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Messages - Zhentar

#16
I refuse to killbox and find Rough to be a satisfying level of challenge.
#17
Quote from: shentino on May 07, 2017, 04:38:05 AM
Why not just solve it the same way you do IRL?

The names of the months are only part of the calendar, and the sun, earth, moon, and stars couldn't really give a rat's ass about the calendar when it comes to seasons and weather.
That's exactly what the current quadrum system is...

Quote from: myfirstme on May 07, 2017, 08:09:09 AM
Quote from: Tynan on May 06, 2017, 05:07:03 PM
Equatorial climates typically have two seasons - wet and dry.

Anyway the upshot is that you really cannot use this sort of local climactic pattern as a global calendar.

But you do need a global calendar. The main options I see are:
-Quadrum names as now
-Use real month names and skip 2/3
-Some other quadrum names (maybe latinized numbers - unumber, duember, etc or something better).
-1st quarter, 2nd quarter
-No month or quadrums, just use "1st day of year", "23rd day of year", etc.

I'm happy for suggestions but just asking to have seasons without any dating system will leave quite a few unsolvable problems.

I am a big fan of KISS, keep it simple stupid.

That's why my preference: 1st quarter, 2nd quarter etc. That makes the most sense and is completely intuitive. Unlike basically all the alternatives.


I disagree on this. Numbered quarters would work great for timekeeping, but they don't intuitively map to particular times of the year. Is the first quarter northern-hemisphere Winter or Spring? What season is the third quarter? Even in the seasonal climate I'm used to thinking in, I'll always have to pause and mentally convert the number to a time of year. "Decembary" sounds odd but I immediately understand what time of year it's associated with.

Although... come to think of it, that problem could be solved pretty easily via UI. If instead of "8th of Aprimay" it said "8th of Aprimay (spring)" or even "8th of Duember (spring)" I'd still get that intuitive understanding.
#18
I was following the code incorrectly (because of a refactor); it actually works quite similarly but boosts immunity to 65%.
#19
Help / Re: A17; changes
May 07, 2017, 01:01:33 AM
Some other changes of note:

Many enums have been moved to Defs (such as Letter types and Flesh types, for example). This isn't intended to eliminate detouring to modify these behaviors; for the most part behaviors are still hardcoded (Zorba doesn't think he can guess which flags are/aren't worth adding, and I think he's right).

A "ModDefExtension" list was added to the base Def definition. This is to allow mods to add their own custom fields to defs without having to subclass defs (and patch operations can be used to add your fields to core defs as well).
#20
Help / Re: How can i decompile this ?
May 07, 2017, 12:50:42 AM
Reading iterators is much easier now: use my ILSpy fork. https://github.com/Zhentar/ILSpy/releases
#21
Mods / Re: How do thoughts work?
May 06, 2017, 10:36:17 PM
No, creating a ThoughtWorker inherently requires C# code to back it.

ThoughtWorker_Hediff seems to be the only really flexible general purpose thought worker. But let's see the other places you can plug in new thoughts through XML...


  • IngestibleProperties (tasteThought, specialThoughtDirect, specialThoughtAsIngrediate)
  • InteractionDef (initiatorThought, recipientThought)
  • MentalStateDef (moodRecoveryThought)
  • PawnRelationDef (diedThought, soldThought, killedThought)
#22
There's no need; it's already included in A17.
#23
In A16, Penoxy boosted immunity to 61% if immunity was below 61% before taking it, so it wouldn't have done anything in that case. In A17, it works differently and does not boost immunity percentage at all.
#24
Regarding body part injuries, on Day 181 I have 11 colonists...

  • Two still have all of their body parts (but both came with scars so their capacities still aren't 100%
  • Four have 100% manipulation
  • Five have 0% pain
  • Six have 100% sight

I'm definitely seeing organs injuries much more frequently than I was before. But that change I like - it makes sense that people getting shot in the torso get organ injuries. But it does up the risk of death since some organs are instant death if they're destroyed.

edit: and checking diffs, body part coverage was definitely changed in a way that would affect this. Fingers look like they have about 4x more absolute coverage, eyes about 2.5x.
#25
Help / Re: A17; changes
May 06, 2017, 01:18:13 PM
A simple patch example, adding a designator to the orders category: https://github.com/Zhentar/ZhentarTweaks/blob/a2007f07340f47e17ed5a63109b7c589dc5ca6a9/Patches/Tweaks_Patches.xml

A simple mod settings example: https://github.com/Zhentar/ZhentarTweaks/blob/3e107f7518f55305406f3bccf96f53a846a1a4d8/Source/LetterStackDetour.cs


edit: And I can verify, MapComponent injection is no longer necessary; they will be automatically added to in progress games.
#26
Mods / Re: How do thoughts work?
May 06, 2017, 01:05:22 PM
As a basic guideline, thoughts that are a reaction to an event (e.g. AteWithoutTable) are triggered when the event occurs; like AteWithoutTable gets added in Toils_Ingest.FinalizeIngest when the ingesting was done without a table. Thoughts that are related to a state the pawn is in are controlled by thoughtworkers that determine when they are in the state the thought applies to. In the case of the Joywire thought, it uses a thoughtworker that applies it when the pawn has the Joywire hediff; the Joywire hediff gets added by the InstallJoywire RecipeDef, which requires the Joywire ThingDef.
#27
The rot time for the simple meals they are carrying as their food reserve depends upon how long they've been carrying them around unrefrigerated, so it's expected that they would have different rot times.
#28
Bugs / [A17.1529] Blight kills ambrosia bushes
May 05, 2017, 09:21:29 PM
As the title says: Blight kills ambrosia bushes.

Maybe WAD; I can see an argument for it going either way, since it's not really a crop but it's also not really a native plant.
#29
Quote from: DNK on May 05, 2017, 08:32:12 PM
Quote from: Tynan on May 05, 2017, 03:16:11 PM
Quote from: SS4312 on May 05, 2017, 03:14:44 PM
@Tynan

Is it intentional that crafting Stone bricks doesn't give crafting XP anymore? I could've sworn it did previously, so I think it may be a bug that it isnt.

It is intentional.
Can we let it give a boost to mining instead? I mean, you're basically breaking up rocks either way... making those arms stronger and swings more precise. Same skill set.

It trains construction currently
#30
Quote from: Tynan on May 05, 2017, 01:04:46 PM
Thanks for the info everyone. Read and understood.

Could someone post a savegame of a midgame base around day 30-60? I'd like to look into this issue with enemies arriving with powerful gear too early.

I've got a day 26 save handy (game was started a few versions back, hopefully it still helps for investigation)

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