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Messages - ZestyLemons

#16
Quote from: ChimpX on November 02, 2016, 10:06:22 AM
Actually my point is that the tiled path I'm referring to *is* the shortest, direct, straight-line route between points A and B, but I  see my colomists regularly wander off it, through unpaved (slower movement rate) terrain, then back onto it, meandering their way from A to B.

I've been seeing them do this even before beer and drugs were in the game, so it can't be that.

Maybe it's by design to have a certain randomness in the pathing. Still, it doesn't seem right.

Could you provide some examples of your paths? Are colonists just going for a walk, or doing work tasks?
#17
Quote from: Jimyoda on September 05, 2016, 12:04:21 AM
I'm trying to get graphic assets from the current game version, for uploading to the wiki.
But ever since Alpha 14, I cannot get graphic assets anymore. The extraction software appears to successfully output the .DDS files but when I go to open them (with Paint.NET or any viewer) they're all garbage. What's going on? How do I get this to work???

Tried A14e (Steam version), A15c (Steam version), A15c (DRM-free version)
Tried these 3... Haoose's Unity Assets Explorer, v1.2, and v1.5, and DerPopo's Assets Bundle Extractor v1.0.
Tried multiple image viewers, all same result, the file will open but the contents are garbage.
Tried two computers, one Windows 10 w/Steam, 2nd system Windows 10 without Steam.
I have no problem extracting image assets from Alpha 12.

Thanks in advance to anyone that can help.

Have you tried using ImageMagick to convert the files to .pngs or another file format? That's how I've been converting them from .dds files.
#18
Don't goods with hit points (e.g. clothing) already degrade in weather like rain and snow? (Unless it was removed recently). Organs rotting if not refrigerated is a pretty neat idea though.

I don't agree with stackable resources degrading per day or in weather, as it leads to ambiguity when they stack. If one log has 75/100 HP, and another has 60/100 HP, how do you display that clearly to a player when they're stacked together? If there's just one log that's 10/100 HP in a stack of 75 logs, does the whole pile say it's damaged logs if you average it out? On another point, it doesn't make sense for resources like steel or rock to degrade per day, as those are very tough resources that erode and get damaged very slowly.

In short, I think having deterioration on stackable resources like wood, leather, metal, food, etc, would not add to the game significantly.
#19
General Discussion / Re: death of children
August 05, 2016, 09:29:34 PM
It's not illegal, but most people who make media (from writing, to movies, to games) find the death children in poor taste. More of a taboo thing.
#20
Quote from: carbon on May 26, 2016, 11:12:17 AM
I believe the primary points of confusion were:

1) What animals qualify as "small"? There's nothing that explicitly says (beyond the chickens and cats obviously).

2) Some players, especially lazy youtubers, don't bother to read in-game descriptions and hence weren't savvy to the difference in animal sleeping accommodations.

In the defs, it defines the maxBodySize as 0.55. Unfortunately, there isn't a way to check baseBodySize for animals in-game or on the wiki (yet), so here's a list I compiled looking through the ThingDefs_Races all the animals. These guys will fit in an animal box:

  • Yorkshire Terriers
  • Cats
  • Rabbits
  • Squirrels
  • Boomrats
  • Megascarabs
  • Turtles
  • Cobras
  • Monkeys
  • Chinchillas
  • Capybaras
  • Chickens
  • Iguanas
#21
I'm really not sure where this confusion comes from since the in-game description reads:


Feel free to check the defs (Mods\Core\Defs\ThingDefs_Buildings\Buildings_Furniture.xml):

Animal Box:


Animal Bed:
#22
General Discussion / Re: Update the wiki.
May 16, 2016, 08:51:19 PM
Quote from: Peppsen on May 16, 2016, 03:30:45 PM
I would if I was able to create pages.. I just signed up today and it seems like I can edit, but I can't create pages yet for some reason. :(

It's a spam bot prevention thing. After 10 edits or so, you should be able to edit without filling out captchas and be able to make pages/use external links.
#23
Quote from: carbon on May 04, 2016, 06:52:04 PM
In case anyone can't readily open .xlsx files, I've converted the contained graph to png form.

Yes, I know it's ugly.

I don't understand why Great Bows have (had?) the best touch range accuracy, but that was the case.

Jeez, I knew base weapon accuracy wasn't great but layering shooter skill on top of it just makes it horrific.

