up here.

Undecided, thank you for all your help so far, both in this thread and in the All in One modpack thread for finding issues and presenting solutions. A thank you I shall re apply once I can get access to proper internet.

Hah, you're the one doing all the work! I just write complains about broken things.  ;D

I have lots of experience as a modder and debugging myself -- but only in other games. I haven't really learned the Rimworld engine yet, otherwise I'd probably try and release hotfixes myself rather than dumping the work on you guys. Once I learn enough I'll try to lend you a hand if I can, since you sound pretty busy. Anyways, for the sake of easy reading and preventing duplicate reports by others in this thread, I'll compile the bugs so far:






QuoteBroken

- Nuclear lantern light: emits no visible light
- Nuclear waste hauling: cannot be hauled via stockpile settings, even though it can be hauled for lantern constructions. I suspect syntax-related error confusing "active" nuclear waste with "decayed nuclear waste."
- AA turrets mounts: The moving gun turret sometimes spawns off-center of the base -- as if the turret had been actually been built one tile south-west of its actual location, and occupies additional space. This can cause a second bug wherein demolishing the AA turret leaves a permanently blocked/unusable tile.
- AA guns functionality: don't seem to block drop-pod raids on top of you (the ones that land at your orbital trade beacon). Not 100% sure if this a bug with BP+ or AiO mod conflicts
- Conveyor Belts & Doors: Numerous instances of conveyor belt lines teleporting goods into nearby doors up to ~7 tiles away, even if the loading/unloading portions of the belt are nowhere nearby and there is a solid wall separating the conveyors and the doors. The items are still set to forbidden as if they had fallen off in transit.
- Hopper bug: Your future patchnotes suggest it may be solved already, but just in-case, I'll mention it. The AI keeps trying to haul food to my nuclear reactor's hoppers. While the hoppers are currently set to accept all item types, including food, they are also filled with uranium. This means the AI is trying to fill and already-full hopper with a different good. The result is the AI will "freeze" in one location, constantly trying and failing to deliver food to the hopper unless the reactor has no access (i.e., walling it off). Hopefully will be solved by your hoppers automatically changing goods based on where they're built.

Suggestions: Improves gameplay, but not necessarily anything "broken"

- Nuclear waste decay alert spam: The "A barrel of nuclear waste has decayed" alert can get pretty spammy, even with only one active reactor. I imagine it must get spammy if you run multiple reactors. Recommend disabling this.
- Disposal of nuclear waste: A quick stop-gap fix might be to allow incineration at the crematorium. A more realistic but harder to code solution (i.e., to do later on) might be to allow waste to decay further from decayed nuclear waste to metal or rocks (lead, basically). Or alternatively, add a breeder reactor which can remove waste and produce tiny amounts of uranium.
- Nuclear waste exploit: nuclear waste piles can have devastating effects on the morale of enemy besiegers and raiders. I'm sure some players will exploit this. I'm not sure if the game engine will permit it, but ideally you'd want to reduce the morale malus it has on raiders.
- Coal spawning: Coal spawns in one- unit stacks and spirals outwards, which not only makes creating conveyor chains confusing to players but can also clog up stockpiles if a conveyor chain dumps coal in the stockpile. (The AI seems to not bother stacking coal unless the stockpile is already full and/or it's manually hauling more coal to the stockpile). A system where coal spawns in one large stack rather than multiple 1 unit stacks would be far easier to manage.
- Visibility of conveyor direction: It's really hard to see what direction the arrow is pointing, even at max zoom. It only gets worse on snow-laden maps or when it's raining. Please make the arrows larger or brighter.
#52
Quote from: Jerethi50 on July 21, 2014, 09:33:14 AM
An update for this will be coming either tonight or sometime tomorrow guys :)

Sounds good! Hope to hear about the changelog soon.

Quote from: Mr5by5 on July 22, 2014, 12:56:34 AMI don't suppose there is any way to incorporate a way to disable one of the mods in the pack, is there?  Using the Colonist Creation mod always feels like cheating to me...silly I suppose, but it does.

An easier workaround that doesn't involve tinkering with files is possible. If you want truly random pawns, just open dev mode and choose [Spawn pawn] -> [Colonist]. And you'll get a 100% randomized pawn. Then you just kill off or imprison your Colonist Creation Mod pawns.
#53
Quote from: bullwinkle on July 17, 2014, 12:32:06 PM
Thank you!!!! ;D
Bumping this thread in case anyone else wants to do the same, but with an important note: if you're trying to change difficulty level, I believe you also have to modify the <incidentMaker Class> string. e.g., from "IncidentMaker_Classic" -> "IncidentMaker_Friendly" to make the game easier.

#54
Firstly, note that the coal miner has three sides with a thin yellow wall, and a fourth "open side". The spawn location is relative to what direction the open side is facing; in the following example, the open side is facing south:


XXXXXX
XXXXXX <-- Coal Miner (6x6 tiles large)
XXXXXX
XXXXXX
XXXXXX
XXXXXX
-CCC-- (the C's are the initial coal spawn points)
-C-C--
-CC---


So make sure that space, relative to whatever direction the open side is facing, is clear of obstruction for spawning. Also don't forget to power the thing!
#55
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 20, 2014, 12:54:11 PM
I'd like to suggest/request a version of the shield that's the opposite of the Phalanx CRAM; Ignores indirect fire weapons (artillery and mortars), but still blocks direct fire-weapons.

