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Messages - System.Linq

#451
Outdated / Re: [A16] Psychology (2017-1-4 v2)
January 05, 2017, 12:05:19 PM
As a testing measure, I created a clique in my colony with the new update. Someone even held a party, and only one fight broke out (against a clique leader, because her husband was the other clique leader). It didn't seem debilitating at all, so I guess it's fixed.
#452
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-4)
January 05, 2017, 11:45:44 AM
Quote from: Caraise Link on January 05, 2017, 04:11:02 AM
So I haven't interacted much with Prude and Lecherous yet, although I'm looking forward to it. Would it be possible to round out the two predominantly negative libido-related traits with a more positive one? Like, a trait called "Pervert" that causes the character to initiate [cough] "lovin' " more often and get a mood bonus in the presence of nude characters they find attractive? (Though I guess that latter might be at the expense of the other character's mood...)

Are you sure you posted this in the right thread?
#453
Mods / Re: What would make the game easier to mod?
January 05, 2017, 01:58:02 AM
Quote from: GiantSpaceHamster on January 01, 2017, 08:12:39 PM
Quote from: Psychology on December 31, 2016, 10:21:49 PM
So pawn.Faction is public, but pawn.factionInt is protected? But they are both Faction objects? What is the difference between them? Why does factionInt have to be protected, especially when you use both in the same method?

This is a perfect opportunity for a bit of a design/C# lesson. Pawn.Faction is a getter for Pawn.factionInt. It's a way to expose the ability to retrieve the value of factionInt without exposing the ability to change the value. If you look at the code for Pawn.Faction, there is only a getter declared ("get"), no setter ("set"). This also provides the ability to change how the faction is defined without changing the API. If factionInt was renamed or turned into a calculation the value could still be exposed with the Faction accessor and mods using it would not need to change their code.

This is proper design.

No, it's not, because you then proceed to use pawn.factionInt instead of pawn.Faction. If you make a getter, use it to get!! I'm well aware of accessor/mutator methods. The problem is the lack of consistency.

On that note, why is every Recipe class public except for Recipe_RemoveBodyPart?!
#454
Outdated / Re: [A16] Psychology (2017-1-4 v2)
January 04, 2017, 11:18:49 PM
Default is default. Central weights the scale to the center (3, equal bisexuality). Inverse weights the scale to the other end (6, exclusively homosexual).

The Kinsey scale is compatible with Prepared Carefully but you can't set your colonists' sexualities, if that's what you mean. I don't know how difficult that would be to add. It's probably something that's easier for Prepared Carefully to do.
#455
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-4)
January 04, 2017, 09:39:50 PM
Quote from: asquirrel on January 04, 2017, 09:10:54 PM
Getting an error message when I use this mod:

You're using another mod that's incompatible.

Quote from: Iwillbenicetou on January 04, 2017, 09:38:59 PM
What diseases does the failure cause

Infection.
#456
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-4)
January 04, 2017, 06:30:44 PM
That's per injury. The failures themselves still do a max of 20-60 damage depending on type. An individual cut can do a maximum of 25% of the part's health, so it can go over that number. It's just that with the old system, it was supposed to do 20 damage, but it could do 55 randomly for no reason.

I can damage the implant on a failure, sure.
#457
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-4)
January 04, 2017, 04:06:59 PM
Whoops! Let's just say it was stealth advertising.
#458
Outdated / Re: [A16] Psychology (2017-1-4 v2)
January 04, 2017, 03:32:15 PM
Updated to 2017-1-4 v2. This is a quick compatibility fix for surgery mods (like Less Arbitrary Surgery).
#459
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-4)
January 04, 2017, 03:28:06 PM
Updated to 2017-1-4.

-Instead of doing 30 damage on a minor failure and 65 on a catastrophic failure, minor failures do 10-20 damage and catastrophic failures do 30-60. This makes it so that some surgeries (like on the head) are not disproportionately lethal even on minor failures.
-Instead of doing between 50-100% of a part's remaining health in damage per surgery injury, failures do between 10-25% of a part's remaining health, so that an injury is far less likely to kill or sever a part on a patient unless its total damage exceeds the part's remaining health.
-You will receive the body part or implant back on a minor failure.
#460
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-3)
January 04, 2017, 02:51:29 PM
Quote from: Pichu0102 on January 04, 2017, 05:24:57 AM
I've noticed that sometimes it will say there's an infection in the bionic body part I was adding, but when I check, even looking at debug diffs, there's no infection. Is it supposed to be infecting the part, or is this a workaround to just say it failed the first check but got the second one and they're minorly damaged, as opposed to putting up a notice that says it partially failed?

