If any more columns get added for "take only if X is below Y%", everything will be pretty cramped. Not all of the drugs will have a strong effect on mood or joy, and some won't affect rest. Maybe keep two columns for the player, but they get to choose what stat to check for each? Then you could take Yayo for rest and joy, or Go-Juice for pain, for example. It would definitely make it less of a hassle to manage your pawns' drug-usage, especially if you use any modded drugs, that primarily affect other things besides just their mood / joy.
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#647
Unfinished / Re: [1.0] Portable camping stoves
July 03, 2018, 02:46:19 PM
It uses less fuel than a normal stove, and I just added the work-speed penalty. (I had actually not thought about that, so it was 100%.) Wood stove is 80% normal cooking speed, chemfuel is 90%, archotech is 95%.
#648
Ideas / Re: Your Cheapest Ideas
July 03, 2018, 11:40:37 AM
Now that in 1.0 caravans get planned with specific routes, have the warning message about food compare the days of food, to the days of travel on that route, rather than a hard-coded (I think) five days.
EDIT:
My prisoner-freeing caravan revealed your sneaky recolor!
(See attached.)
Put blue-berry trees/bushes/plants into the game! :D
2nd edit:
Cool, blue berries grow in tropical rainforests! (Such a cheap request, it's already in the game! :)
[attachment deleted due to age]
EDIT:
My prisoner-freeing caravan revealed your sneaky recolor!
(See attached.)
Put blue-berry trees/bushes/plants into the game! :D
2nd edit:
Cool, blue berries grow in tropical rainforests! (Such a cheap request, it's already in the game! :)
[attachment deleted due to age]
#649
Bugs / [1.0] Smoothed walls - mining vs repair
July 03, 2018, 05:45:20 AM
Smoothed stone walls that have been marked for mining shouldn't get repaired. Right now, you get pawns fighting over reparing the damage from mining, vs trying to mine the things.
#650
Ideas / Re: Pawns should respect privacy
July 03, 2018, 03:52:46 AM
This actually seems like it'd be relatively easy to put in, similar to how prisoner-beds / -rooms / -objects work. i.e. The prisoners get ownership, although the player can right-click to override pawns respecting that ownership, to eat, equip, use, etc those things. Any object or furniture in a bedroom gets shared ownership with all pawns who have beds in that room.
#651
Unfinished / Re: [1.0] Portable camping stoves
July 02, 2018, 08:45:12 PM
You can actually play with it right now; Everything works except the bad graphics, and the archotech / infinite stove isn't a quest reward. But you can spawn it in a custom scenario, which is basically why I even made it in the first place. :)
I also added the portable NPD in a separate mod, although it requires my NPD mod to work.
I also added the portable NPD in a separate mod, although it requires my NPD mod to work.
#652
Unfinished / Re: [1.0] Portable camping stoves
July 02, 2018, 06:51:08 PM
I could probably make a portable paste-dispenser, but you'd have to wonder what kind of person would have the technology to miniturize a nutrient-paste dispenser, but still have it produce bad-tasting stuff. Actually, that sounds like exactly the type of practical joke a super-advanced, bored AI would pull... I can probably finish that while my supper cooks!
As for the chemfuel - I could probably add in some kind of gaseous fuel type, but since nothing else would be using it, I'm happy enough with the hand-wave, that chemfuel canisters either represent gasoline, kerosene, natural gas, or propane, as the usage requires. :)
As for the chemfuel - I could probably add in some kind of gaseous fuel type, but since nothing else would be using it, I'm happy enough with the hand-wave, that chemfuel canisters either represent gasoline, kerosene, natural gas, or propane, as the usage requires. :)
#654
Unfinished / [1.0] Portable camping stoves
July 02, 2018, 04:28:41 PM
In 1.0, normal stoves are haulable, so you could make caravans with them. However, that doesn't seem thematically appropriate, since they should be too heavy to take on most caravans. So, I've started a mod to make some camping stoves. One wood-fueled, one chem-fueled, and one that doesn't need fuel, similar to Vanometric Power Cells. They can only make simple meals, but that seems better anyways. If you want fancy food, get more pack animals, so you can haul a proper stove!
The things I need to finish are:
1. Done.Figure out how to patch BenchBase, so normal stoves are heavier. (Or how to patch the fueled and electric stoves directly.)
2. Get proper art.
3. Done.Make the archotech stove a rare reward from quests?
The things I need to finish are:
1. Done.
2. Get proper art.
3. Done.
#655
Help / Mistake patching BenchBase?
July 02, 2018, 04:11:14 PM
I'm making a mod with portable camping stoves, and need to make normal stoves (and other benches, for balance) weigh a lot more. (Otherwise, they're too easy to take on caravans.) I followed the guide on patching, but it doesn't seem to affect any of the things which are sub-classing BenchBase. Anyone know what I'm doing wrong?
