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Messages - Damien Hart

#16
Since Tynan fixed the firefighting ai, it's usually more effective just to let them do it themselves.

You can make a pawn that's incapable of scary fight fires by drafting them. Conversely, someone who's capable of scary but not of violence won't fight fires when drafted.
#17
General Discussion / Re: Trouble repairing
May 15, 2016, 10:47:09 AM
Do you have spare components available? Repairing a broken down machine takes a component.
#18
General Discussion / Re: [A13] Food Stats
May 15, 2016, 10:45:16 AM
Quote from: milon on May 14, 2016, 02:25:46 PM
@Damien Hart, I think you want to look for MeatAmount and baseBodySize tags in the ThingDefs_Races files.  I suspect (but can't confirm) that baseBodySize is used to calculate how much meat an animal will give, and MeatAmount (if present) overwrites the value calculated from baseBodySize.

From looking at the defs, the baseBodySize stat is a multiplier for the base MeatAmount of 90. There's also a postProcessCurve, but I'm not sure how that works. The generic MeatAmount def has a list of points, which I assume are used to build a curve, but there's nothing in the race defs to say how that curve might factor against the final meat amount. A chicken has a body size of 0.25, but after the curve is factored, in game it has a meat amount of 27, up from 23.

At any rate, there wasn't anything specific about whether a corpse provided more or less nutrition if an animal eats from it unbutchered, so I can only assume the total nutrition is the same as you'd receive from a 100% butcher yeild.

So basically, to get the most out of your animals/raiders, the only thing to consider is making sure your colonist with the highest butchery efficiency stat (at least 100%) does all your butchering. Butchery efficiency directly affects the yeild of butchering, and it goes over 100%. Cooking skill and manipulation and sight efficiency are all factors on butchery efficiency, so it won't just be your best cook.

As an example, my current best cook is level 16, which has a 116% efficiency, but he's missing an eye and two fingers, so his actual efficiency is 75%. Another colonist with level 13 cooking, which has a 108% efficiency, also has fibrous mechanites, bringing his efficiency to 156%. I just had him butcher a muffalo for 280 meat, and a muffalo has a normal meat amount of 180.
#19
General Discussion / Re: Zero Meat
May 14, 2016, 12:26:38 PM
Quote from: Devon_v on May 14, 2016, 12:22:17 PM
But they do. Manhunter packs come to my door and wait for me to shoot them. :)

Well yeah, but they don't knock themselves out and wait for you to eat them. There's at least some risk involved.
#20
General Discussion / Re: Zero Meat
May 14, 2016, 12:11:37 PM
I'd say it's more likely intended to balance the map's ecology; too many animals would quickly result in an empty dirt map populated by starving animals, which was actually an issue back in like alpha 3 or 4. It totally disrupts the game balance when the animals practically hunt themselves for you.
#21
General Discussion / Re: [A13] Food Stats
May 14, 2016, 11:54:03 AM
Quote from: cultist on May 13, 2016, 12:41:55 PM
Cooking skill has a dramatic impact on the amount of leather/meat gained from corpses. So it's not just a question of do/don't. Corpses provide easy food for wargs/dogs/pigs, but I think the problem of this method is "overeating", just like when animals get into your beer stash and drink themselves to death. Animals keep eating until they are full and they will often consume more nutrition than they need. Turning their food into smaller bits generally ensures they eat only as much as they need.

I hadn't considered cooking skill vs meat amount. Does anyone happen to know where to find the total nutrition value of a corpse? I had a look through some of the defs but I couldn't find anything specific, and I can't really compare the two without it.

I didn't know they overate from an unbutchered corpse, but that would definitely be something to watch out for.

Quote from: Chibiabos on May 13, 2016, 02:24:38 PM
Kibble has a basic bonus of 20% in terms of nutritional output (the kibble produced) versus the input (ingredients).

