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Messages - Cimanyd

#391
General Discussion / Re: Bring back the muffalo!!
October 29, 2014, 07:26:31 PM
Looking at the BiomeDefs BiomesBase file, they're still there, but only in arid shrubland.

In A7, Arid shrubland has muffalo, squirrels, boomrats, iguanas, rhinoceros...es?, and wild boars.
Temperate forest: deer, squirrels, wild boars, boomrats, tortoises.
Desert: megascarabs, iguanas, dromedaries.
Tropical rainforest: cobras, monkeys, wild boars, tortoises.

Each biome has at least one animal you won't find anywhere else, and no animal is in all biomes.

Quote from: Fruit loops on October 29, 2014, 06:22:57 PM
Has anybody even seen a muffalo since alpha 5? Hmm?
Yes. I haven't played in arid shrubland in A7, but I did once in A6 and there were muffalo there.
#392
General Discussion / Re: Best Food to Farm?
October 29, 2014, 05:46:42 PM
Looks like potatoes are the best food production, even in hydroponics, mostly because they give more food per plant when harvested (4.5 for potatoes, 3 for strawberries). It also looks like cloth is the best for market value, even in hydroponics, though I'm not sure how exactly food sale works. (for example, food sold to food traders is much worse than even the normal half market value or so).

If I got the math right, the only reason to grow strawberries over potatoes is because they're better raw, as everyone keeps mentioning. With the lower items per harvest, not only do they make less food, but they require more colonist work; even if they grew 1.5 times as fast as potatoes (they don't) that's still that much extra sowing and harvesting for the same food. Though if they grew that much faster they'd be best at market value in hydroponics.
#393
Looking at the HealthDiffDefs files (Cataracts are in HealthDiffs_Diseases), cataracts don't actually damage the eye, they just affect the Sight stat (-0.35, or -35%). Just like bionic eyes don't have increased efficiency, but instead a separate boost to Sight (20%).

So, if you have two normal, healthy eyes:
Right eye, efficiency 100%: 50% sight
Left eye, efficiency 100%: 50% sight
50 + 50 (so, 100)
100% sight


With cataracts:
Right eye, efficiency 100%: 50% sight
Left eye, efficiency 100%: 50% sight
Cataracts in right eye: -35% sight
Cataracts in left eye: -35% sight
50 + 50 + -35 + -35 (so, 100 - 70)
30% sight


Just for fun, cataracts with one replaced:
Right eye, efficiency 100%: 50% sight
Left eye, efficiency 100%: 50% sight
Bionic right eye: 20% sight
Cataracts in left eye: -35% sight
50 + 50 + 20 + -35 (so, 100 - 15)
85% sight


Now here's the strange part.
Right eye, efficiency 100%: 50% sight
Left eye, efficiency 40%: 20% sight
Cataracts in right eye: -35% sight
Cataracts in left eye: -35% sight
50 + 20 + -35 + -35 (so, 70 - 70)
0% sight


In that case, the damaged left eye, combined with its cataracts, is actually causing -15% sight. That shouldn't be happening, but at least you can remove the eye easily in that situation (the "amputate" operation).

So, if an eye has cataracts and has less than 7/10 health, it's worse than not having it. Remove it.
#394
Different types of terrain (ground, floors, the stuff on the bottom) can have move speed penalties. Any kind of floor you can build (including smooth stone) won't have any, rock is a little slower to walk on, soil a little slower than that, so using floors in your base will speed up walking a little. If you mouse over a square, you can see what the walk speed is.

Plants can't grow on floors, and terrain can't burn (even wood floors) so they can protect buildings and things from nearby plant fires (if there's a layer of floor two squares thick, fires won't jump over). And in the tropical rainforest where tall grass grows everywhere and is slow to walk through, building a path across the map with some floor can help you move across the map much faster. It'll also help the enemies move to your base faster, but you can use this to your advantage since you know just what direction the enemy will be coming from (your path).
#395
Quote from: Cyclops on October 29, 2014, 12:26:07 AM
I think they might be short-circuiting because they're outside. From my understanding, they don't do that unless they're on fire, or exposed to rain.
There's an event that has all of the batteries in a grid pick a power conduit somewhere, cause a firey explosion there (pretty big if there's a lot of stored power), and drain all their power.

(You're right, though, putting batteries in the rain or on fire is a bad idea.)
#396
General Discussion / Re: Lets talk Temperatures!
October 29, 2014, 12:21:19 AM
Quote from: Shinzy on October 28, 2014, 01:49:53 PM
I'm just hoping you can't abuse the raider AI with it
i.e. force them to crawl through a freezer and end up burning their fingers so they can't pull the trigger when they reach you

Enemies could show up with gear appropriate to the season... watch them stumble across the map in winter gear while your colonists happily sit in your base, and laugh at the enemies...

...then the enemies destroy your outside power generators and wait for you to freeze...

