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Messages - Gremdavel

#16
I could easily be wrong, but perhaps this could be handled with a couple of small checks every time a path point is reached.  From what I have seen, it seems like pathfinding is handled in segments and recalculated after each segment completes (which I'm referring to as a path point).  If that's correct, perhaps something like the following pseudocode at those points:

if (
    colonist.current_location.indoors == true &&
    colonist.next_path_point.indoors == false &&
    colonist.current_room.contains(clothing_rack) &&
    colonist.settings.auto_overclothes == true
) {
    colonist.task_queue.push_to_front(task.don_overclothes, colonist.current_room.get_clothing_rack())
}


And there would be a check for the inverse as well (removing overclothes) with similar logic.  Obviously, I have no idea what the code really looks like or if the classes have these sorts of attributes and functionality, but I imagine that something similar to this would be fairly inexpensive and worthwhile.  This particular code assumes that path checks are done at least once every time the colonist enters a new room, but if they are not, perhaps there is another check when colonists do enter rooms where this could be added.

It would mean that colonists would change their overclothes at a coat/hat rack only if it were placed in a room with a door that led to the outdoors, and only if a colonist's clothing settings (already in the game) had an "Auto Overclothes" option checked by the player (or if it were checked by default, but should probably have the ability to be overridden); coat/hat racks placed in rooms that are not adjacent to the outdoors could still be used to manually store overclothes.

Sorry to resurrect this thread, but I wanted to suggest this very thing and did a search first.  It wouldn't be the cheapest thing to implement (although not too bad, I imagine), because it does require a new item, a new kind of behavior which distinguishes overclothes (all jackets and hats, and potentially armor) from other clothing, and an association between the two.  But Tynan mentioned the AI cost, and I was wondering if the above logic would work, or if I'm missing something (easily the case).
#17
General Discussion / Re: Introduce yourself!
September 12, 2016, 11:17:23 AM
-What introduced you to RimWorld? Or to this style of game in general?
To RimWorld specifically, I'm pretty sure it was a Let's Play, I think one of Quill18's.  Since then I have my own Let's Plays on RimWorld!  As for this style of game in general, that's a very tough question.  Does Dungeon Keeper count?  Earlier RTS games like the first iterations of Warcraft or Settlers?  Rogue?  Rampart?  Civilization?  RimWorld has elements of them all.  I can't really think of an earlier example of RimWorld's style of implementing all of of these elements together than Dwarf Fortress, though there are still pretty important differences.

-What's your favorite other game?
Dwarf Fortress!  The game inspired me to become a computer programmer (at a fairly late age for deciding on a career).  I think RimWorld is one of the only really successful "clones" (for lack of a better term) of DF, implementing those important parts like history-specific artwork that make it such a special game, leaving out less important things like water-flow that kill FPS, and adding a wonderfully polished and intuitive user-interface which has always been DF's greatest barrier to accessibility.

-Most embarrassing gaming-related story?
Probably just one of the many times my mother or my wife (at different points of my life) has caught me still up after sunrise, hooked on a PC game and not having gone to bed.  Those (many) bachelor years in between are a blur ;-)

-What kind of breakfast cereal is the best?
Cap'n Crunch.  The regular kind, not Peanut Butter or Crunch Berries.  How is this even debatable?
#19
Yes, in A15c, I'm experiencing similar issues.  It looks like Tynan did fix the bug that the last forced trait would be 100% even if set to a lower percentage, but it looks like there are related bugs.  I am trying to assign 3 forced traits each at 100%.  The last one listed is always 100%, and the other two are NOT 100%.  I *think* the second one listed has a higher chance of appearing when randomizing a starting colonist than the first trait, but it's hard to tell.

Steps to reproduce:

1. Use scenario editor to modify the standard scenario.
2. Change number of colonists from 3 to 1.
3. Add part: forced trait Prosthophile, chance 100%, player starting characters.
4. Add part: forced trait Cannibal, chance 100%, all characters.
5. Add part: forced trait Psychopath, chance 100%, all characters.
6. Continue with map creation, etc., until "Create characters" screen.
7. Try hitting "Randomize" a bunch of times to see trait results

Bottom trait will always be "Psychopath," other 1 or 2 traits seem to have high chance of being Cannibal or Prosthophile, but not certainly.

EDIT:  From what I can tell so far, this only seems to affect character generation on the "Create characters" screen, and not new characters once the game has started.  Wanderers and raiders all appear to have both Cannibal and Psychopath.


(Moderators note (Calahan) - This post was split from the following thread https://ludeon.com/forums/index.php?topic=22722.0)