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Messages - Rahjital

#136
You don't need to actually set them on fire to kill them, you just need to give them heatstroke. A properly insulated room with a geyser gets up to 100C when it's 20C outside, so just wait until they die, then collect their possesions.
#137
General Discussion / Re: RimWorld change log
June 01, 2015, 10:05:24 AM
Is that a potato award, Shinzy?
#138
No, it won't be. A fresh start is required.
#139
ILSpy and Dotpeek are fine decompilers, but they fail horribly at one thing: decompiling functions where yield return is used. One example:

This:
protected override IEnumerable<Toil> MakeNewToils()
{
this.EndOnDespawned( VictimInd, JobCondition.Succeeded );

yield return Toils_Reserve.Reserve(VictimInd );
yield return Toils_Combat.TrySetJobToUseAttackVerb();

Toil gotoCastPos = Toils_Combat.GotoCastPosition( VictimInd );

yield return gotoCastPos;

Toil jumpIfCannotHit =  Toils_Jump.JumpIfTargetNotHittable( VictimInd, gotoCastPos );

yield return jumpIfCannotHit;
yield return Toils_Combat.CastVerb( VictimInd );
yield return Toils_Jump.Jump( jumpIfCannotHit );
}


Gets turned by ILSpy and Dotpeek into this:
[DebuggerHidden]
protected override IEnumerable<Toil> MakeNewToils()
{
JobDriver_Kill.<MakeNewToils>c__IteratorDD <MakeNewToils>c__IteratorDD = new JobDriver_Kill.<MakeNewToils>c__IteratorDD();
<MakeNewToils>c__IteratorDD.<>f__this = this;
JobDriver_Kill.<MakeNewToils>c__IteratorDD expr_0E = <MakeNewToils>c__IteratorDD;
expr_0E.$PC = -2;
return expr_0E;
}


Now of course that's rather useless for modding. Tynan has been gracious to give us quite a few source files using this, but if I want to look at how, say, the kidnapping JobDriver works, there's not much I can do. So I want to ask, is there any decompiler able to handle this case correctly?
#140
General Discussion / Re: RimWorld change log
May 29, 2015, 03:02:36 PM
QuoteRename deltawolf - > warg

I wonder when we'll see Gandalf make an appearance? :D
#141
General Discussion / Re: Bedroom sizes?
May 29, 2015, 06:59:39 AM
Mood doesn't change when colonists are sleeping anyway, so having a cramped bedroom is fine.
#142
General Discussion / Re: How do you get Money ?
May 29, 2015, 06:58:35 AM
Hops are the best cash crops on normal soil, so I grow them quite a lot. Beer is also an insant +10 mood bonus, so I find it useful to keep a small supply and tell a colonist with bad mood to drink one.

Quote from: AusTLaiN on May 29, 2015, 06:47:56 AM
5 x prisoner organ harvested + psychic drone = gg

Yeah, this is my biggest problem with making money by harvesting organs. Do it too much when you don't have the "Low expectations" bonus and you'll have a lot of fun juggling colonists trying to make them stay sane.
#143
For shields, I would just recommend to make your colonists force wear them before every raid instead of allowing them in outfit category. Shields wear down when they are worn and you only need them during raids, so having them always on is a waste.
#144
General Discussion / Re: How do you get Money ?
May 29, 2015, 06:32:22 AM
It takes 5 hops to brew 1 beer. 5 hops have market value of $10, 1 beer has market value of $9. It's only worth it if the hops you are brewing for are damaged (and thus worth less than the full price).

If your hops sell for $0.03, there's something wrong. Maybe you left them lying outside for too long?
#145
Quote from: Euzio on May 28, 2015, 11:31:46 PM
There doesn't seem to be a way currently to make it such that colonists themselves have sliders so that we can set it such that they do not auto-equip a certain quality of clothing.

Uhh... http://i.imgur.com/y0kUkKG.png?1

It's in the Outfit manager.
#146
General Discussion / Re: How do you get Money ?
May 29, 2015, 03:19:59 AM
On beer: Unless the hops you are brewing from are damaged, don't sell beer, sell the hops instead. For some reason, beer is worth less than the hops needed to brew it.
#147
General Discussion / Re: How do you get Money ?
May 28, 2015, 05:32:40 PM
You need at least one trade beacon outside to accept incoming goods and silver, but the rest can be under overhead mountaints and it doesn't matter.
#148
General Discussion / Re: edible arms and legs
May 28, 2015, 01:50:34 PM
Quote from: Frankenbeasley on May 28, 2015, 12:28:25 PMrotten meat can be swept up and reprocessed either by being used as a bulking agent (25% rotten and 85% fresh, say)

110% meat! No wonder nobody notices, the enhanced meat makes up for the bad taste :D
#149
General Discussion / Re: edible arms and legs
May 28, 2015, 12:08:55 PM
They don't know... so they should be disgusted by love both :D
#150
General Discussion / Re: edible arms and legs
May 28, 2015, 09:05:40 AM
Quote from: keylocke on May 28, 2015, 08:14:36 AM
also, why do people have ESP or hypersensitivity or whatevs? how could they be acutely aware that the meal they ate was made of human meat?

Because they are not stupid and the colony is too small to hide that you are having soylent green for dinner. You should be glad that your colonists don't refuse to eat all meat you have when you mix some human flesh with the cobraflesh and muffalo meat in the freezer :p