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Messages - GiantSpaceHamster

#196
Hey everyone! I added a poll to the the top of this thread related to persistent features in Moody. Currently Moody does not save any data with the game, allowing it to be enabled and disabled without starting a new game. Some people have expressed interest in features that would require persisting data, removing this feature. Some examples are hotkey support, saving the size/position of the window, and saving skill view configurations. Let me know your thoughts.
#197
Quote from: b0rsuk on February 02, 2017, 01:02:07 PM
Neither cover nor personal shield protects against inferno cannon. Inferno cannon grants some degree of resistance, but you still catch fire often when hit. And when that happens, other mechs will perforate you.

Which reminds me - some people gave terrible advice on the first page, that you should equip a personal shield and run in the open like a headless chicken, and don't go into cover because they will switch targets. Completely not true. Mechanoids simply shoot the closest target they can see. If you're partially visible (sandbags, leaning around corners) they will shoot.

The headless chicken strategy works great if you do it right. You have to let the mechs start firing then run out of range or behind cover. That way they will not switch targets, instead restarting their cooldown. With a personal shield you are very unlikely to take any damage from the 1 or 2 shots that may hit before you get out of range.

Seriously though, with this strategy I take zero or almost zero damage fighting mechs.
#198
A couple notes. First, put sandbags at the edges of those walls your guy died leaning out from behind. If the square he leans over has a sandbag it will provide cover.

Second, use any other pawn (preferably one with a shield) and just run around randomly out in the open, but closer to the bots than your pawns that are firing at them. If you do it right you can avoid any damage. The runner should be either right at the cusp of the enemy's range or near an obstacle they can run behind when the enemy starts firing. It's important that you don't run behind cover or out of range until the enemy starts firing or else they'll switch to one of your other pawns as a target.
#199
Quote from: synopia on January 31, 2017, 03:33:19 PM
Hi.

I have made a rewrite of this mod.

You may try it here: https://github.com/synopia/Zombies/releases/tag/0.16.0

Currently working: Zombie Raid & Reanimate infected colonists.

I'm not sure how I feel about this given that the original creator is working on updating this mod. Did you get permission? Or, if your work is entirely original, it still seems inappropriate to advertise in someone else's mod announcement thread.
#200
General Discussion / Re: Alpha 16 Data Spreadsheet
January 30, 2017, 01:52:21 PM
Quote from: Elysium on January 21, 2017, 08:44:55 PM
Note: While much of this data is on the wiki, the wiki is missing some of it, as well as being incorrect in places.

This sounds like a great reason to put this info on the wiki instead of a linked spreadsheet =) Then just link the new/updated wiki page(s).
#201
Ideas / Stack Size vs Carry Size
January 27, 2017, 07:17:06 PM
I see a lot of comments about stack sizes. While I personally don't have a problem with the current stack sizes, it does feel like the concept is being used for two different things:

1) Maximum quantity of a thing that can be present in a tile
2) Maximum quantity of a thing that a pawn can carry

I'm not sure if the value-add is worth the design and refactor time, but it would be nice if these two properties were separate. This would allow stacking more of things in one tile without also increasing the amount a pawn can carry. Conceptually it also makes sense that a pawn would not be able to carry everything in a tile, depending on what it is. Then again, a single pawn can carry a double bed, so obviously the line stops short of realism (as with any game).

It would also be nice if when carrying things (e.g. hauling) pawns were able to pick up different types of items. When packing inventory for a caravan for example pawns will stock up different types of things in their inventory, but when hauling, they will never use their inventory and will only ever carry one type of thing at a time. I am constantly frustrated with pawns that run across the map to grab that one nutrient paste on the ground and do not pick up the pistol or whatever other small item is laying next to it.
#202
Ideas / Smooth stone floors vs other floors
January 27, 2017, 04:09:31 PM
I know this is a topic that pops up in the general forum every once in a while, but I thought I'd add my two cents here.

Smooth stone floors are +3 beauty while carpets and stone tile floors are +2. While I get that smooth stone floors cannot be used everywhere, and with respect to the beauty value alone I don't have a problem with the difference, I feel that it restricts aesthetic choices too much. The player has to sacrifice in-game aesthetics (beauty value) for player aesthetics (how their base looks to the user, aside from in-game effects). I think it would be better if this conflict was not present. It would enable more variety for base aesthetics without arbitrarily compromising colonist moods.

