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Messages - N0xiety

#16
General Discussion / Re: Scarring?
December 02, 2018, 09:39:44 AM
Did some tests. It seems scars are decided by rng the moment the injury is done. For example, a cut to the torso may become a scar instantly, or will become a wound. Which is quite stupid if you ask me as the wound is instantly healed and turned into a scar in the middle of the battle, but that's how it works. Totally dependent on chance and very unrealistic way of doing things if you ask me. Doctors skill and medicine used have no effect on scarring. Doctors skill only effect the duration of the healing and nothing else. Doesn't even effect the infection chance! Infection is decided the moment injury is made. Hidden infection timer starts going down, in which case if treatment isn't provided the wound will be %100 infected. If treatment is provided the infection chance isn't dependent on the quality of the treatment, but the cleanliness of the room the treatment is done. If the room you tend the wound at is clean, the chance of infection is greatly reduced. Doctors skill or the medicine used doesn't matter. The only thing doctors level is good for is the faster tending speed. You can use a level 1 doctor with glitterworld medicine and achieve %100 tend which would be no different from a level 20 doctor doing it without any medicine. The only difference would be the time they take to finish the job...

Anyways, this way of doing things pretty much makes the doctor irrelevant. I wish the medical system was a bit more realistic tbh and gave more importance to the doctor. Anyone can be a doctor at this point...
#17
General Discussion / Scarring?
December 01, 2018, 06:33:35 PM
So, just to test it out i left a prisoner with 3 cracks, 4 bruises, 2 bleeding sratches and a bleeding crushed lung in the red with only 3/15, without treatment. He wasn't bleeding fast enough to die so i could observe him. It took more than a day for the bleedings to stop and another 5 days for him to recover on his own with my guys only feeding him but not tending to him. He didn't get a single scar out of this. Now i'm confused, how could this not be scarring? How does scarring actually work? If even a guy with no treatment in such a bad condition doesn't get it, i don't understand how anyone could get a scar? o_O
#18
General Discussion / Re: Infestations too easy?
December 01, 2018, 02:48:37 PM
How could that be? I only have 4 mods installed. Madskills, Mend and Recycle, Fertile Fields and lastly Field Medic. Are you sure this is not a feature of the vanilla game? These mods should have nothing to do with combat and it would be strange for them to have such a thing as a feature. While i was doing tests enemies were literally able to push my guy out of a 10 block long corridor. They were like a tide, but bugs couldn't do the same thing.

Edit: Yup, just disabled all mods and tried it again. It is core game feature. When there is a tide of humanoids in a tight corridor, they push out the colonists. It seems their momentum matters and how many colonists you have holding the line back to back. Tried 4 colonists back to back and they got pushed just a bit before they stopped the tide of 10 enemies, which then turned into a one on one fight. Spawned 100 and they only held for a second before the momentum of the horde pushed them all the way through the corridor out forcefully to the larger room where the horde just ripped them apart from all directions even with their legendary armor. I must say this is a great feature as it makes that ridiculous one man spartan scenario unviable. That kind of thing is broken anyways, 100 people shouldn't really have any problem against one guy in legendary armor holding a corridor. So the same should be applied to the bugs.
#19
General Discussion / Re: Infestations too easy?
November 30, 2018, 09:27:23 PM
Or just pushing the colonist through the corridor like the humanoid enemies do would also work. It is something that humanoid enemies do after all. You can't just block a corridor and fight them one by one. They bumrush and push the colonist out like a tide, so it actually is a feature. It just doesn't work with bugs.

On another note, did you know that when bugs are mining walls, they are alot faster than when they are aggroed? Their wall mining speed is way above their combat damage, so when they are in combat they can't mine walls instantly. Another strange balance point or maybe just overlooked? It is quite strange that their wall breaking speed changes just because they are in combat or not...
#20
Melee is kind of even OP if you have people with 'tought' trait and can fit them with exellent or better devilstrand and plate armor together with power armor helmet. Give them a uranium mace and they become beasts. They can literally hold entire infestations back on their own in a narrow corridors. They are that powerful! They will get in a disadvantage when faced against alot of guns tho as the knockback effect keeps them from moving when there are alot of guns firing at them, so best to use them in enclosed spaces where not everything in the raid can aim at them at the same time. They are like spartans holding the line while your colonists at the back rain hell on the enemy.
#21
General Discussion / Re: Difficulty capturing someone
November 30, 2018, 09:22:53 AM
Hmm, i was also wondering this and did some tests in extreme difficulty. So i locked a perfect warrior with no weapons in a room of 30 random pirates. The battles were 1 on 1 and controlled. He managed to down 11, and another 11 died from non life threatening injuries. The rest 8 died from getting their torso or head destroyed(mostly torso), but they had something in common. Most of them were high on some kind of drug like go juice or something else, so they just wouldn't go down from pain till something like their torso is destroyed. They kept going with their legs and arms destroyed together with cracks and bruises all over their body.