It has a chance to add the infection when you succeed on the surgery with minor injuries, though it may not work with bionic body parts. I haven't tested it. I'm not sure what you mean that there's no infection. Maybe it tries to add it, gives you a message about it, and then fails to add it?

Quote from: Thirite on January 04, 2017, 09:36:36 AM
Oh cool, I was waiting for Better Surgeries, but this sounds like it does a similar fix. Did you modify the damaged body parts on failure to actually reflect where the operation was taking place? ie: no more broken legs/stabbed kidneys while trying to install prosthetic hand

Yes, ridiculous failures will only ever happen when a doctor is impaired and fails critically.

Quote from: kunyomi on January 04, 2017, 11:32:10 AM
Does this only make surgeries less wacky when it fails, as in does it not alter the success rate of the initial failure check?

Correct, though the next version will add medical tending offset (i.e. hospital beds and vital monitors) to the success rate.
#461
Outdated / Re: [A16] Psychology (2017-1-4)
January 04, 2017, 02:33:35 PM
Updated to 2017-1-4. This update is largely tweaks and bugfixes, no new features.
#462
Outdated / Re: [A16] Psychology (2017-1-2 v2)
January 04, 2017, 01:49:09 PM
Quote from: Caraise Link on January 04, 2017, 03:14:00 AM
I am honestly not liking the cruel synergy between "colonist quarrel" and "cliques formed". You can have a colony where everyone is friends with everyone, then the RNG hits and suddenly they're at each other's throats. It doesn't feel human at all.

EDIT: I just had a colonist start a social fight over "enemy of my clique", despite her being at +35 towards the other colonist and the other colonist being +65 towards her. I notice that her clique social penalty is -10, while the other clique member gets -20. Is this to do with purposeful mod settings, or is the social fight mechanic a little more nonsense than I thought it was?

At this point this is honestly feeling less like a social dynamics thing and more like a high-intensity psychic drone attack...

EDIT: Annnnnnnd there's a fatality. Among characters that were all sitting at +40 - +100 before the "colonist quarrel"s and "clique formed" happened. This is now a bigger blight to my play experience than surgery fail chances. = /

The clique social penalty is -20 for clique leaders against other clique leaders, and -10 for clique members against anyone else that's part of the other clique. The clique leaders are the ones driving the clique, so they're the ones you need to take care of to stop the infighting. How you do that is up to you; colonists will only fight on behalf of clique leaders that they are friends with, and clique leaders have to be on the map (and alive) for any fights to break out. Clique members at a positive relation to each other are much less likely to fight. Anyone at +50 opinion shouldn't do it at all -- so the +35 colonist was probably the one responsible.

However, I've gotten a lot of feedback of this nature, so the next version will reduce clique fights by 75%, and also stop colonists from fighting if they are friends with both clique leaders. That should make them more manageable. As to the synergy, well, I've been in enough communities to say it's pretty realistic.

Quote from: Love on January 04, 2017, 01:17:07 PM
Quote from: hwfanatic on January 04, 2017, 12:40:21 PM
Hi!

May I point you to this discussion about a strange problem with hold door behavior? https://ludeon.com/forums/index.php?topic=29057.0
Do you think it could be problem with one of your detours? Just asking. Thanks.

The behavior is intended. It means one of your colonists is a saboteur.

Personally I think the saboteur thing needs to go because so many people mistake it for a bug.

Sabotage isn't going anywhere, it's a great incident that challenges people to pay more individual attention to their pawns and change what they think they know about the game. However, I may make it an opt-in setting, so that only people who know to look for aberrant behavior of some kind will experience it.
#463
This is an intended behavior of a special event in Psychology. One of your pawns is leaving the doors open. Find and arrest them.
#464
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-3)
January 03, 2017, 08:48:45 PM
EPOE doesn't detour anything to my knowledge, so it's compatible.
#465
Releases / Re: [A16] Less Arbitrary Surgery (2017-1-3)
January 03, 2017, 08:11:23 PM
Then euthanize them. This mod is to avoid surgically murdering your colonists.