Quote from: Lemonater47 on January 28, 2018, 01:34:44 PMIt's almost like this character is aiming for the limbs, fingers, ears and such. Rather than simply gutting them then and there.Once you research into autopsies of knife fights and you see how many wounds those guys get in their limbs compared to their torsos you understand the concept of "defensive wounds". It's not like your guy is aiming there; the enemy is attempting at maximum to keep that blade outside his/her vital organs.
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#181
General Discussion / Re: What do you do with the scyther blades?
February 01, 2018, 01:22:54 PM #182
Unfinished / Re: [B18+] Outer Galaxies
January 30, 2018, 01:41:08 PMQuote from: Jackalvin on January 30, 2018, 01:18:41 PMWhen it comes to testing, you'll simply have to play as you would Vanilla, and simply take notes of points out of the curves, (for example, a neolithic bow doing as much damage as a modern assault rifle).
Sorry... I'm not new to Rimworld though and I'll be happy to test it and send you the debug logs Etc...
#183
General Discussion / Re: Damage calculation question
January 30, 2018, 09:14:08 AMQuote from: trulypanda on January 30, 2018, 07:10:50 AMQuote from: Razzoriel on January 30, 2018, 04:53:08 AMYou download Telerik then decompile the source code. Then you can make a .dll that replaces a function with the one of your liking.
When I was looking into combat calculations, I believe I saw something along the lines of "if there is no damage to this limb, then damage = limb's HP - 1, which effectively means you cannot destroy body parts with one single attack anymore. You can confirm this by testing if weapons with ludicrous damage, like 100+, will reproduce the same effect.
May I ask where could I see combat calculations? Is it in the core folder?
I wanna try to modify it; thanks.
#184
General Discussion / Re: Damage calculation question
January 30, 2018, 04:53:08 AM
When I was looking into combat calculations, I believe I saw something along the lines of "if there is no damage to this limb, then damage = limb's HP - 1, which effectively means you cannot destroy body parts with one single attack anymore. You can confirm this by testing if weapons with ludicrous damage, like 100+, will reproduce the same effect.
#185
Releases / Re: [B18] Tech Advancing (1.8.3)
January 29, 2018, 09:25:13 AM
Is it possible to create tech levels?
#186
Unfinished / Re: [B18+] Outer Galaxies
January 28, 2018, 01:54:28 PM
Bumping this up to bring some numbers so far.
Outer Galaxies, on its current state, adds:
- 18 throwing weapons, ranging from throwing sticks to bolas.
- 39 defense turrets, both manual and automatic, from ballistae to gatling laser turrets.
- 30 explosive and incendiary weapons, from greekfire to RPGs and grenade launchers.
- About 236 firearms, ranging from muskets and flintlocks to Vulcan miniguns.
- About 56 spacer-tech guns, from laser pistols to Titanfall's missile launchers (thanks, Rimfall)
- 43 different metals and alloys, ranging from copper to athenium.
- 13 different stone types, from breccia to diorite (thanks, Cupro)
- 190 real-life ores with their real metallic compositions (Example: no more mining steel; gotta mine Limonite, one of the many ores with iron in its composition smelt it into Iron, then proceed to temper it into Steel).
- 350 different research projects (this might be put on hold for sorting out how to properly tree and unlock things)
- 33 different cultivars for farming, ranging from lettuces to morning-glory flowers.
- 148 animals taken from multiple mods, ranging from (relatively) harmless mouses to dinosaurs taken from DinoRim.
- 12 additional biomes (see post above)
- 10 additional factions with different access to technology, from true tribals with little to no contact to technology to space pirates.
- 42 different drugs of varied origins and potency, ranging from lager beer and tea to Jack3d stimulants and Fallout's Hydra.
- 7 additional medicine items, ranging from poultices to nanomedicine.
- 20 additional implants (more to come)
- 25 additional diseases ranging in lethality (from a simple, annoying strep throat or stye to bronchitis and dengue)
- 150 additional armor pieces, ranging from sandals to different specialized power armors for different threats)
- 80 different melee weapons with distinct bonuses and attack patterns, ranging from stone hatchets and bone spears to torchswords and stun batons.
- 30 different resources, ranging from sugar, salt and charcoal to cordite, nitroglycerin and coolant gas.