What i can tell from this is that enemies die from rng %50 of the time for no reason other than balance and then drugs also adds like %20 more deaths because they won't go down from pain till something important gets destroyed. So the last value is about %30 of the enemies can be captured if you manage to deal non life threatening injuries all the time, but that is easier said than done. This test was with fists, which is the least lethal weapon in the game. When guns and other things go into the equation, the damage they can churn out destroys important parts like torso, head or heart makes it all the more harder to down someone. So in practice, out of like 50 pirates, you get like at most 1 or 2 downed after an intense firefight.

My conclusion is, even without the rng randomly killing %50 of the downed enemies, it is already hard enough to down someone without outright destroying them anyways. So i see no reason for such a balance rng mechanics existence. I should be able to subdue someone if i really want to with less lethal weapons. Someone like a prisoner for example. It would be the games fault if it gives me the opportunity for a situation where i can use less than lethal means to capture. Or maybe it is my superior strategy that gave me such an opportunity. I can't always use wooden clubs or fists to capture people anyways. When they come with like more than 50 people, how the hell am i supposed to have the luxury to use less lethal weapons right? So this mechanic is totaly useless and unimmersive. It is really annoying to see someone die from cracks and bruises to their body with nothing vital damaged while another guy lives with both their legs blown off. Game literally punishes you for doing good. It takes good strategy to create an opportunity where i have the leisure to use less than lethal weapons, but game just spits on your face for good strategy. This is a totaly unfair, unimmersive and an unneeded balance rng.

Edit: Did some more tests and it seems an avarage steel knife is pretty good for non lethal wounds, so it is pretty good for downing someone, yet the rng kills just the same at random even with all the non lethal wounds...
#22
General Discussion / Re: Infestations too easy?
November 30, 2018, 08:33:51 AM
I would like to be challenged as that is half the fun of the game. It would still be a part of the game if i had to abandon my base and run. Or maybe regroup outside while bugs destroy half my base to create a plan to take it back. Maybe burn them out or something. My colonists are far more valuable than some material that can be rebuilt if they are alive. But this chokehold spartan strategy makes the victory too cheesy and underwhelming. And there was virtually no damage done to the base, because all the bugs focused on the 2 melee gods that held the corridors and just piled on top of each other at their feet with their broken carapaces. The ones behind just waited for their turn one by one and didn't attack anything else. Actually, my colonists with guns did more damage to the base than the bugs themselves! With their shitty accuracy they pretty much riddled the walls with holes...
#23
General Discussion / Infestations too easy?
November 30, 2018, 08:21:34 AM
Once you have like 2 melee dedicated guys with plate armor and power helmet, i feel like infestation becomes way too easy to defend against. Had one spawn in my base with like 150 bugs! Smack in the middle of my base. They covered like %40 of the area inside the base so you would assume i would be fked and forced to abandon base right? The reality is very different tho... They only had 2 main corridors they could pass through due to my design, and those 150 bugs were killed by just 2 melee warriors with minimal damage to them. Bruises everywhere, but they held the corridors like gods while the other colonists rained hell on the bugs from behind them. What i don't like about this is that the bugs can't push them out. Like seriously, how could 1 guy be able to hold 75 bugs on his own? That is just insanity! He would be thrown back like a ragdoll even if bugs couldn't penetrate his armor and my spartan style defense would have failed with bugs spreading to bigger rooms where they can reach my other colonists, which would force me to abandon base as i can't deal with so many bugs attacking at the same time. Even my godly melee guys would be killed if surrounded with so many bugs, but a corridor is enough to prevent that...
#24
It seems power claw is very good to be used as a substitute melee defense weapon for your shooters. If tribes with clubs bumrush your guy and he can't shoot his weapon, then he will primarily switch to using the power claws to defend himself. He will still use his weapon to bash and crack bones, but claw usage will be more. Here are the melee damage values with different arms;

These values are with Archotech Eyes installed and 10 melee skill.

Power Claws - Melee DPS: 7.72 / Armor Penetration: %27
Archotech Arms - Melee DPS: 6.32 / Armor Penetration: %21
Bionic Arms - Melee DPS: 5.38 / Armor Penetration: %18
Regular Arms - Melee DPS: 3.52 / Armor Penetration: %12

Power Claws cut and scratch so it also has bleed damage compared to others.

I did some combat tests and power claw is pretty good in combat as a side arm for shooters. Since manipulation doesn't really give any bonus to accuracy over %100, archotech or bionic arms are wasted on shooters. Power claw can be a secondary last resort kind of melee weapon for your shooters. So don't hesitate to put them on if you have some lying around. It is the best self defense available for shooters. Using the bionic or archotech arms on your melee or worker pawns would be much better. For dedicated shooters, they are wasted on them.


#25
Releases / Re: [1.0] Mend And Recycle
November 29, 2018, 02:51:38 PM
I can't seem to craft the mending kit. For crafting mending kid, the table wants fuel, which is mending kits... I spawned some mending kit, fueled the table, and then the table was able to craft more mending kits. The table doesn't use fuel when crafting mending kits, but this makes it impossible to craft the first mending kit. I could always get around this by just spawning the first mending kit, but i would rather not use the cheat console. I was just testing if everything worked now and stumbled upon this. Is it just me having this problem?