Siegers could build their own temperature control buildings? Sneak in while they're all asleep and destroy it, watch them all freeze to death... the possibilities!

(I voted "all of the above," but what I'm really expecting to see is the last two biomes. Tropical rainforest was introduced with disease since that was one of the main features of it. The only remaining two, boreal forest and tundra, are both supposed to be cold.)
#397
General Discussion / Re: Best Food to Farm?
October 29, 2014, 12:14:23 AM
I'd kind of like an answer to the original question. What plant gives the most food in soil? In hydroponics? What gives the most profit in soil? In hydroponics?

Maybe I should do some digging or testing... how exactly soil affects plants, how much items a 100% plant produces, market values...
#398
General Discussion / Re: I am having a Mental break
October 29, 2014, 12:07:48 AM
Quote from: Ramsis on October 28, 2014, 07:43:14 AM
Quote from: Cimanyd on October 27, 2014, 09:09:17 PM
What are they eating? Raw food? Colonists won't eat raw food (even berries) until they're urgently hungry.

Wait is this accurate? They won't eat raw berries? o.O

Is this something we can have fixed? I don't consider any form of fruit as being something to starve over because it isn't cooked into a meal.

Well, they'll eat raw berries (and any other raw food) just fine once they're urgently hungry, so they won't literally starve, but they don't consider them any different from any other raw food when trying to eat. And you're right, it seems odd for berries to be considered "raw" when they don't have a morale penalty. It also means if you have other raw foods lying around that happen to be a little closer they'll eat those instead, and get the normal raw food morale penalty when they could've walked another few squares and eaten berries.
#399
If I understand correctly, armor deflections are shots that did hit with the accuracy, but are canceled by the armor anyway. Each accuracy-hit to the area has a chance not to damage-hit based on the armor, the chance isn't affected by what kind of bullet it is. At the moment, each apparel just increases the chance that a hit to that area does no damage at all; if the shot gets through, it does full damage, whether it's a cloth shirt or power armor.

Armor protects less often against blunt damage, but guns are piercing. The accuracy advice is still good advice, since the more you hit them, the more chances to get past the armor you get.

In A8, the armor system will be better, and probably make more sense.

Sept 26 changelog
  • Reworked armor system to do both damage resistance and deflection chance.
Tynan, on reddit:
"The armor system in A8 is a couple layers deeper, and includes both absorption and deflection components."
#400
Quote from: TinnedEpic on October 28, 2014, 09:33:47 PM
Not currently, game kinda doesn't have a mechanic to transport people to anywhere but a bed. It's just best to euthanize the poor souls.
Yes... specifically, "euthanize" by removing three organs. Right? I mean, they won't be of any use for the dead colonist anyway.
#401
Ideas / Re: Your Cheapest Ideas
October 28, 2014, 01:35:10 PM
Quote from: christhekiller on October 28, 2014, 11:03:11 AM
Can we get a way to deselect weapons en-masse in the Weapon Rack storage screen.

I like to have one rack for each weapon and no more, so presently I have to click 20+ times through 20+ weapon racks and that gets tedious very fast.
Oct 9 changelog
  • Added disallow-all button to storage settings panel.
#402
Ideas / Re: Thermal (wood) Power Plant
October 28, 2014, 02:48:59 AM
Quote from: Wex on October 28, 2014, 02:27:06 AM
Then, we need wind turbines. Low power output, low building material needed, can only be built in the open, tiny space occupied - if you watch a solar panel they are huge -; no mantenance whatsoever.
Oct 9 changelog
  • Integrated Haplo's wind turbine.
Edit: This forum can't use those apostrophes? ’
#403
Ideas / Re: Automatic stripping before/druing cremation
October 28, 2014, 02:40:00 AM
Quote from: Tynan on October 28, 2014, 12:30:01 AM
Now it just seems logical and strategic! Oh how this game has desensitized me.

So that's why you didn't remember to have organ-harvesting-to-death have a morale penalty in A7! :D
#404
Ideas / Re: Your Cheapest Ideas
October 28, 2014, 01:04:27 AM
Quote from: Sir on October 28, 2014, 12:42:24 AMI just bought the game on the 21st, so I missed that change. I've been watching it on a daily basis now though  ;D
Everything from Sept 25 and later isn't in A7, and will be in A8, so read that. There are interesting things in there. Improvements to armor, crafting of melee weapons and more apparel, and finishing the new-to-A7 different rocks system so it also applies to the ground, rock chunks, and stone blocks. (Buildings made of particular stones!) Also temperature, but you probably saw that since it's only a day old.
#405
Ideas / Re: Your Cheapest Ideas
October 28, 2014, 12:38:59 AM
Quote from: Sir on October 28, 2014, 12:33:20 AM
6) Dis / Allow All Button on Stockpile Storage Explained (Pt. 2)
Oct 9 changelog

  • Added disallow-all button to storage settings panel.