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Messages - Snafu_RW

#196
Quote from: Yoshida Keiji on October 31, 2017, 04:40:25 AM
If the Visitors/Traders standing spot could be moved every time, players could be exploiting that and sending  them directly to death, but if it is one fixed room, the there wouldn't be much abuse.
In A18 at least, packing spots can't be moved while the caravan is on the map (well they can, but it has no effect for the current active 'van). I /think/ this may be true for A17, but I didn't bother to test..

Thus shifting spots makes no sense WRT the scenario you're suggesting unless you successfully predict the direction the 'van comes from (by eg walling off map borders).. in which case the argument appears to be irrelevant for anything but power gameplay IMO

Just my opinion; tear it apart by all means, but be nice or at least reasonable if you do so
#197
General Discussion / Re: How is attraction calculated?
October 31, 2017, 09:04:30 PM
Don't forget that downed pawns increase their relationship with their rescuer; can be useful to offset 'ugly', 'creepy breathing' etc traits..
#198
Quote from: MarvinKosh on October 31, 2017, 11:19:39 AM
Quote from: Yoshida Keiji on October 31, 2017, 06:19:28 AM
Quote from: MarvinKosh on October 30, 2017, 11:05:05 AM
Marshy soil only has the 'Light' and 'GrowSoil' affordances, however you can add the ability to build walls on it ('Heavy' affordance) by laying concrete first. So, by using the concrete floor tool, I guess you can ultimately find out what you can and can't put walls on.
Thanks for this, so far I have never used concrete or paved tile. The ability to build on them is exclusive to A18 or has been possible since earlier Alphas?
Marshy soil would have supported walls in A17.
A17 certainly allowed the building of concrete/flagstone/tiled floors, with accompanying beauty+speed boost. No idea about building on marshy soil.. which reminds me:

Mud (near a /freshwater/ source) should degenerate to fertile soil if a moisture pump is nearby; saltwater should degenerate to marshy soil (then to normal soil/gravel). Moisture pump should be able to clear pools of shallow standing water (not if they're fed from river/sea obv) eventually, otherwise what's the point in building them?

DF 'channel' or pipe construct/craft may be useful here to irrigate desert, without dealing with Z-levels as such..
#199
WRT alerts I would say keep the GQ siren for instant (red) response; demote the horn to 'needs action soon' (yellow) response as it dooesn't 'sound' that immediate, just a warning (presumably like the foghorn it's intended to emulate?)

Balancing.. I'm not sure. Raids & manhunter /packs/ require instant response (as does fire) & merit the GQ siren. Psychic ship over poison ship yes, but the urgency will depend upon the biome & how well-equipped/prepared the pawns are.. The horn has it's place as an alert, but its not currently placed well IMO. If (eg) an 'animal hunting colonist' alert was added, that would be a useful horn warning IMO

Further details should be left for DEV balancing ofc
#200
Quote from: Dashthechinchilla on October 29, 2017, 07:35:26 PM
Quote from: Cargocultist on October 29, 2017, 06:39:32 PM[..]
I had to add peg legs and the person joined as soon as they woke up from the anesthesia. Bring a bedroll and meds. You only need one peg leg technically, but remember they still have to walk back.

There are at least 2 new missions: rescue disabled & rescue captured. Currently 'Rescue Disabled' results in <disabled> pawn having no legs; the other mission may be more useful if you want to recruit

I haven't tried either of them as yet, but they look interesting..
#201
Quote from: freemapa on October 29, 2017, 07:53:17 PM
Quote from: asanbr on October 29, 2017, 01:39:44 PM
If you can't settle, you need to enable dev mode and then in the options set max settlements to more than 1.
I don't think you need dev mode for this... it's just in the normal options.