Oh also the mending kit doesn't seem to deteriorate when left outside. Some fell with debris and have been outside for like half a year as i didn't care to get it in my mod test map.
#26
Releases / Re: [B19] Mend And Recycle
November 27, 2018, 04:50:16 PM
Having the same problem with all the apparel that has more than one component. So for example when i try to recycle a flak vest, flak jacket or flak pants, it is giving me the same error and only the steel is recovered while no cloth is recovered. This same thing happens with Marine Armor. Only the uranium is recovered and no plasteel or advanced components recovered. This doesn't seem to happen with Marine Helmet and it recovers the plasteel. Tho Marine Helmet also has an advanced component in it, i assume that the component can't be recycled as there is only 1 component and there can be no recovery from a helmet. So the error doesn't happen. But anything else with more than one component in its making has this same problem. Advanced Helmet also has this problem. Only the ingredients used like steel, silver, ect are recovered and none of the plasteel is given back. Also the Psychic Foil Helmet is a non craftable item, but has a recycle que. It obviously gives nothing but an error. There are other non craftable items set for recycle like doomsday launcher ect. It would be good to remove them to prevent confusion. Also, no item seems to give back components even when there should atleast be some. Like minigun, which needs 20 components to craft. No matter how much of a bad shape it's in atleast a couple components should be there. If the excuse is that the weapon is being smelted, then components worth of steel should be recovered as a +

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3208619) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_FlakVest1139695 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3225322) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_FlakJacket1139700 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3256517) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_FlakPants1139391 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3263311) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_PowerArmor1139361 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3265583) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_AdvancedHelmet1194897 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Gregory-Heap driver=JobDriver_Recycle (toilIndex=10) driver.job=(Recycle (Job_3309454) A=Thing_ElectricTailoringBench567472 B=Thing_Apparel_PsychicFoilHelmet1139627 C=(191, 0, 97)) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.TryStartCarry (Verse.Thing item, Int32 count, Boolean reserve) [0x00000] in <filename unknown>:0
  at MendAndRecycle.JobDriver_DoBill.<Store>b__2_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
MendAndRecycle.<>c__DisplayClass4_0:<DoBill>b__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#27
Having the same problem here. Its my 10th year and there must be like more than 1000 corpses all over the map and my colonists just don't have the time for even collecting cargo drops let alone corpses. The game started lagging because of all the corpses and cargo drops that are on the ground. You literally can't walk 5 blocks before seeing another corpse... I think a system should be implemented which corpses get covered by snow in time and then dissapear into the ice sheet.
#28
General Discussion / Re: Rate other people's colonies!
December 31, 2015, 03:50:25 AM
Well this is a mountain colony still under construction in a -95C ice cap biome. As you can see there is a toxic fallout going on and outdoor temp is at -93C but i have seen it reach -120C before. Honestly my game started lagging because of the sheer ammount of corpses scattered all over the map dying from cold -_- There must be like 500 corpses allready and i really can't be bothered to collect them with the slow speed on ice and deep snow. Oh i am using the biggest map size possible too so that adds to the lag i guess... Heating the whole base was quite a challenge. I have gone with a centrall heating system for this and now its working quite well but it took immense ammount of energy to get it stable as you can see from the huge energy grid that i am running... You might have noticed a huge number of human meat stored. Those are for my 50 trained warg pack obliterating ship events or seiges. I modded the game slightly so that building ship reactors under roof is possible and i can create dirt anywhere i like to. I mean yeah i don't know why moving dirt isn't in the game allready... There are things called greenhouses in real life you would assume that an advanced colonists that can mine into a mountain could move simple dirt... Well other than that defenses are as you can see. I have 2 killboxes one covering the enterance and another covering the beacon. You know how enemies love to land on the beacon and i wanted the beacon close to my base not outside and there just was the perfect opening for it. Still building the colony and this actually is a bit older pic but i really can't be bothered to take another 3 and merge it in the paint :) My paint skills are quite bad so you can even see the connection points if you look hard enough :) My next big plan is to have a 1 tile big roofed road going all over the map since with ice and snow everywhere its a pain to even try to collect cargo drops.
#29
Rhinos. They are harder to breed but their skin has the best armor rating after Thrumbo and are great at combat. If it wouldn't take 22 years for a thrumbo to reach adulthood i would definitelly choose thrumbo but right now they are just not viable to breed.
#30
Thanks for the help i did it. But now the problem is they never spawn with something over superior. I set them to spawn with good quality gear and they started spawning with awfull - superior quality but doesn't go over superior. What i want to do is to make them ocasionally spawn with exellent while rarely spawning with master and very rarely with legendary loot. Problem is if i set them to spawn with legendary they all spawn with legendary or master quality gear. I want these to be rare but my options seems to be either them not spawning at all with legendary loot or all of them spawning with legendary loot there is no middle point... So how can i do this?