No wonder I have so many hunting accidents.
#24
It's a little silly still considering that euthanasia is suppose to be a humane way of ending someone's life, but everyone is ok with someone inhumanely starving to death.
#25
Here's a tiny doozy for you, Tynan: https://ludeon.com/mantis/view.php?id=2295

(for the lazy: Euthanizing colonists gives colonists less negative thoughts than letting them starve to death)
#26
Ideas / Re: Will Hygiene ever get added to the game?
February 25, 2016, 07:32:10 AM
As far as water purifying and stuff goes: make it like food.

Colonists can drink non-purified or dirty water; just give dirty water a negative thought like eating nutrient paste. Bad water increases chance of illness, just like having a bad cook giving food poisoning. Bad water involved in operations could increase chance of infection, and so on.

I think you guys over complicate things.
#27
Quote from: mumblemumble on February 16, 2016, 03:18:34 AM
Holy shit i didn't even know about ground caravans... Actually,  what would be really cool is trapped items set to go off during a raid. You just bought a few m16s? They blow up and start fires,  because x asshole faction put thermite into them.

Might not happen but that sounds fun.

Ground caravans are in? Damn that's cool, wonder if we'll get draggables like wagons or something with that.
#28
Quote from: JimmyAgnt007 on February 12, 2016, 11:28:35 AM
I think Tynan is making the right call.  Looking at what CK2 does and just putting it in because it exists.  Gay people are a thing, so they are in.  The dark horrible stuff that can happen because he simply includes a feature doesnt mean the feature should be avoided.  Kids happen, so they should be put in. (Eventually) What we do with them and the terrible things that can happen are just a part of that.  If you want to have a colony where all you do is eat children and gay people... well thats your call... but Tynan shouldnt avoid those bits to the game just because thats what someone wants to do. 

As for what he said about the End Game, some games dont have an end game and thats the point.  SimCity (Skylines now) was a good game because there was never an end.  DF doesnt have an end, you can keep sending dwarfs to reclaim the same hold over and over.  its not COD giving a 'story' that you try to get too the end of ASAP, its about giving you a place to tell a story.  one that has as much depth as possible. (while still being fun)  My colony in A12 is almost 20years old.  i could have had a whole new generation by now.  Once RW is totally finished I could play endlessly and always find the fun in telling a story and never knowing how its going to end.

It's definitely the right call. It's hurtful to see opposition to tough content even though the well-praised Dwarf Fortress has all this relationship stuff in it, and I haven't seen anyone complain about it there.
#29
General Discussion / Re: Does Liver regenerate?
February 04, 2016, 04:24:07 AM
Quote from: BlackSmokeDMax on January 31, 2016, 05:19:10 PM
Quote from: Z0MBIE2 on January 31, 2016, 03:51:35 PM
No. Nothing regenerates, if something is injured it can be patched up by a doctor, but it's like normal humans.

That may be the reason for the question. In normal humans, livers DO regenerate. At least to a degree.

I'm not a medical expert, but I'm pretty sure they only swell to fill the cavity.
#30
General Discussion / Re: Plasteel outrageously expensive?
December 13, 2015, 04:13:47 AM
Quote from: Shurp on December 12, 2015, 02:33:05 PM
Selling corpse clothing is fun and useful early on.  But in late game it's not worth that much.  And manufacturing clothing takes way too long.  I've seen level-10 tailors take days to make a duster.  This is what I love about Great Bows, I can crank them out. 

BTW, on a time basis devilstrand is less efficient than cloth.  1.5 val * 5  harvest / 5.41 days = 1.39 silver per square/day for cloth, vs. 12 val * 3 harvest / 45 days = 0.8 for devilstrand.  Just too slow. 

Cecropia trees are pretty good -- 1.4 val * 20 harvest / 20 days = 1.4.  And then my smith can turn it into a +value bow with minimal work.  Can anyone tell me why they grow so well in winter? :)

But the real winner is hops/beer.  2 val * 8 harvest / 5.41 = 2.96, sweet!  And you can turn it into value 9 beer... oh my... that settles it.  I'm building a space monastery.  My monks will brew beer until they can afford a spaceship to take them to Hale-Bopp!

This is some useful math yo. Puts a lot of crafting stuff into perspective too, hmm.