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Messages - Syrchalis

#61
Maybe you're using Randy as storyteller - not sure if Kiame changed it that these settings work with Randy.
#62
Releases / [B19] Blueberries
August 21, 2018, 03:27:20 PM


Adds blueberries, blueberry wine and bluciferum

Blueberry bushes are slow growing, rather sensitive to fertility and have a ramp up period. They yield blueberries which can be ingested to help with recovery from illness. They can also be made into mash which can be fermented into valuable blueberry wine or processed into Bluciferum, a drug similar to penoxycyline which is taken after infection (instead of before like penoxycyline) to help with recovery.

They can also be used as food or made into meals, however that is not a very efficient way of using them.

In-depth information
Blueberry bushes need 12 days to grow and 8 days after harvest. They do not need to be replanted. They yield 8 blueberries on harvest. Fertility sensitivity is 125%, so try to find rich soil.

Blueberries themselves can be eaten one at a time, at high speed. They never give food poisoning, but the nutrition is not better than the other crops, so they are bad as food, because they grow slowly. They will however grant the blueberry buff for 3 hours (stacking) so use them as tribals to help with diseases.

Blueberry wine acts mostly like beer, but gives more joy and makes a bit more drunk. It also grants a full day of the blueberry buff. It's luxury to use it as beer substitute, because it's main purpose is as trading good. You can earn twice as much with blueberry wine than with beer. However it needs twice the fermenting time, so make sure it doesn't get ruined by temperature.

Bluciferum is made from four blueberries and one neutroamine. It gives the blueberry buff for a day as well as another buff that gives immunity gain speed. Side effect is tiredness.
IMPORTANT: Bluciferum acts as 100% tend for muscle parasites and gut worms (even if they are already tended!) and it reduces the remaining duration of fibrous and sensory mechanites by 2 days. Instantly cures food poisoning.

Universal Fermenter
This mod comes with the mod "universal fermenter" - as user this is pretty much irrelevant for you. The fermenting barrel gets replaced by a universal one which can ferment different things, depending on it's setting. However, this means if you add this to an existing save in which you have fermenting barrels, they might disappear - either way, you will need to reconstruct them, as your old ones will not be automatically replaced by the universal ones.
Originally Universal Fermenter is made by Kubouch
Updated to 1.0 by me
Blueberry plant texture is from VG

Steam
GitHub
#63
Releases / Re: [1.0] Coffee & Tea
August 19, 2018, 09:24:16 AM
Yes, the cups are from VG. I got dismar's approval for them - plus I modified them so they represent stack count and handed him those versions for his 1.0 release for VG a month ago, now I'm just using them for my own mod as well. The other graphics are all originally made by me.

Look at the VG thread and the last 10 or so replies for reference.

Original VG graphics:


Modified version I gave to dismar and use myself too:

(imagine the tea ones because im too lazy to upload and link all assets)

Original assets:

(and the immature versions of the plants)
#64
Releases / [B19] Coffee & Tea
August 19, 2018, 07:29:47 AM

Adds coffee and tea. They are plantable drugs, similar to smokeleaf and psychoid, however they are not addictive. They don't require research. Brewing tea or coffee can be done at a stove or campfire. They provide very different benefits and are mutually exclusive.
   
Coffee:
- Restores rest
- Increases hunger rate
- Decreases tiredness rate
- Increased consciousness and work speed
- Small mood buff
- Increased effect after two cups
   
Tea:
- Restores a little food and rest
- Decreases hunger rate
- Increased learning speed
- Large mood buff
   
The effects they grant are mutually exclusive. Drinking coffee will remove the tea effect and drinking tea will remove the coffee effect. Both bewerages grant joy in form of luxury, a new type of joy.

This mod comes with a small C# assembly that allows removal of hediffs by ingestion (interesting if you are a modder and want to use that class) and a patch to the way pawns act. They will avoid drinking tea if they have the coffee effect and vice versa.

Github
Steam
#65
Usually I do not argue with realism as my argument, but recreation shouldn't be an issue when caravaning. I mean it's a journey, with nature and stuff. That's recreation in itself. At least the recreation loss rate should be really low.

Part of why caravans are tedious to use is because you have to think about so many things. Food, especially food that doesn't rot, animal feed if they can't graze, sleeping bags, taking the right colonists for the job, the right amount, leaving the base not undefended, making sure the caravan isn't too slow due to a variety of reasons - and then recreation? Wouldn't really hurt cutting that out, simply from a gameplay perspective.
#66
I had that bug due to my own mod that gave terrain a work to build - that indirectly gave it a wealth value. Just like gold tiles it inflates wealth, just every tile is worth much less, but the entire map is worth something so it stacks up. Make sure it's not a mod.
#67
Releases / Re: [1.0] Set Up Camp - once again
August 16, 2018, 10:12:52 AM
Well yes of course - it's an int range, so it takes a random value from between the lowest and highest. If they are the same value it just means there is no randomness.

