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Messages - Bolgfred

#301
General Discussion / Re: Worst colonist ever
July 27, 2017, 08:05:43 AM
Yes, that's m Name: Slowpoke the beautiful wimp...

beyond that: what Kind of a lousy assasin would he be? Probably he never acclomplished any contract as he was too slow, or he cut himself with some paper and had to go home to rest :-)
#302
Ideas / Re: A Crazy Idea
July 27, 2017, 03:36:00 AM
If I get you correctly, you want pawns to develop individual desires, which if they are fulfilled make them happy celebrating, or  else unhappily praying or building shrines for other gods, which make theme ventually leave?
#303
General Discussion / Re: Mortars: any good?
July 24, 2017, 06:25:16 AM
Quote from: ARiA1089 on July 12, 2017, 11:14:37 AM
in my personal opinion, mortars need a full rework, [...]however i wouldn't mind a more accurate mortar
About the rework, I agree, but I'd go totally otherwise. The Point of artillery(or mortar) is that they can dish heavy damage on a long range, but they don't have any precision on their own. I wouldn't take that away from them.
By now we try to work against the low accuracy with big volleys, which is  simply better hit-change at higher costs. With the last patch acc was buffed to prevent people stack too much mortars because of ..boring.

I would suggest to go vice versa:
First, split Mortar and Artillery:
It's confusing by its name and its values. A mortar should be a transportable weapon, with high, but limited range, like a rocket launcher but without projectile collisions, used for hit and run on entrenched targets.
The current Mortar should be named into artillery and defined as follow:

1. higher cost/maintain: Its a big umoveable machine, that should be something special as it is a powerful one
2. Reduce firing speed: I think 4-10x aim/reload time would be fine. By this its not aconstant fireing, but when the bullet flies, Pawns will hide. It also could make a siege take serveral days, which feels for me mich more authentic
3. Make ammo types more relevant:
a) The explosive thingy should do more damage (not bigger splat). So, when a explosive lands, there is a hole in whatever ever was below that ting
b) EMP should interrupt(maybe destroy?) electric wires and interrupt electric things effectively in common.
c) Fire should cause Fire. If there is a incenary bomb dropping in my base, there should be a fire. A real one, that could heat up a single room within a minute an burn for a while, so I need an extinguisher quickly or have to seal that room.
4. Scout(BONUS):
I'd Imagine it to be cool if a single pawn could use a tool, laser-pointer-weapon or throwable torch to mark a target. When artillery shoots on that target, precision ist raised be 500% or something. By this artillery can be countered, killing the scout.
#304
Ideas / Re: Your Cheapest Ideas
July 20, 2017, 07:31:19 AM
wealth statistic should be splitted into item types e.g. colonists/ressources/armor/weapons/furniture
#305
Actually you can say, this limitation already exists. At Skill 11+ there is a constant experience loss. Any pawn without a flame or two can barely keep their skill at a high level.
By that you can call it a restriction with exceptions.

Personally I would prefer if there would be a small but stacking mood penality if a pawn uses a skill where he has no flames. This can only be prevented/healed by performing some action where he actually has a passion for.
#306
I had these hours of fascinating time of digression in ILspy by myself  8) It took some time, so sorry for the late reply.

I think I am one step further and  understand how ToxicBuildup is working: There is a Class gameCondition_ToxicFallout which contains the method GameConditionTick() that calls AdjustSeverity(HediffDefOf.ToxicBuildup)  if not roofed. In addition to this,  in Class HediffDefOf theres an entry ToxicBuildup. As I am not exactly sure I understand what a hediff is used for I understand that this causes in condition fallout value toxicBuildup to be raised when outside. The details for the effect are written in xml. Makes all sense to me.

Now I need to copy that into Rain and Wetness. Try for self explanation:

1. Define Wetness
Class HediffDefOf -> New entry Wetness
xml global_HediffDef_misc -> new entry Wetness

2. Defining the increase of Wetness severity
This is a modified copy of the toxicbuildup source. As I understand this causes all pawns being not under a roof to be increase wetness every tick:


public override void GameConditionTick()
{
if (Find.TickManager.TicksGame % 3451 == 0)
{
List<Pawn> allPawnsSpawned = base.Map.mapPawns.AllPawnsSpawned;
for (int i = 0; i < allPawnsSpawned.Count; i++)
{
Pawn pawn = allPawnsSpawned[i];
if (!pawn.Position.Roofed(base.Map) && pawn.def.race.IsFlesh)

{
float num2 = Mathf.Lerp(0.85f, 1.15f, Rand.ValueSeeded(pawn.thingIDNumber ^ 74374237));
num *= num2;
HealthUtility.AdjustSeverity(pawn, HediffDefOf.Wetness, num);
}

}
}
for (int j = 0; j < this.overlays.Count; j++)
{
this.overlays[j].TickOverlay(base.Map);
}
}



3. Finding gameCondition_Rain
Now it gets fuzzy..  there is no such Class for rain as the gameCondition_ToxicFallout. It seems to me there is a WeatherDef which contains all effects of weather (colors, movespeed, accuracy). The kinds of weather (clear, rain, foggy, snow) seem to be defined in xml. But I cannot find the connection beween those xml definitions and the source.
Where are these types chosen to occure? And where should the GameConditionTick be written in?
#307
Ideas / Re: Your Cheapest Ideas
July 17, 2017, 03:40:26 AM
I'd wish to see wool spinning or other wool preparation. By now, the production time for clothing is about 3% planting 2% harvesting, 5% hauling and 90% tailoring. By this, the local crafter is busy for very long time, while nobody can help him and everybody have to wait half a year for their new pants.
I imagine it to be cool if there would be a wool spinning task, that has to be done between harvesting wool or cotton, to create cloth, taking 30-60% of crafting time. By this way I can have 2 or more tailors / crafters working on the same project.