Besides, the lack of resources needed for smooth stone floors more than makes up for the increased construction time. The extra beauty point is not needed to justify the fact that it's limited to certain ground surfaces given the conflict with player aesthetics.
#203
General Discussion / Re: Cassandra's War On Drugs
January 27, 2017, 03:40:29 PM
Nice story, thanks =)
#204
Quote from: Jimyoda on January 26, 2017, 03:34:42 PM
I posted about this behavior in Bugs just to ask if it's intentional. I couldn't find any other mental break that does this. Tynan confirmed it's intentional. Makes sense to me that someone gone crazy doesn't bother closing doors. So it's an added thing you have to worry about.
I don't see a way to protect against this. Still happens with auto-doors too. But if/when it happens, you just need to get another colonist (or animal) to pass through the door to close it.

I totally understand normal doors not closing in this situation.

However, if auto-doors don't close in this case, that definitely seems like a bug.

(Edited to be less of a dick)
#205
General Discussion / Re: Cave Bases.
January 25, 2017, 04:27:14 PM
Quote from: Limdood on January 25, 2017, 10:13:47 AM
Minimum steps (to REDUCE the likelihood of a surprise attack insta-killing a pawn stuck in a room and fight the infestations on even terms):
1) Light crucial and high traffic/risk areas.  These include prison, hospital, work room, and bedrooms.  Infestations have reduced chances to spawn in lighter conditions.

I thought this had been debunked...
#206
General Discussion / Re: Cave Bases.
January 24, 2017, 01:42:14 PM
Cleaning really shouldn't take any longer than cleaning the same size base outside a mountain. If anything it should be faster since you will likely have fewer entry points to your mountain base.

I love digging into mountains but I usually start with some quick wood structures to sleep in and stash degradable stuff, then dig into the mountain when I have some food stocked.

Make sure you're smoothing the stone floor. That will prevent dirt from being generated from those tiles and also has the best beauty factor of any flooring. It does take a LOT longer than putting down other kinds of flooring though.
#207
General Discussion / Re: DROP YA QUESTIONS HERE!
January 19, 2017, 04:33:55 PM
You'll end up with the same problem as the forum in general. Questions will get lost in the replies to this thread. If you really want to support a FAQ I recommend creating one on the wiki and linking to it here, then help keep that updated.

http://rimworldwiki.com/
#208
General Discussion / Re: Drop Pod Use Unassigning Beds
January 19, 2017, 02:18:27 PM
While most of the time finding a new bed might not be an issue, it can be if you have a pawn with one of the traits that affects their bedroom quality need. You may want a pawn to have one specific bedroom. For roleplaying purposes you may also not want a bed unclaimed just because a colonist went off the map on a caravan or drop pod excursion.

On the other hand, I sort of wish that every time a colonist got out of bed it unclaimed the bed. That would make it easier to have bedrooms strategically located throughout the base to minimize travel times when going to bed.

Maybe a system where pawns don't claim beds, but you can still force-assign them, and force-assigned beds don't get unclaimed unless the pawn dies?
#209
Some more context in case it helps:

The dragon type is intended to be challenging for the player, not a potential pet to train or a replacement for normal animals that roam the map. So the pawn should represent that tone. Quadruped with scales, wings, and tail for the basic body structure. I'm not terribly concerned with it looking super scary, but it shouldn't be cute and cuddly.

Whether or not there are horns, large spikey scales along the back, visible talons and teeth, etc I have no strong preferences about. Whatever looks decent given the graphic size we're working with.
#210
Bugs / [A16] ThingContainer.TryAdd() stack overflow
January 18, 2017, 02:54:31 AM
If ThingContainer.TryAdd() is used to add the owner of the container to the container, a stack overflow will be caused cycling between Verse.Pawn.Tick(), Verse.ThingContainer.ThingContainerTick(), and Verse.Pawn_InventoryTracker.Inventory_TrackerTick() (or Pawn_CarryTracker depending on which of the two methods below is used).

Give a Pawn p, the following cause a stack overflow:

p.inventory.GetInnerContainer().TryAdd(p);

p.carryTracker.GetInnerContainer().TryAdd(p);

I believe it can be fixed with a check during the validation in TryAdd between the method's Thing parameter and ThingContainer.owner.pawn.