A whole bunch of cool tips!

It's a slow day...sorry...

It's a slow day...sorry...
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Quote from: zeidrich on February 03, 2017, 03:39:39 PMQuote from: GiantSpaceHamster on February 03, 2017, 01:11:46 PM
While not technically a bug, it does seem like a poor solution. The business logic based on vanilla stats should not allow selling for more than you can buy if that is the intent in vanilla, without an arbitrary check and cap. That way mods could allow selling for profit if they want without having to detour.
It's not so much "business logic" just a sanity check. When you are able to sell a good to a trader, you may buy goods from the trader too. So if you sell them a component for 40, close the window and buy it for 1, nothing stops you from selling it again for 40, buying it for 1 again, and so on. It means that you can essentially buy out every item from every trader as long as you're willing to make the clicks by trading, accepting, trading again.
It's quite a reasonable thing to want to prevent, and I think it actually helps with mods that affect stats because it doesn't cause a surprise edge case to completely break trading. What is the point of trade related stats anyways if you immediately have infinite money?
Is there a better way to correct it? I don't know. You could set pricePlayerBuy = pricePlayerSell instead, but then prices get higher as your skill gets better. Maybe even better is pricePlayerBuy = pricePlayerSell = (originalBuyPrice + originalSellPrice)/2 which if buy and sell price diverge at the same rate will mean that you'll just stop getting any benefit once buy and sell price meet.
Quote from: BlackGyver on February 02, 2017, 09:13:03 PM
Hello! Great mod, love it!
I do however have a small QoL feature request; could it be possible to make it so it only displays colonists present on the current map in Moody? Or maybe have a toggle between the normal full-colonist display and localmap-colonist display?
Quote from: asquirrel on February 02, 2017, 06:17:49 PM
I'd like being able to undock the bar and move it around, if possible. Resizing the window would be great too. I'd like to be able to see what weapons my pawns are carrying. There was another mood mod (I think it was called colonist KF bar) where you could zoom into the pawn icons and see what they were using for weapons. Hotkey support would be good (a way to toggle the bar on and off with a key). Thanks for your consideration.
Quote from: Jimyoda on February 02, 2017, 04:07:55 PM
Since the data is already in the wiki, I wrote a quick query to list out the animals' gestation period and maturity period. The numbers are not guaranteed accurate, because the game changes so much... but if you point out any wrong data, I'll fix it.
The page is a sandbox and is subject to change, but not anytime soon.
http://rimworldwiki.com/wiki/User:Jimyoda/Sandbox2
You may need to click "... further results" to see everything.
Hope that helps.
Edit: I added a column for meat yield.