The rest of my mod works just fine. My stoves show up with placeholder art, can cook simple meals, and are craftable at machining tables. Just not sure what's up with this patch! :)
EDIT:
I also tried patching the FueledStove and ElectricStove directly, but those don't have masses defined (it's in the BenchBase), so that's probably why those didn't work?
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
Override the base-game's BenchBase class, so that normal stoves (and benches) are too heavy to take on caravans.
-->
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>/ThingDefs/ThingDef[Name="BenchBase"]/statBases/Mass</xpath>
<value>
<Mass>150</Mass>
</value>
</Operation>
</Patch>
</Defs>
The rest of my mod works just fine. My stoves show up with placeholder art, can cook simple meals, and are craftable at machining tables. Just not sure what's up with this patch! :)
EDIT:
I also tried patching the FueledStove and ElectricStove directly, but those don't have masses defined (it's in the BenchBase), so that's probably why those didn't work?
Code Select
<Defs>
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>/ThingDefs/ThingDef[defName="FueledStove"]/statBases/Mass</xpath>
<value>
<Mass>150</Mass>
</value>
</Operation>
</Patch>
</Defs>
#656
Ideas / Re: A simple solution to the problem of inefficient work management by pawns
July 02, 2018, 03:36:56 PM
How specific would this be? If a pawn is constructing a wall, then finishes that wall, do they keep doing other construction jobs, or only other wall-construction jobs? Plus, you mention that they'd stop if a higher-priority job comes along. That itself is a big cause of the current problem, where pawns will run back and forth across the map, with tiny loads of items. i.e. They deconstruct one chunk of wall, then haul the 4 bricks all the way back to the stockpile, because hauling is at the same or higher priority as construction jobs for them.
I think for something like this to work most of the time (i.e. doesn't drastically change most behaviour, and fixes most of the back-and-forth), this might need to be a bit different. First, it's only effective in a small radius, say 10 squares. That would probably cover most jobs, where you've got lots of little things right beside each other (squares of a wall to build, squares of floor to deconstruct, etc). Further, I'd only make it specific to the broad job category, like what's listed in the work-restriction menu. So, if your pawn is constructing some walls, and deconstructing floors right beside it, they could do both, if they're the same material, which is probably what you'd want anyways. If they're different materials, you probably would want them to deconstruct a bunch of floors, then haul, then come back to either construct or deconstruct. Finally, I'd make it expire after some short time, like a couple hours in-game, or 60 seconds or something. Just to cover any weird cases, where the pawns might get stuck in a specific job, unable to do other things. (This is probably unnecessary, given the small radius, and job-specificness, but probably wouldn't hurt to put in just to be safe. :)
I think for something like this to work most of the time (i.e. doesn't drastically change most behaviour, and fixes most of the back-and-forth), this might need to be a bit different. First, it's only effective in a small radius, say 10 squares. That would probably cover most jobs, where you've got lots of little things right beside each other (squares of a wall to build, squares of floor to deconstruct, etc). Further, I'd only make it specific to the broad job category, like what's listed in the work-restriction menu. So, if your pawn is constructing some walls, and deconstructing floors right beside it, they could do both, if they're the same material, which is probably what you'd want anyways. If they're different materials, you probably would want them to deconstruct a bunch of floors, then haul, then come back to either construct or deconstruct. Finally, I'd make it expire after some short time, like a couple hours in-game, or 60 seconds or something. Just to cover any weird cases, where the pawns might get stuck in a specific job, unable to do other things. (This is probably unnecessary, given the small radius, and job-specificness, but probably wouldn't hurt to put in just to be safe. :)
#657
Mods / Re: Want to see YOUR mod in RimWorld?
July 02, 2018, 01:27:13 PM
ET's Nutrient Paste Dispenser
I made a mod to fix/replace the current nutrient paste dispenser and hopper.
(See this discussion thread.)
The main thing it fixes, is that pawns were constantly hauling to hoppers, which goes against the description that it's a low-time way to make meals.
This isn't new stuff, but I figure my best hope of having the NPD reworked / not have terrible hopper-hauling, is to post my mod here, and save the effort of this particular implementation. :)
I made a mod to fix/replace the current nutrient paste dispenser and hopper.
(See this discussion thread.)
The main thing it fixes, is that pawns were constantly hauling to hoppers, which goes against the description that it's a low-time way to make meals.
This isn't new stuff, but I figure my best hope of having the NPD reworked / not have terrible hopper-hauling, is to post my mod here, and save the effort of this particular implementation. :)
#658
Releases / Re: [1.0] Mod Announcements Thread
July 02, 2018, 01:17:32 PM
ET's Nutrient Paste Dispenser
I made a mod to fix/replace the current nutrient paste dispenser and hopper.
(It came out of this discussion thread.)
The main thing it fixes, is that pawns were constantly hauling to hoppers, which goes against the description that it's a low-time way to make meals.
(I also don't like the current building's graphics. ;)
I made a mod to fix/replace the current nutrient paste dispenser and hopper.
(It came out of this discussion thread.)
The main thing it fixes, is that pawns were constantly hauling to hoppers, which goes against the description that it's a low-time way to make meals.