My reasoning is that I have a defensive line of direct fire turrets, behind which sits my artillery. But if I protect my direct fire turrets with basic shields, my artillery is blocked by said shields, so I have to disable my artillery to effectively use shields.
#56
Quote from: Jerethi50 on July 19, 2014, 04:59:23 PM
i think you just place the conveyor belt on the square coal shows up on, the conveyor belt should push any object in the same square as it i think.

To setup a logistics chain using conveyors, this is what you do:

Naturally a chain of conveyors. At the end the link should be toggled to "unload" mode, at the start the link should be toggled to "load" mode. Now attach "Belt Feeds" to the sides of the loader. These will basically be 1-tile stockpile zones that you can toggle

Things to note:
- The unload section launches items in the direction its facing. So try to make it face an empty corner, not a doorway, or you might find your items spilling out into the hall and blocking traffic.

- If objects keep consistently get thrown off a certain part of the chain, check that you don't have a link facing backwards or sideways by mistake. Those arrows are really tiny and hard to see, so you'll probably make this mistake often (like I do). If they still keep getting thrown off and all the links are okay, build walls around the conveyor chain to prevent items from being knocked off.

- MOST Important: When setting up a conveyor chain for certain items, make sure all stockpiles that can hold that item have the same priority as the Belt Feeds. If you do not, you'll find pawns will manually haul items and ignore the conveyor (if your other stockpiles have higher priority) or will pickup items at the end of the conveyor and carry them back to the beginning Belt Feed in an endless loop (if your other stockpiles have lower priority). Instead, to manage your inventory, use distances; when all stockpiles have equal priority settings, the AI uses distance to determine the priority instead. So you can keep your logistics flowing as you want it to without using different priority settings.
#57
Quote from: Killaim on July 20, 2014, 04:35:47 AM
So yes! please do make separate tables.

I agree with the multiple benches idea too. Although you could also probably simplify logistics on top of it by merging some items, like boomrat, rimrat, and squirrel meat being used to make just "rodent meat crates" or AlphaMuffalo and Muffalo meat just making "muffalo meat crates".

Quote from: Killaim on July 20, 2014, 04:35:47 AM
i would even go as far to suggest making a table for making package containers all on its own too - and instead of metal being the requirement in the food packages it would be containers.

I also like the above idea of packaging. Maybe using wood crates as an alternative material? Or if you're feeling ambitious, maybe even a wood -> paper pulp -> cardboard -> boxes logistics chain.

P.S. a few more minor issues/requests:
- Equipment Racks should have all items under a Weapons header/category so you can deselect all weapons at once, and manually re-enable the ones you want. As it is you have to manually unselect 50+ checkmarks for each and every equipment rack, making them a huge hassle to manage.

- Packaged Survival Meals should be stackable, though I know it's not a bug with the mod so much as the vanilla game. But when a siege comes along and drops 500+ of these badboys, they take up so much storage space that I actually find it easier to destroy them then to use them  :(

- Packaging Uranium & Coal. It would be a neat idea to have emergency fuel reserves for when you have shortages so you can re-activate an old mothballed reactor. Problem is that without the ability to stack them into crates, fuel takes up so much space you might as well just use batteries.

- Add the ability to destroy potential clutter, maybe at the creamatorium, or burned for fuel at the coal burner. Nuclear waste, stone, logs, clothes, woodmulch, and (unstackable) packaged survival meal. The ability to recycle weapons and armor into metal would also be even better like in the TTM mod, but that might be a pain to code, and I know I'm already asking enough.
#58
Quote from: DaPieGuy on July 19, 2014, 06:49:35 PM
Just wondering, will this work with tech tree minami? As I am not sure if they both have an effect on world gen.

Architect mentioned removing the mapgen elements from this mod one page back. So I think it should be okay. I'm no modder though.
#59
I don't know if this has been suggested, but I'd actually love to see some sort of inaccurate artillery.

In my current game's difficulty scale, I face down 500+ pawn raids. However, the targeting AI on artillery defaults to only targeting the nearest mob, meaning they all fire at the exact same spot. And because they're so accurate and have such little scatter, any more than, say, 8 artillery guns effectively doesn't increase the kill rate (unless you manually force-fire them one at a time, which is a pain to say the least). Worse yet, this high accuracy with multiple guns means the wasted shots don't just hit empty ground -- they destroy any lootable weapons or corpses that may have been left behind by the dead.

So I just wanted to suggest the idea of a sort of mid-range between the grossly inaccurate mortar and the extremely precise howitzer & artillery. Maybe some sort of short-barreled infantry gun which trades off precision for higher rate of fire? Or a turreted (unmanned) version of the mortar?
#60
Quick question: Does anyone know how the overloaded powergrid event works? The warnings are a bit vague. Is the overload hazard based overproducing by a certain %, or based on a fixed amount? Does having batteries (especially non-full ones) have any effect?