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Messages - ZestyLemons

#106
General Discussion / Re: Refrigeration?
January 03, 2015, 07:04:50 PM
Quote from: Scotty on January 03, 2015, 06:23:35 PM
I usually keep 1 freezer running at -10. Usually that is enough to get through solar flares. As long as the temp goes back down to freezing before the food goes bad it will never go off.

Does any one know if steel is a better insulator then wood in rimworld?

In the real world, steel is a better conductor than wood, therefore it's a worse insulator than wood. In RimWorld, wall materials don't really matter. Temperature only changes passively (things settle to outdoor temperatures eventually after a while) or because there's an open door somewhere.
#107
General Discussion / Re: Armor system
January 03, 2015, 04:57:09 PM
Quote from: Morrigi on January 03, 2015, 06:05:52 AM
Quote from: ZestyLemons on January 03, 2015, 03:47:43 AM
Quote from: Morrigi on January 03, 2015, 03:23:16 AM
What I don't understand is how someone in full power-armor can be instakilled by a single M-24 shot to the chest, when even a modern ballistic vest and trauma plate can save a soldier from a similar shot with some nasty bruising and perhaps some broken ribs. One would think that fancy, futuristic power armor would be superior to modern armor's capabilities in reality, and for me that kind of issue ruins believably with the frequency that it happens.

Honestly, the damage model in general, especially in relation to armor, is a bit wonky overall. I think there needs to be a penetration value of some sort, and anything that doesn't penetrate should be translated into blunt damage. This would mean that bullets fired from your average pistol hitting a kevlar vest would leave bruises instead of gunshot wounds, and weapons like the M-24 could cause more severe blunt force trauma against the same vest.

One shot the chest isn't enough actually. The torso has 40 health, and a M24 only does 40 damage. Power armor is 65% sharp damage reduction, which knocks that 40 damage down to 20 damage, and has a 15% chance to deflect all the damage entirely on top of that.

The only thing that could kill a colonist in one shot is a very unlucky shot to the heart or liver (or lung/kidney if the colonist is already missing one).

Assuming a health colonist, there's only a 3% chance that a M24 will kill a colonist out right with a chest shot. Even spinal or neck shots are not lethal while wearing power armor.
I had it happen repeatedly in Alpha 7, haven't had enough time to test now.

I think armor in Alpha 7 was entirely deflection-chance based (and in Alpha 6 it was entirely damaged reduction based), so it could've happened.
#108
General Discussion / Re: Body part functions
January 03, 2015, 04:47:57 PM
There's a wiki page for this: http://rimworldwiki.com/wiki/Human

There's a nice big table explaining what body parts do and what happens if you lose them.
#109
General Discussion / Re: Refrigeration?
January 03, 2015, 04:45:53 PM
Quote from: Viridian on January 03, 2015, 04:27:04 PM
I built a walk in freezer in my game, just a simple wooden room with a cooler in the wall set to 48�F. It keeps the simple meals from spoiling at around 3-4 days constantly, but I was just wondering if it could keep the meals fresh forever, or does the number deteriorate over time?

Temperatures below 0C/32F will freeze food. Frozen food doesn't spoil.
#110
General Discussion / Re: Armor system
January 03, 2015, 03:47:43 AM
Quote from: Morrigi on January 03, 2015, 03:23:16 AM
What I don't understand is how someone in full power-armor can be instakilled by a single M-24 shot to the chest, when even a modern ballistic vest and trauma plate can save a soldier from a similar shot with some nasty bruising and perhaps some broken ribs. One would think that fancy, futuristic power armor would be superior to modern armor's capabilities in reality, and for me that kind of issue ruins believably with the frequency that it happens.

Honestly, the damage model in general, especially in relation to armor, is a bit wonky overall. I think there needs to be a penetration value of some sort, and anything that doesn't penetrate should be translated into blunt damage. This would mean that bullets fired from your average pistol hitting a kevlar vest would leave bruises instead of gunshot wounds, and weapons like the M-24 could cause more severe blunt force trauma against the same vest.

One shot the chest isn't enough actually. The torso has 40 health, and a M24 only does 40 damage. Power armor is 65% sharp damage reduction, which knocks that 40 damage down to 20 damage, and has a 15% chance to deflect all the damage entirely on top of that.

The only thing that could kill a colonist in one shot is a very unlucky shot to the heart or liver (or lung/kidney if the colonist is already missing one).

Assuming a health colonist, there's only a 3% chance that a M24 will kill a colonist out right with a chest shot. Even spinal or neck shots are not lethal while wearing power armor.
#111
General Discussion / Re: Wiki needs updating!
January 02, 2015, 09:39:30 PM
Sticky would be nice, but we need an updated OP kind badly.
#112
General Discussion / Re: Armor system
January 02, 2015, 09:35:39 PM
Quote from: Utherix on January 02, 2015, 09:07:53 PM
Quote from: ZestyLemons on January 02, 2015, 01:54:09 AM
Armor calculation works like this:

First 50% is straight up damage reduction, anything over 50% starts adding to deflection chance.

