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#991
Mods / Re: [Mod Request]Leveling Weaponds
March 07, 2017, 01:47:28 AM #992
Ideas / Re: Your Cheapest Ideas
March 07, 2017, 01:38:22 AM
Cheap Suggestion
Move the text notification box down a bit, so that it doesn't interfere with seeing and interacting with the pawn icons that run along the top of the screen.
Move the text notification box down a bit, so that it doesn't interfere with seeing and interacting with the pawn icons that run along the top of the screen.
#993
General Discussion / Re: Post a cool tip you know about!
March 06, 2017, 10:44:33 PM
Two-tile wide paved roads make great fire breaks. Also useful for surrounding geothermal power plants to prevent exposure to fire.
#994
Releases / Re: [A16] Hospitality (v1.16f2 - updated 22.02.2017)
March 06, 2017, 10:29:34 PM
A Cautionary Tale from the Chicken Coop
I had a stack of 16 eggs stashed in a hatchery area inside and away from dogs and wild animals, but I hadn't considered visitors. After many days the eggs were about to hatch and when I went to look at them, they were gone! Noooooooooo! Do you have any idea how much 16 chicks are gonna cost to buy back from the visitors?
But even while I was musing over this the eggs hatched out from under the sleeping visitors. They were born wild, belonging neither to the visiting faction members nor to my own faction, so I set about taming them. Much better, and I had a good animal handler for the job.
Moral of the story: Make sure your hatchery isn't part of the guest quarters
I had a stack of 16 eggs stashed in a hatchery area inside and away from dogs and wild animals, but I hadn't considered visitors. After many days the eggs were about to hatch and when I went to look at them, they were gone! Noooooooooo! Do you have any idea how much 16 chicks are gonna cost to buy back from the visitors?
But even while I was musing over this the eggs hatched out from under the sleeping visitors. They were born wild, belonging neither to the visiting faction members nor to my own faction, so I set about taming them. Much better, and I had a good animal handler for the job.
Moral of the story: Make sure your hatchery isn't part of the guest quarters
#995
Releases / Re: [A16] Minions for RimWorld!
March 06, 2017, 07:31:25 PM
As Jim Carry once said, "B E A Youtiful!"
#996
General Discussion / Damage Per Second
March 06, 2017, 07:16:11 PM
I play with a collection of mods from different authors, some of which add weapons. Some of the weapons and turrets have a high rate of fire but poor accuracy, others fire in bursts, and I began to wonder which could be called the best in their department. If we define the purpose of a weapon as putting damage points on an enemy target, then we have a starting point.
There are several range bands which give the different probabilities to hit, and when combined with the range of the weapon we can make an estimate of how much damage it will put out at any given range. So now we have a 2-dimensional quantity of expected damage at a given distance. 2-D is the most that can be represented in easily consumable form on a flat screen, so everything else has to somehow get factored in.
damage = damage/shot x shots
With a 'shots' as a denominator and a 'shots' as a numerator (shots/1) they cancel out, leaving us with damage.
expectedDamage = damage x chanceToHit
We can then factor in the probability of hitting like so: If we fire 100 rounds and it has an 85% chance of hitting, then in the long run 85 of every 100 rounds fired should hit -- 85/100 hits/roundsFired, and we can call the result Expected Damage
Rate of Fire
Can anyone say one way or the other if multiple-round bursts roll to hit on each round?
There are several range bands which give the different probabilities to hit, and when combined with the range of the weapon we can make an estimate of how much damage it will put out at any given range. So now we have a 2-dimensional quantity of expected damage at a given distance. 2-D is the most that can be represented in easily consumable form on a flat screen, so everything else has to somehow get factored in.
damage = damage/shot x shots
With a 'shots' as a denominator and a 'shots' as a numerator (shots/1) they cancel out, leaving us with damage.
expectedDamage = damage x chanceToHit
We can then factor in the probability of hitting like so: If we fire 100 rounds and it has an 85% chance of hitting, then in the long run 85 of every 100 rounds fired should hit -- 85/100 hits/roundsFired, and we can call the result Expected Damage
Rate of Fire
| In the real world this is measured in Rounds Per Minute, but the in-game data for that stat seems like arbitrary flavor text. There is an initial setup time to fire the first shot, and then another cool-down time between shots. Together those two define the in-game equivalent for Rate of Fire. My first stab at incorporating both is to think of the cool-down between shots as the inverse of ROF and the set-up time cool-down as some sort of offset. | ![]() |
Can anyone say one way or the other if multiple-round bursts roll to hit on each round?
