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Messages - Jimyoda

#151
General Discussion / Re: Curious performance
October 21, 2016, 01:13:17 PM
So what does it take to reproduce this?
Sounds like you manually modded factions_misc.xml. If that's what it takes, can you post your modded copy of it?
#152
General Discussion / Re: Curious performance
October 21, 2016, 11:10:03 AM
It sounds like there could still be a bug here. It shouldn't be that easy to break. It sounds like the game should have a cap on 'pawnsalive' and other off-map pawns. Anyone else agree?
#153
Bugs / Re: Very stupid hauling behavior
October 21, 2016, 10:23:09 AM
Quote from: ArguedPiano on October 21, 2016, 06:18:33 AM
Quote from: Wes on October 20, 2016, 01:00:57 PM
...limit the ingredient radius of stations. If the radius is 10 tiles and the rice is 40 tiles away, the cook will haul the rice to a stockpile instead...

Will they though? It is my understanding that if there is no materials in the radius then the pawns will not work on the bill.
Exactly! Limit the radius so that the cook doesn't do the behavior you described and are trying to avoid.
Quote
With nothing to cook they will move on to the next prioritized work group which may be construction, mining, or crafting, ect...
Right again. If there's nothing to cook you want to do SOMETHING, right? If a cook is also a hauler - and no other hauler has already brought in the materials - then the idea is that they'll start hauling in food ingredients and will do it by full loads. If cooking is a higher priority for that colonist then they'll see they now have ingredients and will start cooking.

Admittedly I have not tried this in practice, but Wes's idea sounds like it should work. It might need tweaking such as using carefully set work priorities and setting up allowed areas. Like if you want your cook/hauler to haul food from the growing zone but not haul stone from your mine, then set up their allowed area accordingly.

Hope that helps clear it up. Would love to hear if that really works.
#154
Love the question/idea. Repost this over in Mods https://ludeon.com/forums/index.php?board=12.0. I doubt such a mod already exists, but if it does someone will mention it. If not, some modder may take it up as an idea.
#155
General Discussion / Re: Prosthetics efficiency
October 21, 2016, 09:51:12 AM
Missing even just one finger reduces manipulation, so if you're seeing manipulation unaffected by missing a hand then something is wrong.
#156
General Discussion / Re: Crop calculator ?
October 19, 2016, 03:25:53 PM
Quote from: Alenerel on October 19, 2016, 03:13:18 PM
Quote from: Zhentar on October 19, 2016, 02:54:18 PM
hungerRate * 1.6 per day is the rate the hunger meter falls. The size of the hunger meter is equal to body size.

You mean that all pawns dont eat the same? Or you were talking about the animals?
Must be referring to animals. All humans all have body size of 1.0 so they'd all have the same base stats for hunger rate and food meter. As a side note, icons for pawns have different body types/sizes but that's just cosmetic.
#157
General Discussion / Re: Help with fires
October 19, 2016, 03:14:20 PM
Quote from: Lizardo on October 19, 2016, 03:10:59 PM
Be sure to make your enemies into kibble.

Yes. THAT.
#158
General Discussion / Re: Crop calculator ?
October 19, 2016, 03:10:11 PM
Quote from: Zhentar on October 19, 2016, 02:54:18 PM
hungerRate * 1.6 per day is the rate the hunger meter falls. The size of the hunger meter is equal to body size.
Ah, ok. Thanks. Makes alot more sense to me now.
#159
General Discussion / Re: Trade beacon placement
October 19, 2016, 01:00:29 PM
A single room usually can't be big enough to support multiple beacons. You didn't mention it, but maybe you have a large room with pillar walls to support the roof.
For large areas use your second configuration with this spacing...

x(11 spaces)x(11 spaces)x(11 spaces)x
         x(11 spaces)x(11 spaces)x
x(11 spaces)x(11 spaces)x(11 spaces)x
         x(11 spaces)x(11 spaces)x

x=trade beacon
place beacons every 12 cell so that you have 11 spaces between them
for the next row, go down 12 so that you have 11 spaces between the rows, and offset it by 6 cells
then repeat ad infinitum
#160
General Discussion / Re: Crop calculator ?
October 19, 2016, 11:40:17 AM
Sure, let me know what needs to be changed on the wiki. I feel obliged to mention PieTau who reconstructed those completely broken tables on the Plants page.

Also, it'd be easy to create a new parameter on the wiki to calculate and display a pawn's nutritional need based on the formula, hunger rate * 1.6. However, I need to do some testing because there are two stats to consider:
hunger rate - the speed at which a pawn's food meter drops
food capacity - the total nutrition of a full food meter (hunger rate * 1.6)

I'll follow up on this thread when I can fire up the game and check it out.
#161
I'll take a stab and say go to General Discussion (or whatever board) and at the top right click unnotify.
#162
General Discussion / Re: This is Getting Out of Control
October 17, 2016, 02:43:08 PM
...chicken farm.
#163
I've seen this happen too. I certainly expect constructors to NOT build a roof on a room that I didn't build or claim.

Edit: To clarify, I've seen builders roof pre-existing rooms out in the open. I re-read this and just noticed you said 'inside mountains'. So they actually build a roof on tiles that list 'overhead mountain'? If so, that's GOT to be a bug.
#164
Quote from: PieTau on October 13, 2016, 11:06:11 AM
to counter the prison break i put horrible weapons near the prison so when they try to get weapons they are weaker, not stronger.
awful stone shiv : dps 0.48        damage 1   cooldown 125.55
awful stone club: dps 1.23         damage 4    cooldown 219
awful wooden longswords : dps 0.89        damage 2   cooldown 135

i make shivs in the begining, i put club and longswords because of the long cooldown (less eye injury)
if dps is below 1.63 then i have profit
Now that's a really great tactic.

To help make the comparison, here are the stats for just a fist (assuming the wiki is accurate).
DPS: 3.28      damage: 6      cooldown: 1.83

Edit: Not sure if that cooldown is supposed to be 183 ticks or 1.83 seconds.
#165
Quote from: jmababa on October 13, 2016, 04:48:40 AM
yes it increases it but why not keep the thrumbo and just sell its wool its expensive and time to time you can harvest it. Its worth more in the long run and you have an strong pet to keep raiders away.

Edit: make something out of thrumbo wool its more expensive than the horns when sold but your peeps might use it also asuming its normal and above
Are you using a mod to get wool from a thrumbo?