A colony without pants is horror. True horror.
#308
Ideas / Nerv clothing insulation
July 17, 2017, 03:28:18 AM
Dear Rim-society,

I just got a crafter-pawn crafting a muffalo wool duster which came out as a masterwork. It was his first clothing, so he ran around naked with just a duster and went for hunting. Kind of cool .. or worrying.
Point is, the duster added about +/-75°C insulation, what makes my naked pawn  happy from -50°C to 105°C(!), while being almost naked, which makes no sense and is an way too strong effect.
I know I cannot take numbers in temperature way too serious, as rimworld is throwing around big numbers (130°C in a desert, far too much for real, but okay, its an extreme desert).

I am not perfectly sure what would solve the problem, but I'd wish the effect of clothing to be nerved. Clothing shouldn't allow a pawn to work and sleep in extreme temperatures for an infinite amount of time. Especially as most clothing makes immune to heat and cold at the same time. A simpler solution could be, that artificial changes in insulation only prevent from higher heatsrtoke/frostbite levels.
By this, a pawn will feel the effect of being cold, while wearing a jacket, but won't die immediatly by it, which still forces him to go inside from time to time.

All-in-All I don't know what I want for sure, but I'd be happy to hear some other thoughts on that topic.
#309
Thanks for you answer:-)

If I set letal severity to 1.1 the pawn wont die at 100%, or can I just delete that line for non-leathality?

I kind of expected that I wouldn't get around the c-files. The only place I found a reference on the toxicbuildup-logic was that Hediffs_Global_Misc. Where can I find the equivalent file of toxic builder?



[attachment deleted by admin due to age]
#310
Dear colonists,

As the topic suggests, I want my pawns to become wet in the rain. For this I tried to copy the effect of toxic fallout, so I added a new entry "wetness" in Hediffs_Global_Misc, similar to toxicBuildup. Only difference so far is <lethalSeverity>0</lethalSeverity>, which I think, makes pawns not to die at 100% progress.

Now, I need to know where can I define that wetness increases while rain and outside same as the fallout does. Where can I define that relation?

BONUS-Question:
The Tag <hediffGivers> within each stage might cause a specific disease. But what does the <mtbDays>-Tag mean? The amount of days a stage must be active to trigger that disease?


Thanks in Advance,
Bolgfred
#311
General Discussion / Re: Is Tynan dead?
July 04, 2017, 06:06:50 AM
Probably he is just playing rimworld himself.
Otherwise I am not sure if he is working fulltime on Rimworld.
There might be some others project in his life, like making babies or herding Muffalos. Last one is kind of time consuming, trust me.
#312
Ideas / Re: Your Cheapest Ideas
June 20, 2017, 07:31:48 AM
Quote from: jdemiers17 on June 14, 2017, 08:01:19 AM
Haul plants after harvesting , if the colonist harvested what they could carry then they would stop and haul it. just like a hunter hauls after they hunt the animal. it doesn't make that much sense for a pawn to harvest some berries that are on the other side of the map and then just leave them on the ground.
Sometimes it is. When your farmer is going to harvest and plant at the same time, its just a big interruption if he does the hauling job aswell. But I think it would make sense if he carries what he can an then drop a full stack. Plus there could be a toggle that he directly hauls it back.
#313
Ideas / Re: Your Cheapest Ideas
May 28, 2017, 12:08:00 PM
Sleep deprivation should cause a similar effect like malnutrition. Meaning, after a sleepless night, people should get some kind of growing"sleepless"-Debuff, the longer they stayed awake. This should reduce sight extremely, cause working failure chance and reducing concioisness. As a bonus I imagine a bigger chance on starting a fight with others, as sleep It bad usually making pawns pissed.

As a bonus bonus I'd imagine people sitting in the dark or at low light gaining the darkness-adjustment condition which makes them better sight at night, but nausea an sight malis at day.

Last but not least, working in the dark should be highly reduced(about 80%). And science should be impossible.

#314
Nope, I just started yesterday looking into folder structure. Actually I don't understand it completely. E.g. I found floor tiles, but I dunno where snow on tiles is defined :-)

I will lookup how diseases events work tonight and try to make my stumble check similar to it. Actually that's the only event that's comparable I think. Only other idea I had was making every floor tile an easy trap that will be triggered on low consciousness.
#315
Hello peopeles,

I want to make pawns to stumble and hurt themselves when they have low consciousness or are in complete darkness. Any suggestions where I could script that in?
E.g. Is there any check or sth by every tile moving that i could use on this?

Thanks in advance