#997
Mods / Re: [Mod Request / Maybe help me do it?] "Offer services".
March 06, 2017, 04:13:21 PM
Might be useful to check out the code in the Hospitality mod. It has an option to designate one of your people areas for automatic purchase by guests. I've been using it to make a generic shop of sorts next to the guest quarters.
#998
General Discussion / Re: Farmer John's Chicken Ranch
March 06, 2017, 03:48:48 PM
Obervations during second run
Confirming the egg stack bug adds time to maturation of a stack.
The next batch of chicks to hatch brought the chick population to 11 female and 29 male, supporting the notion that these space chickens hatch 1 female for every 3 males. Very different from earth chickens, but nothing wrong with that; maybe they developed for pack defense of the nest.
That bit of info was useful for setting Colony Manager slaughter rates, which I set to maintain 6 female chicks and 18 male chicks. Also, during the culling of the flock it became clear the butchers were selecting the youngest first and allowing the immature cockerels/hens to continue developing.
During the cycle from haygrass harvest to haygrass harvest my freezer started with 700 hay and gradually emptied out to the animal feed trough, which holds 800 hay. When the freezer was empty, the fields were almost ready to harvest at about 80%~90%, or 2~3 days. The 800 food in the feed trough would cover that for the flock size.
When they had finished harvesting the fields late-Summer, the freezer was loaded back up to around 1000 hay. The excess production can be attributed to a patch of about 1/4 of the field planted on rich soil which gave 140% fertility.
Confirming the egg stack bug adds time to maturation of a stack.
- A stack of 7 eggs that was 56% grown became a stack of 8 eggs that was 50% grown
- A stack of 14 eggs that was 90% grown became a stack of 15 eggs that was 85%(?) grown
The next batch of chicks to hatch brought the chick population to 11 female and 29 male, supporting the notion that these space chickens hatch 1 female for every 3 males. Very different from earth chickens, but nothing wrong with that; maybe they developed for pack defense of the nest.
That bit of info was useful for setting Colony Manager slaughter rates, which I set to maintain 6 female chicks and 18 male chicks. Also, during the culling of the flock it became clear the butchers were selecting the youngest first and allowing the immature cockerels/hens to continue developing.
During the cycle from haygrass harvest to haygrass harvest my freezer started with 700 hay and gradually emptied out to the animal feed trough, which holds 800 hay. When the freezer was empty, the fields were almost ready to harvest at about 80%~90%, or 2~3 days. The 800 food in the feed trough would cover that for the flock size.
When they had finished harvesting the fields late-Summer, the freezer was loaded back up to around 1000 hay. The excess production can be attributed to a patch of about 1/4 of the field planted on rich soil which gave 140% fertility.
#999
Got a call from someone running from a faction; she was an exile, probably the leader of that faction being run off by a mob with torches, pitch forks and ray guns. On a flighty little whim that she might be ok, I took her in, and she turned out to be a good researcher/medic.
Two days later, a drop pod crashed nearby with her sister in it. No addictions, no tragic personality defects, so we nursed her back to health and she joined us.
Another day passed and another drop pod landed, this time with her mother in it! Apparently the whole family was running to escape persecution.
So I built them a three-bedroom house.
And here's the gang all gathered together at Lillith's place, celebrating the wedding of Frontier Marshal Blades to her sweetie Jeff the Miner:
Two days later, a drop pod crashed nearby with her sister in it. No addictions, no tragic personality defects, so we nursed her back to health and she joined us.
Another day passed and another drop pod landed, this time with her mother in it! Apparently the whole family was running to escape persecution.
So I built them a three-bedroom house.
