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Messages - Zhentar

#391
Yes, projectiles (whether you rolled a hit or a miss) can be randomly intercepted by things in the path with at least a .2 fill percent, which includes rock chunks.

However, I would expect it to be symmetrical for two shooters targeting each other.
#392
General Discussion / Re: avoiding late game lag
October 26, 2016, 02:23:11 PM
In the easy cases, it checks more cells (because often Vanilla just looks in a straight line without even trying to find a better path). In the hard cases, it checks many fewer cells, but it works a pretty decent amount harder for each cell it checks. Overall, whether or not it's meaningfully faster  or slower than Vanilla is going to depend on your base layout and map (it struggles a bit with boreal forest, for example).

All that said, I would not expect installing the mod to significantly affect FPS in either direction; the game avoids making very many pathfinding calls and most of them are quite short and cheap with either version. The big potential performance issue (again, with either version) is hitching/stutters when hard pathfinding calls are made (like when sappers start raiding your base).
#393
Quote from: Rock5 on October 26, 2016, 04:43:14 AM
The one down side to having events only happen from a cause is you could then theoretically avoid bad events by not causing them. Then the game becomes boring. :D

Yeah. It could work, though, it would just have to be a zero-sum thing - you can reduce the probability of some events (maybe even down to zero), but at the cost of increasing the probability of other events. Like, good news is no infestations, bad news is space marines with rocket launchers drop pod in the center of your base.
#394
Quote from: Forblaze on October 26, 2016, 12:14:05 PM
Quote from: Zhentar on October 26, 2016, 05:27:12 AM
Whoops, I guess I don't read English very well when I'm tired. If only it were nicely structured like programming languages.

It looks like for the compatibility, you'll have to edit the ThingID of one of the pawns. Should be an easy Find & Replace All, as long as you don't pick an ID that's already in use. What to change it to is just trial and error, unfortunately.

So I tried to change Thing_Human1606 by doing a replace all for Human1606 to Human1600. When I open the save though, I get some errors.

Notepad++ said it replaced 66 instances. How should I be doing this to do it without errors?

It looks like you replaced it with "human1600", rather than "Human1600". I think that it is case sensitive. (Also, I think that you should do a find and replace for "<otherPawnID>1606</otherPawnID>", but that is not the cause of your errors.

Quote from: O Negative on October 26, 2016, 01:08:22 PM
I honestly don't think changing the ID is going to give you the result you're looking for. I could be reading the code wrong (I'm no software developer), but from what I'm reading the compatibility between two people is randomly generated and assigned to the IDs on spawn. Changing the ID just makes the game go: Whoa, where did this thingy go? And why is this thingy here now? Ew.

Have you searched through the dev menus at all for solutions? I'm not at my computer right now to do it myself :P

The way that compatibility code works is that it seeds a random number generation with a combination of two pawns' IDs. This means that any pair of pawns will have a random compatibility, that is the same every time it is checked, but the number never needs to be saved anywhere, because it's calculated from other things that are being saved.
#395
Bugs / [A15] Randy Never Drops Ship Chunks
October 26, 2016, 06:17:53 AM
I've never, not one single time, had a Ship Chunk drop in A15. Looking at the incidentdefs, the shipchunkdrop event has no baseChance, so I don't think it can ever occur - except that it also had no base chance in A14 and it did occur then.

Edit: we've at least confirmed that Cassandra drops ship chunks, but I still suspect Randy doesn't, so I've updated the title
#396
Whoops, I guess I don't read English very well when I'm tired. If only it were nicely structured like programming languages.

It looks like for the compatibility, you'll have to edit the ThingID of one of the pawns. Should be an easy Find & Replace All, as long as you don't pick an ID that's already in use. What to change it to is just trial and error, unfortunately.
#397
Attraction comes out of to a few factors; it's not a random number. To maximize the attraction between two pawns, they should be similar in age, not be relatives, and be beautiful (or at least not ugly). So the thing you should edit in your save file is probably the age of one or both of the pawns.
#398
I've done a fair bit of looking at the code involved, and haven't seen any sign of any weighting based on faction or difficulty (except for the random insta-kill on downed for non player pawns).

But your numbers do seem pretty far off from where they should be. If you want to run more tests, try enabling the "Draw Shooting" option in the Den Mode view menu and see if it reveals anything enlightening.
#399
Bugs / Re: Slate not mineable in 0.15.1284
October 25, 2016, 06:31:22 PM
Mined rocks have a 25% chance of leaving a stone chunk. This is unchanged from A14.
#400
General Discussion / Re: Scythers
October 25, 2016, 05:03:10 PM
It is indeed Medicine.
#401
It does affect speed, significantly. It does not affect quality at all.
#402
Bugs / Re: Adding music causes major memory usage.
October 25, 2016, 02:29:23 AM
I've created an issue for this in Mantis: https://ludeon.com/mantis/view.php?id=2693

I've also created a prototype which changes the DecompressOnLoad to CompressInMemory. It comes with a couple catches (it breaks ogg files and deferred background loading), but it also halves the memory usage. You can try it here: https://drive.google.com/open?id=0B_iRcVI-TJMZaGgyZTBXSTRiSUk (the source is included)
#403
Bugs / Re: [A14b] Animals disappearing
October 25, 2016, 01:35:08 AM
Correct. More precisely, any pawn with a PawnKindDef that includes the tag <wildSpawn_spawnWild>true</wildSpawn_spawnWild> counts towards total map animal population.
#404
My last colony survived its first infestation thanks to the brave efforts of a Rhino...who stood up to the megaspiders long enough that my melee colonist only had to face one. And then she quickly recovered and went on to take many more bullets for my colonists little worse for the wear. I will certainly continue to use the largest animals as meatshields when I can acquire them. But IMO smaller animals are far too fragile and easily bonded to be good choices for combat. I consider PetFollow the single most essential RimWorld mod for this reason.

And as PrincessZulu notes, I find it far too difficult to protect pets from predators. Either I never let them outside at all, or I have to obsessively check the (mod added) Wildlife tab for predators and hunt them proactively.
#405
General Discussion / Re: Colonists Not Eating at Tables
October 24, 2016, 05:15:15 PM
If by "30 feet" you mean 30 cells, then that's too far. IIRC, they'll only look 20 cells away for a table. (Beers are different, because they're grabbing a beer after they've already decided to hang out at a table)