How did you acquire this forbidden knowledge?

From the holy scripts of RimWorld's coder, written upon this very forum.
(Tynan told me, lol. You can also use stuff like jetBeans to look through the code yourself too)
#113
General Discussion / Re: Wiki needs updating!
January 02, 2015, 08:21:19 AM
Reviving this thread. Here's a to-do list: http://rimworldwiki.com/wiki/RimWorld_Wiki:To-do

If you have something to add to the to-do list, add it and use ~~~ to sign it with your name.

- Wiki account registration is open.
- After 10 edits, you don't have to do captchas anymore.
- There's plenty of stuff to update!

If you have questions and stuff, I'll be checking this thread daily. I'll try to edit some stuff too, stuff's hectic.
#114
General Discussion / Re: Best tool for hunting?
January 02, 2015, 08:07:36 AM
Lee Enfield has to be my favorite. It has the highest average accuracy out of any weapon, and hits hard enough that'll kill animals but only knock out colonists (without the risk of organ loss).
#115
General Discussion / Re: Armor system
January 02, 2015, 01:54:09 AM
Armor calculation works like this:

First 50% is straight up damage reduction, anything over 50% starts adding to deflection chance.

e.g. 40% armor will reduce 100 damage to [100 - (100 * 0.40)] = 100 - 40 = 60 damage.
e.g. 60% armor will reduce 100 damage to ... 50 damage (with a 10% chance to deflect all the damage entirely)
e.g. 100% armor will reduce 100 damage to ... 50 damage (with a 50% chance to deflect all the damage entirely)

Armor is capped at like 80% deflection or something like that, I'd have to check the code.
#116
General Discussion / Re: User Wiki
January 02, 2015, 01:50:26 AM
Yup, you can pretty much update anything you want. Registration is open (hopefully) forever now, it seems that the spambots can't answer RimWorld trivia very well. If you have stuff you want me to add/change that's not on the editing/creating pages level, you can always shoot me a PM.

For those interested, there's a to-do list of stuff here: http://rimworldwiki.com/wiki/RimWorld_Wiki:To-do
Feel free to edit in anything you feel needs to be done, and leave your name next to the edit.
#117
Ideas / Re: Minor, or not so much, game tweaks
December 29, 2014, 03:29:20 AM
Quote from: Scotty on December 28, 2014, 05:16:35 PM
you can just incinerate the bodies :D

This, it gives you an incentive to burn bodies you don't want to keep around. And personally, I like burying my enemies - gives me a sense of how much my colony has prevailed over them.
#118
Evil Genius has something like this. When there's no minions in the room, the lights in the room will turn off, and the room will dim. It's kinda cool actually, because it shifts your focus to the active parts of the base.
#119
I've done it enough time that I can recall having to put new lungs/kidneys in Colonists, but it's a pretty rare thing to have to do. Like many people have mentioned, it's usually because of a sniper shot goring out their organs with a single shot.
#120
Quote from: keylocke on December 28, 2014, 03:41:32 PM
my pet peeves would be :

-inadequate self-preservation system : (suggested fix) eat first before sleep -> take care of self first before others -> take care of fellow colonist first before prisoners -> take care of prisoners -> if low morale but not hungry or sleepy and no one to take care of, go to area with highest beauty value

-food distance vs quality + flaws in the hauling mechanics : as others mentioned, distance of food from pawn should be considered vs quality, when looking for something to eat. the hauling system for stacks is also annoying.

-static traits and lack of psychological adaptation : current traits system doesn't seem to allow a colonist to "grow" as a person, so i think the traits system really needs a revamp and make it more dynamic so that people will gain or lose some traits based on their activity. (divide traits into several categories like : physical, mental, psychological.. so physical activities will mostly affect physical traits, etc..)

-accidentally destroying apparel : cremate/butcher should auto remove equipped items of a corpse in front of craft station.

-hunting tedium and lack of animal prioritization : i usually hunt for largest animals first so they don't wander off, before exterminating the vermin. problem with this is too much micromanagement. i'd rather just create a bill on the butcher's table that says : hunt X (animal type) within Y range of butcher table.. this would allow me to create multiple hunting bills and sort them however i like, without having to constantly scan the entire map searching for animals..

I think I have to agree with all of this. The AI is kinda annoying a lot of the time, reserving stuff even though other people are closer and going across the map to eat packaged survival meals (that are totally not meant to be eaten 'just because I'm hungry').