(I also don't like the current building's graphics. ;)
#659
Ideas / Re: Nutrient Paste Dispenser needs rework
July 02, 2018, 01:01:59 PM
OK, that took more hours than I thought, even with the simplified recipe / copying off of the BiofuelRefinery. Anyways, here's the mod I made. Summary:
- overrides the default NPD, and disables the hopper
- works like a stove/workbench/biofuel refinery (haul food to it to make meals, can use a chair, outdoor and temperature penalties)
- large batches mean low amounts of hauling (the original item's description says it should be low-time, but the weird hauling negated this)
- costs, time, etc should be roughly balanced, but I'm totally open to feedback (either reply here, or reply here with a link to your pull-request ;)
- I also added dehydrated nutrient bricks, as a cheap but horrible replacement for pemmican / packaged survial meals
- is ugly, to hopefully balance against people wanting to make huge batches for sale, or completely replacing survival meals, kibble, or pemmican
The size and image is the BiofuelRefinery, because I actually don't like the current / updated NPD graphics (or even the old one, to be honest). But I'm totally willing to change that if somebody (pull-)requests it, or suggests something better. If it's not too much effort, and somebody requests it, I can make it downloadable in the Steam workshop, for people who are less comfortable with mods. Hardest thing is finding the location/folder for mods, to copy-paste into. :)
- overrides the default NPD, and disables the hopper
- works like a stove/workbench/biofuel refinery (haul food to it to make meals, can use a chair, outdoor and temperature penalties)
- large batches mean low amounts of hauling (the original item's description says it should be low-time, but the weird hauling negated this)
- costs, time, etc should be roughly balanced, but I'm totally open to feedback (either reply here, or reply here with a link to your pull-request ;)
- I also added dehydrated nutrient bricks, as a cheap but horrible replacement for pemmican / packaged survial meals
- is ugly, to hopefully balance against people wanting to make huge batches for sale, or completely replacing survival meals, kibble, or pemmican
The size and image is the BiofuelRefinery, because I actually don't like the current / updated NPD graphics (or even the old one, to be honest). But I'm totally willing to change that if somebody (pull-)requests it, or suggests something better. If it's not too much effort, and somebody requests it, I can make it downloadable in the Steam workshop, for people who are less comfortable with mods. Hardest thing is finding the location/folder for mods, to copy-paste into. :)
#660
Ideas / Re: Nutrient Paste Dispenser needs rework
July 02, 2018, 10:21:44 AM
I'm on vacation this week, so I worked on my NPD mod again, and discovered a few things. First, being able to interact with a thing like a stove or workbench, requires another separate definition, even after you define the building to have bills, ingredients, etc (WorkGiverDef). Also, if I make separate paste meals (so each refuel-type NPD can work with its single fuel), then I won't be able to get cannibalism to work properly (each food item can only have a single tasteThought in its definition; the way NP meals work now, is that the paste item gives one debuff, then the human flesh is coded on its own, and adds because it's an ingredient.
However, if I instead use the BiofuelRefinery as a starting point, it will basically act as a stove. (The BR basically uses most of the same definitions.) Cannibalism and insect meat would work, and you'd only need a single NPD building. It wouldn't be able to be a refuel-bar type building though; Since that type of thing won't have "ingredients". I could probably get around that with a hybrid aproach, where the "fuel" is any non-human, non-insect food / ingredient, and then the "meals" you can make would only use a smaller amount of ingredients for the traits. That would be pretty fiddly to balance (fuel usage over time, guessing how much for a meal.), and would make cannibal NPD usage much cheaper, since it would use less human meat. Although I guess raider meat is basically free, so that wouldn't be much of a problem.
Anyways, I think I'll just finish up the BiofuelRefinery-style NPD. Should be finishable pretty quickly, since I no longer need to mess around with multiple copies of everything for normal/insect/human varieties. It will still be a lot less hauling than the current hopper-system of NPDs, since I can just make the recipes give paste in large batches.
However, if I instead use the BiofuelRefinery as a starting point, it will basically act as a stove. (The BR basically uses most of the same definitions.) Cannibalism and insect meat would work, and you'd only need a single NPD building. It wouldn't be able to be a refuel-bar type building though; Since that type of thing won't have "ingredients". I could probably get around that with a hybrid aproach, where the "fuel" is any non-human, non-insect food / ingredient, and then the "meals" you can make would only use a smaller amount of ingredients for the traits. That would be pretty fiddly to balance (fuel usage over time, guessing how much for a meal.), and would make cannibal NPD usage much cheaper, since it would use less human meat. Although I guess raider meat is basically free, so that wouldn't be much of a problem.
Anyways, I think I'll just finish up the BiofuelRefinery-style NPD. Should be finishable pretty quickly, since I no longer need to mess around with multiple copies of everything for normal/insect/human varieties. It will still be a lot less hauling than the current hopper-system of NPDs, since I can just make the recipes give paste in large batches.