On that subject, simple meals have a 70% increase and they can be fed to most animals, so aside from the added labour cost, meals are still more efficient for feeding your animals, at least in terms of food cost. That would probably be a bigger deal where food production is difficult, eg. deserts or ice plains or maps with short growing seasons.
#22
Ideas / Re: New Guns
May 14, 2016, 11:15:24 AM
Quote from: Rhopunzel on May 13, 2016, 06:27:52 PM
the 5.56mm that an M4 fires typically has a much greater muzzle velocity than 7.62mm you'd get in an AK, so it'll generally have longer range

Not quite. The higher power and mass of a higher caliber bullet means more momentum, so they typically have a longer range. The whole idea of an assault rifle is that the higher caliber bullets are actually way more powerful than necessary for typical engagements.

Assault rifles like M16's and AK-74's are good for short to medium ranges, and battle rifles like AK-47's and FN FAL's are good for medium to long ranges.

So an AK-47 would fire slower, but have higher damage and be more accurate at range; in regards to RimWorld that role is filled by the survival rifle, though it could probably do with an alternative, in the same way that you have the option of the PDW or the heavy SMG for short range damage dealing. Something with damage and fire rate in between the assault rifle and the survival rifle, and a slightly lower range than the survival rifle.

A machine pistol would just overlap with the pistol and the PDW, there's not actually much of a stat gap between the two. I do like the idea of the sawn-off, and the crossbow, but the crossbow should have a shorter range and slower fire rate compared to the shortbow, but higher damage and better accuracy.
#23
General Discussion / Re: [A13] Food Stats
May 13, 2016, 10:23:06 AM
I wouldn't be so sure about that. Rotting food doesn't really add anything to gameplay, it would just be a timesink to haul it away. It seems more like a case of gameplay over simulation.
#24
General Discussion / Re: Steel Shortage [Solved]
May 13, 2016, 09:51:54 AM
Quote from: Nickvr628 on May 13, 2016, 09:27:50 AM
Is that, a human body buffet for you animals?

It is. For my wargs mostly, because they can't eat kibble.

Quote from: Flying Rockbass on May 13, 2016, 09:17:44 AM
! That's an amazing location. I love this colonies where there are water and mud, so that people might want to cross and you don't have any defense.

Did you devmode the rocks or is it natural?

Natural. http://i.imgur.com/XuZQCf8.jpg
#25
General Discussion / Re: [A13] Food Stats
May 13, 2016, 09:47:05 AM
Fair enough, I probably wouldn't notice it either if I didn't mostly play the boreal forest.

Quote from: milon on May 13, 2016, 09:22:15 AM
Anyone know how the rot mechanic works?  There's daysToRotStart, but how long does something take to fully rot?

All food seems to rot instantly out of existence, so daysToRotStart would probably be the only thing to compare. Not unless you wanted to test the effects of heat and weather, though theoretically they'd all be affected the same.

What I would be interested in seeing is a comparison of butchered vs unbutchered corpse nutrition values. I'd like to know whether to chop up raiders before I feed them to my dogs/wargs.
#26
General Discussion / Re: Steel Shortage [Solved]
May 13, 2016, 09:02:34 AM
Quote from: Flying Rockbass on May 13, 2016, 07:22:24 AM
So Damien... I see you like corn...
Quote from: Negocromn on May 13, 2016, 08:28:58 AM
fixd, hauling nightmare

I didn't see that first one, but yeah, I have a bit over a season to grow a year's worth of food. So to answer your question, yes, I love corn. And rice. Because not starving is good.

http://i.imgur.com/bmyvER0.jpg

And I have huskies for hauling, just for the record.  ;D
#27
General Discussion / Re: [A13] Food Stats
May 13, 2016, 08:10:52 AM
But wouldn't the cost of labour be more apparent in a smaller colony than a larger one?
#28
General Discussion / Re: Steel Shortage [Solved]
May 13, 2016, 08:08:54 AM
It's an easy mistake to make.

Floors are different in the menu because they're treated differently to everything else in the game.

It could probably stand to have a specific tip explaining it from the tutor though.
#29
General Discussion / Re: Steel Shortage
May 12, 2016, 10:59:39 PM
When you click on something in the architect menu that can be made out of a different stuff, the little blue menu pops up to let you choose whatit will be made from. The menu collapses automatically if you mave the mouse away, so you may not have noticed before.

#30
General Discussion / Re: Steel Shortage
May 12, 2016, 10:15:56 PM
You can make stone walls. You just need to research stonecutting, make the stonecutter's table, cut some stones and you're good to go.