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Messages - Panzer

#391
Yeah well I had that too, but it still would be nice if it was possible, leftovers are stuck in the hopper until you get a new harvest or you hauled them away.
#392
Found another bug: If you have 2 hoppers and less than 30 food in each of them, the fish will still starve altough the food total is greater than 30. This kinda defeats the purpose of the 2nd hopper :/

Btw, I found the perfect balance (in my opinion) for fishing, try the formula with a 0.15 multiplier, fishing gets the desired support role and you still need aquaponics for a mid-sized colony  :)
#393
Haha yeah I had the very same experience, angry squirrel meets cloudwatcher, the critter is doing his worst and my colonist isnt even fazed, hes like "bugger off, bother someone else"  ;D
#394
If someone wants to try my balance suggestions, I attached them, you just need to copy it into the mod folder and replace it.
Changes:
20% modifier for fishing piers: worst case 4%/ best case 20% (which is still plenty in my opinion)

catch quantity:
Blueblade: 10 -> 3
Mashgon: 30 -> 15
Sduiggels: 3 -> 4

Butchertable:
Tailteeth (butcher yield): 200 -> 150
Blueblade (butcher quantity): 8 -> 6 (yield 60 meat)
Sduiggels (butcher quantity): 3 -> 4 (yield 28 meat)

Aquaponics:
Blueblade (breeding duration): 4 -> 3

[attachment deleted due to age]
#395
Another reason for the fish dying can be when theres not enough food in the hopper, e.g. theres 29 strawberries in the hopper, your warehouse is full to the brim with potatoes but not strawberries. The fish will starve then because they re lacking the required amount (the fish need 30 food a day), you need manually haul that stuff then to higher priority zone.

@Rikiki something for your todo list:
- Harpoon has no fishing animation, the guy just stands at the pier
#396
Haha, dont get your hopes up, it is just fungus fucking with the fishes (well, not literally :P), you might lose quite a bit of food though.
Im thinking about a bad event concerning fishing though, once I understand the events a little bit better, I might try to write something up or ask Rikiki to do it ;)
#397
Well, why not set up a butcher recipie, fished closed and then opened at the butcher table?

Testing with 45% best case now, that would make worst case 9%.
How many ticks does a day have, and how many ticks does the fishing cycle have? Several times 9% a day should be plenty though, been a while since I had stochastics :P
#398
Quote from: Panzer on May 21, 2015, 11:24:15 AM
Until I figure out how the math works, I ll stay with reduced catch quantity, I found something that feels about right for me:

Blueblade: 10 -> 2
Mashgon: 30 -> 15
Sduiggels unchanged
Tailteeth (butcher yield): 200 -> 100
[...]

Well I figured the math out (haha :P) and changed some values in my version, need further testing though, see how it goes:

-added 60% modifier for fishing piers, best case 60% success chance

Catchquantity:
Blueblade: 10 -> 3
Mashgon: 30 -> 15
Sduiggels: 3 -> 4

Butchertable:
Tailteeth (butcher yield): 200 -> 150
Blueblade (butcher quantity): 8 -> 6 (yield 60 meat)

Aquaponics:
Blueblade (breeding duration): 4 -> 3

So after 12 days with aquaponics the yields will be the following:
-Mashgon 90 Meat with 6 harvests
-Blueblade 120 Meat with 4 harvests
-Tailteeth 150 Meat with 1 harvest

Players could decide what to go for, quick but less meat with Mashgon and be less prone to microfunghi/power shortages or outages, the middle ground with some Blueblades or go for the big yield with Tailteeth but maybe get fucked over by the funghi or solar flares :P
I guess this will be further balanced by the butcher efficiency when it is added.
#399
General Discussion / Re: RimWorld change log
May 23, 2015, 06:36:31 AM
Heh yeah that is a kick in the nuts for organ/bionics modders, but the game is still alpha, could ve been expected ;)
#400
No worries, everyone is prone to mistakes; I just added a 60% modifier to the formula and then hardcoded worst case condition for the threshold a few lines below ;D Took me some time to figure out why the multiplier didnt do anything... :P

Trying with 12% chance worst case/ 60% best case right now, still feels ok, might reduce it further, see what happens..
#401
General Discussion / Re: Smelting oddity
May 23, 2015, 06:01:07 AM
Tynan changed that for alpha 10, you used to be able to turn wood into metal before ^^
You only get half of the materials used, a plasteel longsword needs 120 plasteel, yields 60 plasteel when smelted.

You could rename it to "break weapons down to components", and I dont think it is misplaced, most weapons indeed need to be smelted instead of being disassembled, and to add extra bills to other workbenches just for the sake of correctness would be confusing and quite nit-picky I'd say, better to have everything at one bench and in one bill.
#402
Stories / Re: Funny thing about squirrels...
May 23, 2015, 05:46:51 AM
Yeah sure it does, I just set it to resupply. The hare wakes up, is hungry and hammered, drinks another beer and passes out again ;D Hilarious, could watch it for hours  ;D
#403
General Discussion / Re: Colonist age
May 23, 2015, 04:02:06 AM
Talking about age, can colonists die of old age? :D I know colonists can get age related diseases like bad back, but I never had a guy old enough or a colony long enough for a colonist to age above a hundred years.
#404
Ok nice to know worst threshold is 0.2. I guess I dont understand what "actor.jobs.EndCurrentJob(JobCondition.Incompletable)" does then, I thought thats when he ll abort, and 100% would mean always abort and never catch anything?
Or is it that the fishing job is run in an endless loop and thats the break there?

EDIT: Try and error :P I hardcoded 1.0 for "catchSomethingThreshold", ever since then my guys didnt catch a single fish



float catchValue = Rand.Value;
// 1 instead of "catchSomethingThreshold" to simulate legendary net 100% condition, 20 hunting skills, no snow
if (catchValue <= 1f)
{
   actor.jobs.EndCurrentJob(JobCondition.Incompletable);
   return;
}

/*
shouldnt it be:
if (!(catchValue <= catchSomethingThreshold))
{
   actor.jobs.EndCurrentJob(JobCondition.Incompletable);
   return;
}
*/
#405
Question!


if (catchValue <= catchSomethingThreshold)
{
    actor.jobs.EndCurrentJob(JobCondition.Incompletable);
    return;
}


Shouldnt it be "catchValue > catchSomethingThreshold" instead? catchValue has range from 0 to 1 and catchSomethingThreshold should be "1" in best case, if I read that correctly?