Also, isn't there a thing about not being able to settle adjacent to another settlement? I think I had this once and so I just moved to the next space and settled there.
The option for setting max bases is not in dev mode; it's in the initial (fundamental) options screen. There is a warning, but it's not 'enforced' by explicitly requiring  dev mode

You cannot settle/camp within a 1 tile range of an existing (or destroyed) settlement, so those 7 tiles will be unavailable to you; this is WAD according to DEVs (it applies to the SetUpCamp mod too)
#202
Quote from: Lys on October 28, 2017, 06:19:51 PM
Quote from: Bozobub on October 28, 2017, 01:40:32 PM
Can't work; you wouldn't be able to order your pawns to react to raids, for example, and they likely would ALL die to the very 1st tribal waving a shoddy knife about...
Doesn't setting their "hostile reaction" to aggressive make them counterattack? I haven't ever used it, I always just set it to "ignore" because when they "flee" they bring themselves in worse situations than they would be if they would just keep on walking.
Still won't equip a wep tho..
#203
General Discussion / Re: Space ending?
October 27, 2017, 04:36:12 PM
Quote from: Daniell on October 27, 2017, 11:59:37 AM
When you build a space ship and send a colonist into space, can you play on with the rest of them?
The "left behind" starting colonists in A18 may add a new mechanic to this; I have no idea
#204
Quote from: Chortles on October 27, 2017, 03:52:14 PM
Trees require a 3x3 area to grow.  Even if trees are outside the growing zone, if the tree's 3x3 area is within the growing zone, those will also need to be cut.
Possibly mature natural trees also cast shade below their canopy, inhibiting growing crops ('farmed' trees would be pruned/trained to mitigate this)
#205
Quote from: Daimonin on October 23, 2017, 05:05:30 PMlooks like you CAN assign owners to animal beds, I wonder when that changed?
You can? in vanilla? That's a new one on me; how?

Note that the /bed/ is assigned to a pawn, not the /room/. This allows barracks sleeping arrangements to be assigned if necessary (altho, once the colony developed enough it would be nice to have persistent room assignments)

Quoteputting a table and chair in a bedroom won't cause random pawns to come and sit in it either.
As mentioned, unsetting 'gathering spot' on the table should help with this
#206
While we're talking about drugs, what's the effective difference between "chemical interest" & "chemical fascination" traits? Wiki isn't clear (& sadly doesn't obviously group the two together).. Does either include Lucy?
#207
General Discussion / Re: [Guide] Animal Handling Manual
October 18, 2017, 08:02:03 PM
I was pretty sure Alpaca were milkable too in A17, but I may well be wrong.. can't check atm :( However the wool bonus from them should outstrip food cost fairly quickly provided you have someone to trade with (& in sufficient quantities ofc)..
#208
Quote from: sadpickle on October 17, 2017, 05:13:32 AM
I second the notion that injuries should result in tasks taking longer, but not failing more often. Failure should be tied to skill.

If I tried to make a bookcase IRL, I would fail (or it would be really shitty and lopsided). Not because of my health (which is perfect) but because I don't know the first thing about carpentry. If I was a brilliant carpenter but down to 1 arm, I am fairly certain I could make a perfect bookcase. It would just take me longer than a person with 2 arms.
^This!!
#209
As of A17 at least, weps trading gets - (yes minus) 80% value debuff, so for value you may well be better off trading raw mats..

Hanging on to plasteel stocks may be useful for certain mods that allow you to create bionics, but in vanilla once you have enough power armour etc there's little you can do with it: you may as well trade it away IMO.. or build turrets/outside autodoors from the excess :)
#210
Quote from: CannibarRechter on October 06, 2017, 06:52:40 PMThis is a design pattern from very large scale computing, where the use of any thread controls will bring the whole simulation to its knees. Consider a simulation that uses hundreds or thousands of computers, each with 40+ cores, and now you're thinking about a scale where thread control just doesn't work very well.
Trick is tho: how would you scale up from multithreading to multi-core parallel processing, which STM to be the true bottleneck (as it is in DF)?

I admit I know next to nothing about programming on this level, but in general focussing on a goal is more useful rather than building a half-way-house.. & then tearing it down to rebuild it differently (except, natch, in Rimworld;))

Many tks for this thread BTW; it's helped me to understand more of the logic underlying multithreading programming