And here's the gang all gathered together at Lillith's place, celebrating the wedding of Frontier Marshal Blades to her sweetie Jeff the Miner:
#1000
General Discussion / Re: Farmer John's Chicken Ranch
March 06, 2017, 06:31:19 AM
The latest run I went for a 30-chicken population with 100-haygrass to feed them. During the first season they hatched in two batches of chicks, 24 altogether plus the rooster and three breeding hens; pretty close to that 30-chicken population by the start of Summer.
I like your idea of capping it there and monitoring the supply/demand usage, so I'm going to put in an order to slaughter excess chicks over 30 population.
Something I've noticed in this playthrough is that I have 6 female chicks and 18 male chicks. Might be a pattern, might be an RNG. I'll keep watching and see how that plays out.
I like your idea of capping it there and monitoring the supply/demand usage, so I'm going to put in an order to slaughter excess chicks over 30 population.
Something I've noticed in this playthrough is that I have 6 female chicks and 18 male chicks. Might be a pattern, might be an RNG. I'll keep watching and see how that plays out.
#1001
Mods / Re: DRM in mods
March 06, 2017, 01:44:23 AM
The code base should remain open source
The purpose is to learn from, derive and improve upon each others efforts.
Any kind of veiling creates opportunities for covert hostility to express grief and abuse.
Such a process would reduce the ability to learn from each other, and serve as excuse to mask inferior work.
Stick with licensing for ownership issues.
The purpose is to learn from, derive and improve upon each others efforts.
Any kind of veiling creates opportunities for covert hostility to express grief and abuse.
Such a process would reduce the ability to learn from each other, and serve as excuse to mask inferior work.
Stick with licensing for ownership issues.
#1002
Releases / Re: [A15/16] Fences And Floors v1.21
March 06, 2017, 01:31:31 AM
I was building a grave yard surrounded with wooden fence and thought this might even look better with a low-slung rock fence, or maybe wrought iron fence.
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#1003
General Discussion / Re: Farmer John's Chicken Ranch
March 06, 2017, 01:16:56 AM
Fall
By mid-Fall it had become apparent that hay production was outstripping consumption, likely a failure to take into account the different amounts of time between hay and chick maturation rates. So I'm going to run another test and stick to the initial premise that 3 chick(ens) will need 10 haygrass. Test number two under way.
By mid-Fall it had become apparent that hay production was outstripping consumption, likely a failure to take into account the different amounts of time between hay and chick maturation rates. So I'm going to run another test and stick to the initial premise that 3 chick(ens) will need 10 haygrass. Test number two under way.
#1004
Outdated / Re: [A16] Rainbeau's Fertile Fields
March 05, 2017, 06:39:58 PMQuote from: dburgdorf on March 05, 2017, 01:32:37 PMQuote from: AngleWyrm on March 05, 2017, 12:31:36 AMI've noticed that I lack the knowledge to play with this mod. So I won't be able to play with this mod.It's easy to forget sometimes that things that are obvious to me as the author of the mod aren't necessarily obvious to users.
I'm not offended, I'm pointing out that there is an unmet knowledge requirement.
A youtube video or a wiki page that shows the process of using this mod would address the learning curve.
Then you'll be able to say RTFM.
Some people find the easiest way to teach is to lead by demonstration/example, a good use of youtube.
If Wikis seem like a solution, then github has a built-in wiki feature that isn't plagued by advertizing.
#1005
Releases / Re: [A16] Minions for RimWorld!
March 05, 2017, 06:29:43 PM
How to work with Image Size
Those pictures are great, let's call them the zoomed-in version.
You can tell the image how wide you want it to be.
Normal image tag looks like this: [ img ]http://somewebsite.com/myimage.jpg[/ img]
Making the size you want: [ img width=400 ]http://somewebsite.com/myimage.jpg[/ img]
Then it shows in the post the size you chose, and when you click on it, it zooms in to full size.
Those pictures are great, let's call them the zoomed-in version.
You can tell the image how wide you want it to be.
Normal image tag looks like this: [ img ]http://somewebsite.com/myimage.jpg[/ img]
Making the size you want: [ img width=400 ]http://somewebsite.com/myimage.jpg[/ img]
Then it shows in the post the size you chose, and when you click on it, it zooms in to full size.






