Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Syrchalis

#166
I have to test smokepops more, but if it can be abused so you don't get a penalty (or less) compared to enemies... it's a 0.3 multiplier on hit chance, so it's a massive boost to survivability. Like really really massive. It's like foggy weather times two.

They could be absolutely amazing if I can find a way to utilize them correctly. First I have to do some testing though.
#167
General Discussion / Re: To RNG or not to RNG
July 22, 2018, 09:19:31 AM
Quote from: Andy_Dandy on July 22, 2018, 04:33:01 AM
The fun with Rimworld is all the bad things that can happen. There is alot to plan arround to increase safety and reduce the chances of bad luck. I really hope things like for instance friendly fire isn't nerfed even more again.
While friendly fire really pissed me off before, now it seems a bit ... non-existent? I feel like I don't need to take it into account at all. Before it was nerfed it felt sometimes absolutely ridiculous how much my pawns shoot each other. I prefer now over before, but that isn't to say there is something inbetween.
#168
I honestly think devilstrand should just have something unique about it. It doesn't need to be as good as before the nerf, because I mostly didn't even get it when it was stronger. Now it feels obsolete.

My last 5-10 playthroughs I avoided devilstrand most of the time, while in B18 and before I grew it nearly all the time. This is partly because of how good some easily attainable leather is, and partly because of how much effort has to be put into the crop. (And partly because I added a few plants of my own design and they take up my fields and are more valuable - these plants are mostly coffee and strawberries, the latter isn't something I added but you can make a drink out of it, so I value berries over rice/corn etc.).

I love playing in boreal forest, which makes devilstrand very hard to grow. My priority is getting enough energy for one sunlamp and growing mostly food, but also cotton and healroot. To get any reasonable amount of devilstrand you need an entire sunlamps radius. And that just is way too much effort.

The problem here is that - even before the nerfs - devilstrand clothing did not feel as good as I thought it should. Real armor is far more valuable and much easier to obtain. I mean even hyperweave can feel pretty lackluster sometimes. That's why I think if devilstrand gave other non-armor related bonuses it might take a special place and become something useful. It could boost movement or work speed, it could give immunity to fire, it could grant toxicity resistance... etc.. Or armor related: It could give a flat damage reduction on top of it's armor, making it super strong against weak attacks (e.g. machine pistol, squirrels etc.) while staying reasonably weak against high damage attacks (sniper shots).
#169
Quote from: Tynan on July 22, 2018, 06:06:14 AM
What's the usage case here? You guys are using animal areas to micromanage animals? Sort of like ordering them around in combat?
I always have 3 areas for animals:
1. Grazers - basically keeping grazing animals from wandering off too far and nothing else, it's a large zone and I constantly need to remove parts when I build up my base, annoying but useful
2. Safe Zone - a zone to send animals to during raids so they don't randomly die, because for whatever reason harmless farm animals are mercilessly slaughtered not just by mechs but every attacker
3. Hauler Zone - usually I mark a few areas I don't want them to go (maybe fields if I have herbivores, freezer etc.) and then invert the area. Basically it's the whole map aside from a few key areas I don't want them to go to eat stuff I don't want them to.
#170
Help / Texture Paths?
July 21, 2018, 02:10:30 PM
Alright so the latest update completely destroyed half of my mods, mostly due to their texture paths not working anymore. I've been trying to fix them, but so far I had no success whatsoever. My self-created mods with wonky texture paths are working fine however and I really don't get what the difference is.

Usually I just put in the texture path like this:
    <graphicData>
      <texPath>CoffeePlant</texPath>
<graphicClass>Graphic_Single</graphicClass>
    </graphicData>

And the file is directly inside the Textures folder. But even some files which are in deeper folders work fine, yet in other mods they don't. No matter what I tried they don't work and I don't get it.
#171
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 09:32:42 AM
Quote from: Tynan on July 21, 2018, 08:26:10 AM
I've got no point here except to note just how clear the conflict is between the story-frame and the game-frame here. Each point of view is totally legit within that frame, yet completely ridiculous in the other.
That really is the point. Story (movies/books) and gameplay (games) are inherently in conflict, because one is interactive and one is not. The interactive one will always leave you angry, unsatisfied and disappointed when something bad happens which you have no influence on.

For example in the telltale game The Walking Dead Season 2 there is a character you can save, going through a lot of trouble, and the next scene that character dies anyway. Basically all you achieve is that character staying alive for one extra interaction/scene. This really angered me, despite me having played many telltale games before and knowing they are far more story than game.

Rimworld is clearly on the game side for me, yes it might have a huge focus on story generation, but at it's core, it's fun because of gameplay and not the stories. The stories just add to it.

