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Messages - Panzer

#406
Stories / Re: Funny thing about squirrels...
May 22, 2015, 05:40:33 PM
Haha cool story, that was fun to read :D

Gonna leave this here ;D



[attachment deleted due to age]
#407
Stockpiles dont update instantly since a few alphas back.
That means there is a short duration, like a few seconds, where anything might go there; or you set a stockpile up to your liking and cant haul stuff there instantly.

That being said, this bug is real (the art one), just reproduced it :P

Even works the other way round, if you have a zone with art in it and then change the quality so it wouldnt allow said art anymore, the art wont be and cant be hauled to zones that would allow it.
#408
General Discussion / Re: RimWorld change log
May 22, 2015, 02:40:18 PM
The uninitiated dont know what it means  ::) (rather, what it could mean)
#409
Alright here we go, welcome to Bingo Beach ;D

#410
Little things to add to your ToDo list:

-No butcher sound
-No butcher animation (blood splatter)
-Butcher yield is not affected by butcher efficiency (always same yield, even with blind, one armed butcher :P)
-Colonists dont consume oysters by themselves, they do with chocolate though
#411
Quote from: Rikiki on May 21, 2015, 05:29:09 PM
As you read the source code, did you encounter the fun fishing event? ;)

Yeah I saw what you did there ;D til now I only found gold though, need to keep fishing ^^
I also saw that little todo, funny idea, maybe add a bad event as balance with same chance? tailteeth bites a finger off? ;D

EDIT: What are the steps for Rand.Value, e.g. is it like 0.1, 0.2, 0.3 and so on or is it like 0.01, 0.02 ... ?
#412
General Discussion / Re: Fallout Incident
May 21, 2015, 12:16:23 PM
I guess this will work like heat stroke or hypothermia, your people will seek a safe zone if its too much to handle.
#413
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

My colony has 15 pawns, 3 fishing piers, 4 aquaponics and 3 active fishers with 2 shoddy fishing rods and an excellent net. My warehouse is not overflowing anymore and I can produce enough fine meals with fishing alone, might try large aquaponic area and live off of selling tailteeth meat, it sells quite nicely :)
#414
Quote from: LittleGreenStone on May 21, 2015, 07:05:51 AM
[...]
Fish do sleep, it'd make sense to be able to catch different ones during nighttime, when it comes to piers, yes, but not when it comes to fish tanks, where you can just wake the fish up, right? ^^
Also, fish, much like other animals, do grow during their sleep.

Question! Fishing rods (the only thing I've gotten my hands on so far) are required to catch fish, (also, for me it replaces shirts/button down shirts, intended or a mod conflict?).
There are also harpoons and those force field nets. I know quality plays a role it it, and harpoon's description says "for big fishes", but is there any actual difference in the amount of fish caught, the amount of time it takes to fish, or the type of fish caught, based on the type of tool used?
[...]

Yeah you re right, fish are not a crop, they grow during night times :P haha

Fishing rods occupy left/right shoulder, left/right arm, but they should work with tshirts, they dont cover those areas (at least in vanilla Rimworld), button-down shirts do unfortunately.
Type and amount of fish caught always stays the same, regardless of fishing tool used, only time to fish may vary, your colonist may take longer with bad equipment (the ranking is harpoon worst, fishing rod middle, net best, the tool quality and hunting skills are also a factor).
#415
Quote from: Rikiki on May 21, 2015, 01:42:48 AM
the comonnality only determines what kind of fish is caught (just think there are a ton of blueblade in the sea and only few sduiggles), not the catch success.

haha yeah I thought so after observing a while longer, but I wasnt too sure :P

I was not talking about the aquaponics in my post, I think those are fine, maybe increase breeding time a little bit or add a night rest duration (fish do sleep, by the way), but otherwise they re good :)
I was talking about the fishing piers. Only the marsh piers may freeze, coast is clear all season (cant do much about it, sea doesnt freeze :P). You can fish at nighttime which is ok, you can hunt animals at night too; maybe later on add a night fish? An eel perhaps? :P

I got 2 fishers, both with shoddy fishing rods, and those 2 guys pull enough fish out of the sea to support a colony of 15 men with fine meals all day. This is nice, but a little bit too much for my tastes ;D

I know nothing about modding, but I ll take a look at the source code, see if can compile the dll anew, right now Im thinking of something like cutting the success chance in half, will see how it works out, if I can get that far ;D


EDIT: Trying to wrap my head around the math, got stuck in JobDriver_FishAtFishingPier, line 191:

Whats the range of Rand.value?
I figured out that "catchSomethingThreshold" should be "1" in best case (legendary fishing net, lvl 20 hunting skills, no snow), but I dont know if the chance for a successful catch is a 100% in that case..
#416
General Discussion / Re: RimWorld change log
May 20, 2015, 03:22:16 PM
I guess there should be a comma after poisons.

Definitely hyped for alpha 11, this is gonna be great :D
#417
I am playing around a bit with the XMLs, to balance fishing to my taste.
I noticed my freezer overflows with Blueblade, therefore I reduced commonality from 75% to 60% and catch quantity from 10 to 4. The pawns now spend a lot more time fishing before catching anything and I dont need to extend my freezer all the time :D

I might even try half of all commonalities. Fishing right now is like a super crop: minimal "growtime", "grows" in the cold and in darkness and the yield is high and doesnt depend on butcher skill. For me thats too much, I want it to be a small but steady meat source, to complement hunting animals, maybe standalone if I have a lot of fishing piers and aquaponics.

Who has different opinions, lets hear it, and where did you want to go with fishing, rikiki? :)
#418
There are some problems with updating and loading a savegame, best to get rid of all aquaponics and fishing nets first, piers and other fishing tools seem to be fine (use dev mode > destroy/ deconstruct).

I cant create a fishing net at the pier, did you move it somewhere else?

EDIT: Nevermind, you moved it to the smithing bench.

Suggestion, you could make the net recipie use hyperweave, or better synth thread, thats not so rare. That way you cant get the best fishing tool from the start, the usefulness in combat has a price, and there is finally some use for synth thread :D
Right now the fishing rod covers shoulders and arms, I can wear it with a tshirt but not with a button-down shirt, can you make it cover left hand, right hand instead? that would be awesome :)

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#419
Usually, when you go fishing you re not sure to catch anything at all, maybe add a chance, say 35% to catch nothing? Would help immensely with balance :)

EDIT: Okay so I tried shore fishing a little bit, my suggestion is to go for like a 50% chance to get fish, that would feel more realistic considering this is a non-depletable meat source and the fish gutting always yields the same amount even with bad cooking skills.
#420
General Discussion / Re: Barricades again...
May 19, 2015, 08:01:00 AM
I tought sappers just came with each raid?

Quote
May 11

The Sapper raid strategy and pawn duties now basically work. The raid spawns with at least one sapper (who has grenades), paths into the colony through walls and avoiding turret fields of fire, and uses explosives and mining to pass any walls or other blockers in the way.

Not too sure if thats a single event.