- 400 additional backstories, some taken from Reibeau's Editable Backstories (from these 400, about 50 are tribal backstories)
- Several backstories removed, editted or nerfed ("snowflake" backstories)
- 50 additional buildings, from claypits and querns to uranium generators and chemistry labs.
I'm pretty hyped up for getting this to work. The entire planning is done, the systems are designed, its just a matter of coding and putting everything together for launch. Testing will be required, obviously. Those who replied here interested in the mod are sure to be PM'ed as soon as it is compiled for some test runs. Thank you to everyone for the patience.
Outer Galaxies, on its current state, adds:
- 18 throwing weapons, ranging from throwing sticks to bolas.
- 39 defense turrets, both manual and automatic, from ballistae to gatling laser turrets.
- 30 explosive and incendiary weapons, from greekfire to RPGs and grenade launchers.
- About 236 firearms, ranging from muskets and flintlocks to Vulcan miniguns.
- About 56 spacer-tech guns, from laser pistols to Titanfall's missile launchers (thanks, Rimfall)
- 43 different metals and alloys, ranging from copper to athenium.
- 13 different stone types, from breccia to diorite (thanks, Cupro)
- 190 real-life ores with their real metallic compositions (Example: no more mining steel; gotta mine Limonite, one of the many ores with iron in its composition smelt it into Iron, then proceed to temper it into Steel).
- 350 different research projects (this might be put on hold for sorting out how to properly tree and unlock things)
- 33 different cultivars for farming, ranging from lettuces to morning-glory flowers.
- 148 animals taken from multiple mods, ranging from (relatively) harmless mouses to dinosaurs taken from DinoRim.
- 12 additional biomes (see post above)
- 10 additional factions with different access to technology, from true tribals with little to no contact to technology to space pirates.
- 42 different drugs of varied origins and potency, ranging from lager beer and tea to Jack3d stimulants and Fallout's Hydra.
- 7 additional medicine items, ranging from poultices to nanomedicine.
- 20 additional implants (more to come)
- 25 additional diseases ranging in lethality (from a simple, annoying strep throat or stye to bronchitis and dengue)
- 150 additional armor pieces, ranging from sandals to different specialized power armors for different threats)
- 80 different melee weapons with distinct bonuses and attack patterns, ranging from stone hatchets and bone spears to torchswords and stun batons.
- 30 different resources, ranging from sugar, salt and charcoal to cordite, nitroglycerin and coolant gas.
- 400 additional backstories, some taken from Reibeau's Editable Backstories (from these 400, about 50 are tribal backstories)
- Several backstories removed, editted or nerfed ("snowflake" backstories)
- 50 additional buildings, from claypits and querns to uranium generators and chemistry labs.
I'm pretty hyped up for getting this to work. The entire planning is done, the systems are designed, its just a matter of coding and putting everything together for launch. Testing will be required, obviously. Those who replied here interested in the mod are sure to be PM'ed as soon as it is compiled for some test runs. Thank you to everyone for the patience.
#187
Mods / Re: [Mod Request] Reloading guns
December 24, 2017, 05:48:32 PM
Found it. Skullywag did it on April 2016, but never updated it.
https://github.com/Skullywag/VanillaReloadableGuns
https://github.com/Skullywag/VanillaReloadableGuns
#188
Mods / [Mod Request] Reloading guns
December 13, 2017, 11:10:30 AM
Shinzy made such a mod some alphas ago. Simply put, all guns had a current/max bullet count and whenever the gun was out of ammo, they shouted a mote "Reloading!" and a job was done to reload the gun, all modified through .xml settings. It didn't encompass the detail of Combat Realism of adding ammunition, firing types... it simply added this functionality of "every X shots you fire you need to reload", which gives more depth with simplicity to vanilla.
#189
Unfinished / Re: [A17] Outer Galaxies
December 01, 2017, 02:40:58 PM
Biomes are ready, but will need ironing and tuning, since there are several instances of biomes speckling over. The formulas are not perfect, but are working well enough for release.

New biomes are: Woodlands (Tropical, Temperate, Boreal), Flooded Rainforests, Meadows, Grasslands, Praires, Steppes, Heathlands, Savannas, Cerrados. This effectively doubles the amount of biomes you can land on.