My very personal, very subjective opinion is that stories write themselves if the difficulty is high enough. It doesn't take "rng instant death which was barely foreseeable" to write a dramatic and good story. Randy is so popular for a reason. Sometimes he just throws a lot of shit at you and that generates a spike in difficulty you will not overcome without some losses. But that feels good, fair and not RNG, even though it is RNG. Why? Because YOU, the player, chose this difficulty and you chose Randy with his shitstorms, you had agency in this loss and your decisions lead to this.

I am a dirty cheater when it comes to Rimworld. I barely ever lose someone and I like reloading whenever things go really poorly (though I avoid it whenever possible). And still often enough I let colonists die, not reload, not revive them or anything like that, because I feel it's right. I played poorly and so I lost them. There were unfortunate circumstances, so I lost them.

In my second most-recent playthrough I lost everyone after getting 3 people on naked brutality, except for my starting character. I didn't reload or use the dev tool, but accepted it, because I was really getting hammered by bad events and this was the price for overcoming those. Plus, looking at the adaption graph gave me hope. It stayed in the negative for almost a year and events were really easy.
#172
Got another one: Mature Bamboo. Current bamboo can be used as immature and this one as mature.

[attachment deleted due to age]
#173
A possible implementation could look like this:

Lowest skill for Masterwork
Lowest skill for Legendary

These define which skill a pawn must have at least to have a chance at a Masterwork/Legendary item.

Chance for Masterwork at 20
Chance for Legendary at 20

These define the chance to get said quality at skill 20. Now you just need to make a curve from the lowest level to 20 (linear, quadratic, what you think works well). Say the user inputs 5% for legendary @20 and 10% masterwork @20, then a skill 20 crafter would have a 5% chance for legendary, 10% for masterwork and the remaining 85% get split among the remaining qualities (in this case it would just be excellent).

At a lower level it might look like this: 1% legendary, 3% masterwork, 96% split among excellent and good (40% good 60% excellent => 38,4% good and 57,6% excellent.

Not sure how exactly the code works for this, but this is just an idea of how one could do it.
#174
Quote from: Broken Reality on July 18, 2018, 05:18:42 PM
Mostly it is an event I forget is happening.
Exactly... that's why I wish it was more extreme.
#175
Quote from: Eterm on July 17, 2018, 06:40:54 PM
Volcanic winter is the only event I sometimes disable, it's a multi-quadrum event which is basically 'game over' if you were playing on an otherwise warm climate and aren't prepared for it.

I have the opposite feeling. It feels absolutely meaningless to me. There isn't really an area with constant 10-15°C temperature where the drop has significant impact. The light reduction is also minor. Wish volcanic winter was more like toxic fallout so it's huge deal.
#176
https://www.dropbox.com/s/ghmehf0123lnjrz/WorkTab.dll?dl=0

This is the worktab.dll without PrisonerFriendlyChat - just add it into WorkTab -> Assemblies (overwrite existing WorkTab.dll) and it should work again without problems. All I did was remove the line and compile it.

I think it's likely that Friendly Chat will come back, as the community is telling Tynan they are using the option, so this is just a temporary update. If it comes back just use the old WorkTab version.

This is still fluffy's mod I just provided a bugfix until friendlychat comes back and my dll stops working anyway.

Also thanks to Erdelf for helping me with C#.
#177
Quote from: Greep on July 17, 2018, 02:39:23 PM
Yeah, but I think you've had to restart your game like every other update syrchalis lol.  I think it's kinda weird that people are even working on mods for 1.0 given the daily updates, but hey whatever.
Well, really only if there is big issues in C#, because I don't know the syntax. If it's just XML errors I can fix it.
#178
Quote from: SpaceDorf on July 17, 2018, 03:11:07 PM
*LOL*

A desperate Alpaca just self tamed after my Hunter nearly killed it with his first shot.
That's what I call instant surrender. I would totally patch it up and keep it save for being such a smart animal.
#179
Quote from: lwki on July 17, 2018, 02:36:15 PM
Was waiting for a mod like this. And yes please add for masterwork and legendary options.
I am hoping for a chance modifier instead of guaranteed here, I would totally love a tiny chance for legendary at skill 20 and more masterworks, but I wouldn't want every item to be masterwork/legendary.

Simply because I would need to modify the stat bonuses. They are truly legendary for legendary items. E.g. a legendary billiards table has like 250% or more recreation power, and that's the least problematic one. (1.5 damage/armorpen multiplier comes to mind).

Also the insane market value of legendary items...
#180
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
July 17, 2018, 02:36:24 PM
Quote from: redmanous on July 17, 2018, 01:07:45 PM
Is this version compatible with the unstable 1.0 ? love this mod
I tried it a while ago, it's not.