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Messages - Boboid

#181
General Discussion / Re: RimWorld change log
May 08, 2015, 09:54:54 AM
Interested to see how these changes work in practice. "Fleeing" from turrets could either mean "Immediately change targets" or " Actually flee and don't acquire targets for a while ".
Either way it'll be interesting to see where I can get raiders to walk when avoiding turrets, suspect that there are some hilarious collapsible roof tactics available now.

The centipede change is nice - still wish their melee was toned down a bit, it'll be literally impossible to melee them (without immediately having your torso crushed ) now.
Doesn't feel like an exceptionally slow blobby centipede should be so effective in melee combat.
#182
It's nearly impossible with just heaters and gysers, fires and flammables heat up rooms much more quickly. Can easily break 2000c in a room full of flames.
#183
Many heaters. It'll always take a while to warm up though so pre-heat your oven.
A steam geyser can help in that respect, free consistent heating.

Double or triple thickness walls/doors will help keep the heat in.
#184
Yeah I've noticed this, it's been happening for ages but it never really bothered me because my colonists are seldom specialized enough for me to need to remember more than 1 or 2 names of critical workers.
#185
Doesn't matter if animals can eat out of hoppers, you'd need a 1-way food delivery system and hoppers can be moved over.

You'd also need pre-psychotic animals since you can't trigger them yourself, quite an elaborate trap given the effect all things considered :P
#186
Firefly reruns.
#187
General Discussion / Re: RimWorld change log
May 05, 2015, 06:35:34 AM
Heh.. Can you imagine being the colony's designated door-closer?

That's a job that'd drive pretty much anyone mad.
#188
General Discussion / Re: RimWorld change log
May 05, 2015, 02:55:59 AM
Quote from: REMworlder on May 04, 2015, 08:00:55 PM
QuoteIt's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors.
!!

Hm.. very cool. Lots of new base designs will spring up as a result.
#189
I'd be more convinced if I wasn't still seeing deviations - Over longer tests they're not as broad as I would've thought, but they're still there and they're more significant than user error could generate.

I'll concede that the deterioration rates while worn aren't scaled proportionate to the deterioration rate stat, but something is generating these deviations.

I just watched a pair of legendary pants suddenly drop 4% durability for seemingly no reason, no events triggered, nothing changed, just suddenly dropped a few durability %'s for no reason.

What the hell is going on :/
#190
Quote from: Rahjital on May 03, 2015, 06:47:02 AM
The deterioration stat only seems to govern how quickly it degrades when you leave it lying outside and not when colonists wear it.

Was a bit dubious about the way you tested this so I tested it myself.

Edit: See later posts.
You're just flat out wrong I'm afraid.

Deterioration rate does affect the rate at which apparel loses durability while worn. Test it yourself using dev-mode and Shoddy vs Legendary equipment, Shoddy deteriorates 3.75x faster than Legendary so it's a pretty easy test.


I entirely disagree that it's difficult to replace devilstrand clothing as quickly as it deteriorates.
With regards to power armor and the like they at least have higher hitpoints so the deterioration proportionately less significant.
#191
Well at least it's fixed, glad I could of no-help :P

Where the hell are the vanilla defs for tailoring/smithing in any case? I've scoured every single folder
#192
I downloaded the most recent version, went into your Defs->recipedefs->ProstheticWorkbench, and compared it to other modded recipedefs, I couldn't find the vanilla smithing/tailoring either.

It ought to look like this
-<RecipeDef>

<defName>CreateBionicEye</defName>

<label>Craft bionic eye</label>

<description>Crafts a bionic eye from plasteel.</description>

<jobString>Crafting bionic.</jobString>

<workAmount>1000</workAmount>

<workSkill>Crafting</workSkill>


But originally it was just missing <workSkill>Crafting</workSkill>
Once I added it worked fine, xp was gained as per normal.

All your prosthetic workbench recipes are missing workSkills.
#193
Quote from: Tynan on May 03, 2015, 12:35:40 AM
Hmm, that's an interesting point. I never intended the manipulation loss to create a greater miss chance. I'll have to check that.
I pointed this out during A9 testing, Power Claws are fine for their effect but Scyther blades (particularly now that you need 2 of them) really hurt melee accuracy.

I'm still not convinced by power claws (let alone scyther blades).
When personal shields were in testing I pushed for a melee rebalance and they're better than they were in A8 compared to melee weapons but they're still a bit dodgy.

Ultimately power claws (and scyther blades) aren't good for dedicated melee fighters because their availability is such that high quality plasteel weaponry is available at around the same time ( or often before depending on your luck ) and plasteel weaponry is just better.

For ranged combatants yes, you can give them a power claw to significantly increase their melee power and the manipulation loss isn't significant. 4% for 1 claw is fine, 8% for 2 is.. less awesome but still good.
The manipulation penalty doesn't prevent colonists from doing standard work by any means.
Scyther Blades are a different story, their manipulation penalty is massive.

My biggest problem with using them at all though is that.. they're expensive and fragile for their game effect. Losing a hand is quite easy when you consider that losing that arm represents a lost hand as well.

Ultimately I'd rather spend the silver on better weaponry, bionic arms/eyes or more steel to prevent my ranged colonists from ever needing power claws in the first place and I'd rather arm my melee + shield colonists with better weapons.
#194
I was just having a look through the numbers, quality already has a significant impact on degradation rate and only pawn death causes a significant decrease in durability, firefights represent perhaps 2 days of degradation for most apparel qualities.

It takes a significant amount of time for a standard piece of apparel ( 100 hitpoints, not armor ) to lose enough durability to have lost stats equivalent to 1 quality level, and it's non-linear as each quality level significant reduces degradation rate.

We're talking like 25+ days even for Good shirts to resemble Normal shirts.

Admittedly material doesn't have an impact on degradation rate but.. I mean with the exception of Hyperweave every apparel material can be generated significantly more quickly than it's lost in terms of clothing replacement. Especially Devilstrand and Cloth, each colonist represents a tiny amount of cloth/strand lost per day in degradation but a huge increase in proportionate crop yield.


Unless your tailors are 3 thumbed, 1 handed, blind men who've never seen a needle before and you're buying overpriced hyperweave I don't see how you're struggling with clothing degradation or "micromanagement" as a result.

The outfit system pretty much does away with micromanagement entirely - if used correctly the most you'll ever have to do is increase your standards as time goes on which is hardly a blip on the radar in terms of interface time.


I'm very confused by the responses in this thread :/
#195
I'd need to do some testing to give you the exact details but in practice you basically treat Power Claws and Scyther Blades like melee weapons, however if a colonist has only 1 claw or 1 blade, they may occasionally opt to punch instead which isn't desirable.

Frankly they're still not particularly good on the scale of melee weapons, the fact that you need 2 of them now to get their full effect doesn't help matters.