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Messages - Zhentar

#136
General Discussion / Re: Any plans for bigger maps?
January 21, 2017, 10:48:30 AM
Quote from: Grax on January 21, 2017, 12:35:10 AM
Quote
I don't think it will help much though, because the game avoids making very many pathfinding calls. It's probably the job assignment/think trees for your colonists slowing you down the most, which is also largely avoided by drafting colonists.
No, it's only pathfinding.

Oh, okay, thanks for letting me know. I was just pulling that out of my ass, it's not like I've spent many hours measuring & analyzing RimWorld pathfinding performance or anything.
#137
General Discussion / Re: Curious performance
January 21, 2017, 10:04:08 AM
Quote from: Goo Poni on January 21, 2017, 05:46:46 AM
Is this worth a low priority bug report? Implement a cleaner that runs periodically to purge the list of the dead and alive if they have no relevant relations? I'm personally fine with entirely new pawns in visits and raids all the time. The turnover rate on those tribal raiders is insane anyway.

I've already submitted a couple bug reports around worldpawns (and I have a third to write up, but it only affects pawnsdead so I've been lazy about it). If a few people try my garbage collector and report big improvements and don't report serious issues, I'll add it to one of the bug reports; just want to catch any glaring issues before sharing it with Tynan.
#138
General Discussion / Re: Curious performance
January 20, 2017, 09:29:10 PM
For anyone feeling adventurous, I have made an experimental WorldPawn Garbage Collector mod; it will trim down the worldpawn list, with (hopefully) effectively no visible impact to the player. In my current 4 year sea ice save, it deletes about half of the world pawns, significantly improving the framerate.
#139
For anyone who might be interested, I figured out how to use HugsLib settings while keeping HugsLib as an optional dependency, you can check out the source for my implementation here: https://github.com/Zhentar/ZhentarTweaks/blob/3da46894781c851b2260a8ef7933665a5e03436b/Source/LetterStackDetour.cs
#140
I'd been thinking I needed to make a simple feature list for tweaks... with your extra push, and a new release to share, I went ahead and did it. Enjoy!
#141
Doctors have a 0.4% chance of bonding with an animal each time they tend it (it used to be 1% in A15, was reduced in A16). When they bond with an untamed animal, the animal becomes tame. Nothing at all modifies the chance of bonding & taming.

Animals self-taming is a storyteller event, same as things like cargo pods dropping, or psychic soothes. The only thing that affects the probability is the requirement that there be some animal on the map that could self tame (if there isn't, then the probability is 0%. But you could probably guess that).
#142
General Discussion / Re: Any plans for bigger maps?
January 20, 2017, 03:01:27 PM
You can try my Better Pathfinding mod, which should perform significantly better than the Vanilla algorithm inside of large bases. I don't think it will help much though, because the game avoids making very many pathfinding calls. It's probably the job assignment/think trees for your colonists slowing you down the most, which is also largely avoided by drafting colonists.
#143
General Discussion / Re: Plague unbeatable early game?
January 20, 2017, 01:55:08 PM
The diseases all start at zero percent severity; they just need to reach a level of severity where they have symptoms before it is revealed to the player. You can see it by switching on dev mode and checking the option to show all hediffs on the health info pane.

If you still have that hard save, would you be willing to share it? I'd be interested in playing around with it and seeing how the numbers turned out that way.
#144
They don't go for booze as their primary food source. They only go for it when they are "desperate" because they're hungry and can't find any actual food.

Animals have a relatively limited range in which they'll look for food. If you don't have food anywhere close to your beer (which it looks like you don't), then when they get hungry near the beer it will be the only option they can find.
#145
General Discussion / Re: Plague unbeatable early game?
January 20, 2017, 10:55:24 AM
I think it would be more interesting to play if the diseases stayed as hard or harder to beat to 100% as they are now - but there should be intermediate consequences aside from death. E.g. flu starts causing lung infections or scarring, plague starts causing gangrenous extremities. So there could be significant (even permanent) consequences to "losing" without simply killing the pawns.
#146
Submitted to mantis (with details about the root cause): https://ludeon.com/mantis/view.php?id=2897
#147
The factor exponent is only applied when the factor is less than 1, so it makes operating in a dirty room much worse but doesn't make sterile rooms any better.
#148
General Discussion / Re: 4K interface scaling
January 19, 2017, 01:05:30 PM
I've been playing A16 on my Surface Book (3000x2000 13.3", 270DPI), and I've found the A16 scaling to be good enough. I added a fix for the resolution changing on load to Zhentar's Vanilla Fixes, and while I wish the scaled UI text was sharper, it's perfectly playable.
#149
General Discussion / Re: Sea Ice Community Challenge
January 18, 2017, 09:52:21 PM
I would only put doctor, shooting, and either crafting or hauling on my 100% must have list for my second pawn. Growing is easily skippable; tending two or three rice hydroponics bays doesn't take much time. Missing hauling sucks, but they'll fetch steel slag while working the smelter and slag is well over half of the early game hauling so it's close enough. Cooking is a nice to have, but it doesn't use up nearly as much of Engie's time as hauling steel slag or bleeding to death do, so it's not worth passing up an otherwise acceptable pawn over.

Also note that Bloodlust is as good or better than Psychopath (can also butcher humans with no penalty, and also gets mood boosts during/after battles from witnessing deaths). And cannibal is better than both because they get a huge mood boost from eating the resulting human meat.
#150
General Discussion / Re: Plague unbeatable early game?
January 18, 2017, 09:29:42 PM
I got distracted by Sea Ice before I could put diseases to the test, but by my math <40y.o. pawns should be able to beat the plague with averages tends of 41%, assuming more or less full bedrest after it's exposed. You need a (healthy) skill 9 doctor to average that with herbal medicine, at which point you'd still be looking at roughly 50/50 chance of survival. With regular medicine, you would only need skill 4 to tend that well.

So I don't think it breaks tribals, but it does add a significant challenge, particularly in jungle biomes.

edit: Malaria and Sleeping Sickness should only need tends of about 20%, so significantly more survivable, although you'll lose a ton of pawn time to bed rest.