Yes, this is still a mod under development. If anyone knows how to make world labels for biomes, let me know, I want to make those for the new ones.

New biomes are: Woodlands (Tropical, Temperate, Boreal), Flooded Rainforests, Meadows, Grasslands, Praires, Steppes, Heathlands, Savannas, Cerrados. This effectively doubles the amount of biomes you can land on.
- Woodlands are lesser forests, with less trees and animals. Most are in temperate areas with less rainfall than standard forests.
- Flooded rainforests are perma-flooded tropical lands which are distinct from tropical swamps and forests; while tropical forests have seasonal floodings and swamps are not directly related to rain, flooded rainforests are in a near-constant state of rains throughout the whole year. A rainy tropical swamp becomes a flooded rainforest. For Rimworld, if tropical forests are 'green hells', In Outer Galaxies they are Purgatory, tropical swamps are the 3rd circle, and flooded rainforests are the 9th circle. Also, dinosaurs (thanks, DinoRim)
- Steppes are drier, slightly hotter and slightly less fertile tundras. It bears a lot of similarities with tundras, being tougher and easier in certain aspects to settle.
- Moorlands are related to high elevation places, with very low vegetation but some animals. It is very tough to farm (low fertility soil all-around).
- Meadows have low amounts of trees, but lots of animals and average fertility. It is slightly tougher than Temperate Forests, but have lower amount of diseases going on.
- Grasslands are all-around average biomes where there's average amount of diseases going on, snow, trees, rain, animal concentration, and soil fertility. It is present in temperate biomes.
- Praires have low fertility and low amounts of trees, but overall are similar to slightly hotter grasslands.
- Heathlands are slightly colder, less fertile, slightly wetter arid shrublands. There is more trees, about same amount of animals and less diseases. The main problem with settlers in heathlands is the low fertility, even lower than shrublands, which makes farming difficult.
- Savannas have even less trees than arid shrublands, and are characterized by having more fauna. There is more low vegetation than shrublands, and it is easier to farm by being more fertile. Otherwise, players will find it an "easier Arid Shrublands" biome.
- Cerrados are temperate deserts. There is very few vegetation but the temperature supports some rain and pockets of fertile land for farming. Hunting is more difficult, since there is less concentration of animals.
Yes, this is still a mod under development. If anyone knows how to make world labels for biomes, let me know, I want to make those for the new ones.
#190
General Discussion / Re: Weapon time span
November 28, 2017, 04:50:06 PMQuotewhich leaves only about 1200 years filled with war and setbacks to reach the status of a GlitterworldHumanity went from muskets to fully automatic rifles in six generations. One fourth of that period. Your argument is invalid.
#191
General Discussion / Re: Weapon time span
November 26, 2017, 09:42:06 PM
The power leap from assault to charge rifles is gigantic. There are no mid-term weapons. Railguns are cool. Please add railguns, Tynan.
#192
General Discussion / Re: Animal size and Predation
November 17, 2017, 09:16:55 PM
Check for <maxPreyBodySize>.
#193
General Discussion / Re: [α18] Is it intentional Tropical Rainforest has no wild harvestable fruit?
November 17, 2017, 04:07:04 PMQuote from: Songleaves on November 17, 2017, 03:08:17 PMThere is a reason Africans never really had to have great technology to acquire food.
To be fair, eating plants in the rainforest is generally dangerous. They just have a huge diversity of plants and many are poisonous.
#194
General Discussion / Re: Maybe Pigs and Boars should have Intermediate intelligence?
November 13, 2017, 08:18:51 PM
Boars should be harder to train, more aggressive (manhunting more often in taming attempts) and should have higher gestation periods (in RL boars gestate for 115 days, pigs 122 days; that's 1/3rd of a year, so gestation should be 26-28 days, double what it is now. Additionally, their leather (pigskin) yields too much heat resistance for whatever reason.
So yea, unbalanced for no reason, should get nerfed.
So yea, unbalanced for no reason, should get nerfed.
#195
Releases / Re: [A18] Change Research Speed
November 12, 2017, 09:36:55 PM
I know this is a little pushing, but can you make a version that simply halves research speed, without human input?