The old version didn't create a new seed every time in the same tile. The only mod that I know that even messes with seeds is MapReroll, that's where I took the inspiration for the code from.
#68
Releases / Re: [1.0] Set Up Camp - once again
August 16, 2018, 05:16:03 AM
Quote from: Canute on August 16, 2018, 03:15:25 AM
Syrchalis,
i couldn't play it myself yet (no steam), but at the old version you could set the map size at the option. No big thing.
But when you have them set to a fixed size, min = max, you allways got the same map with same resources/flora/fauna at the same tile.
I think this is too much exploidable and i think the map allways should be random, since the temp. map is just a small part of the original Large map.
What do you think ?
Uh... there is a non steam version on Github? Also there is a double slider to set map size range and the mod creates a random seed every time you make a map, so it's always different, even if in the same tile.
#69
Releases / Re: [B18] Mending
August 15, 2018, 08:04:55 PM
Getting this error since the patch - did you recompile the mending.dll? It's the mending patch from change dresser.

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for MendingWeaponStoragePatch.HarmonyPatches ---> System.ArgumentException: No target method specified for class MendingWeaponStoragePatch.Patch_WorkGiver_DoBill_TryFindBestBillIngredients
  at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__7_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at MendingWeaponStoragePatch.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00026] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00022] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\StaticConstructorOnStartup.cs:26
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00001] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:280
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00036] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:489
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:493)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)
#70
Releases / Re: [1.0] Set Up Camp - once again
August 15, 2018, 07:58:07 PM
Update: Added option to enable resources on camp maps. Is entirely independent from encounter maps. You can use "Encounter Map Resources" (the mod) and still have resources turned off for camps or not use the mentioned mod and have resources turned on for camp maps.

#71
No, I use a postfix as well, because you can just take the __result and set it to a new value. Similar to what your mod does - just instead of doing conditional things I just do my new calculations in every case. Basically I let the game do it's calculations, ignore them, do my calculations and overwrite their __result with it.

It's not the most efficient thing, but since it only happens very rarely and it's just one not-so-difficult calculation it doesn't matter.
#72
Quote from: Phomor on August 15, 2018, 04:40:05 AM
Just a quick update, really high skill builders still have a chance to build masterwork stuff in vanilla from what I've gathered from testing and code

Yes that's true. The vanilla quality generation works like this:

  • Depending on skill level you get a number 0.7 (at 0 skill) up to 4.2 (at 20 skill)
  • Then an asymmetric Gaussian function is applied - this means a function that makes the value a bit higher/lower, with extremes being more and more rare
  • The result is clamped at 0 and 5 - this means anything below 0 is turned into 0, anything above 5 is turned into 5
  • If the result is 5, then another asymmetric Gaussian function is applied after which it's clamped again. This means there is an extra "kick in the balls" roll to make the item not "masterwork" after all
  • +2 if the pawn is inspired in creativity
  • At the end the number is translated into a quality, with 0 = awful, 1 = poor etc. up to 6 being legendary

I've made my own version of a quality mod that simply extends the range of values in a way that mimics B18 (excluding the removed qualities) - so you can get legendary sometimes at high skill levels.

My version works like this (changes in green):

  • Depending on skill level you get a number 0.8 (at 0 skill) up to 5.15 (at 20 skill)
  • Then an asymmetric Gaussian function is applied
  • The result is clamped at 0 and 6 - this means anything below 0 is turned into 0, anything above 6 is turned into 6
  • +2 if the pawn is inspired in creativity
Result is that you can naturally get legendary at high skill levels. I'm not posting it here because it would be a competitor for Phomor's mod and I haven't tested it enough to ensure it's balanced.
#73
Quote from: Yoshida Keiji on August 13, 2018, 01:40:03 AM
Don't we now get a 60 tiles away notification letter?
Given the crossed swords symbol he is on B18... in 0.19 the attack symbol is a fist.
#74
Releases / Re: [1.0] Set Up Camp - once again
August 12, 2018, 11:06:48 AM
Added the translation, thanks for updating it, there were quite a few new entries.
#75
Merging should be the lowest priority work job in "hauling". It's always good having one guy with a "1" in there, just so your stockpiles get condensed.