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Messages - TryB4Buy

Outdated / Re: [B18] DD Work Tab
December 23, 2017, 06:53:54 PM
Quote from: BlackSmokeDMax on December 07, 2017, 05:25:25 PM
Quote from: TryB4Buy on December 07, 2017, 03:52:23 PMpawns do not automatically intercept other pawns' jobs and therefore priorities do not matter between pawns.
Vanilla also should be ignoring between jobs what each persons priority level is.
These two statements are equivalent.

Thus, this mod is needed to illustrate this fact to the player. Vanilla seems to teach the player that priority levels matter. They don't. Vanilla is "wrong" / poorly designed in this aspect.

It would be neat if the way vanilla trains a player to think would be implemented. But coding when to intercept jobs based off distance and priority wouldn't be trivial.

Anyways, can we get fully separated job actions? For instance Sowing vs Planting are different jobs that both function off the Growing skill. This mod separated them already if it helps:
The previous post's attachment has been removed :(

Was it the full Zentar's Vanilla Fixes? Does that A17 version work for B18?
Chance of updated "I Think You Misclicked"?
Outdated / Re: [B18] DD Work Tab
December 07, 2017, 03:52:23 PM
I love this mod even though I was a bit perplexed about why you made it. Something told me to try it out and I did.

I think your mod is superior to the vanilla for the following reason: pawns do not automatically intercept other pawns' jobs and therefore priorities do not matter between pawns. Each pawn seems to chose his own next action irregardless of any other pawns' actions aside from already reserved objects. Even worse (but a separate issue), job decisions aren't influenced by closeness.

This means that if you have a priority 1 hauler next the last item to haul and 1 tick before, a priority 4 hauler decides to so some hauling, the priority 1 hauler will NOT say to the priority 4 hauler "I have a higher priority than you, so I get to do this job instead of you." This is how the vanilla game trains the player to think. And it is wrong.

All that matters is the algorithmic order of which job list to try to fulfill next. That's it. And that's exactly what your mod allows full control over. Firstly, am I correct in the above. Secondly, do you think Tynan would like to hear about this?
Releases / Re: [B18] Hatti's Modlist (Updated 26.11.2017)
December 07, 2017, 03:03:13 PM
Can I request the caravan spot be done next?
Well they certainly don't work for B18. This is a shame as the map memory leak one I have desired before but it clears the mod bank now.
"System.IndexOutOfRangeException: Array index is out of range.
  at RimWorldRealFoW.SectionLayers.SectionLayer_FoVLayer.Regenerate () [0x00000] in <filename unknown>:0
  at Verse.Section.RegenerateAllLayers () [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.RegenerateEverythingNow () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.init () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.MapComponentUpdate () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentUpdate (Verse.Map map) [0x00000] in <filename unknown>:0
Seems like a conflict with an the mod settings itself. Before that it worked fine with my 50 other B18 mods.
If its okay to ask, is there a mod that will extract the finite resources on the map without making dozens of deep drills everywhere? I was hoping for a 'one drill to rule them all' mod rather than an 'infinite resources mod'.
This might sound strange, but is there any way to send resources/colonists to a null game for a few minutes and then retreive them? Basically I want to use Phi to initiate a New Game+. I'm aware I could ask another player politely to just resend everything I send him in a few minutes, but it might be asking a lot of time/clicks from a stranger.

Unfortunately the only way to change scenarios/world maps is to start a new game. Without Phi, the only way to NG+ is by manually adding back similar items/pawns.
Outdated / Re: [A17] Miniaturisation Overloaded
December 05, 2017, 02:10:38 PM
Quote from: kamuii on November 07, 2017, 03:12:35 AM
Anyone test this out to see if it works on A18? If not any chance we could get a version for A18?

Edit: Tested it and nope doesn't work in A18.
Unfinished / Re: [WIP] Britnoth's experiments thus far
December 05, 2017, 02:02:37 PM
No dropbox link?
Releases / Re: [A17/A18b] Super Soil
December 05, 2017, 12:06:51 PM
Can your mod be made to require the lower tier of soil before upgrading? ie first to sand, then gravel then normal then rich before super soil? And super soil (or a powered hydroponics bay) before megasoil (which would no longer require power)? Likewise mega soil before hyper soil?

If so, I'd like to re-analyze your numbers. One thing that needs to be the case is that the fertility should be in tiers, stepping up from 0% to 6% (sand) to 70% (gravel) to 100% (normal) to rich soil. Sand and gravel should be 25% and 50% respectively. Let's also say that +40% for rich soil is a mistake and it should be the more rounded +50% or x1.5 compared to normal soil.

For the cost of 1k gojuice's research you can essentially fertilize rich soil making it "richer" soil. That's a x2 compared to normal soil. It's cheaper to research compared to hydroponics and inferior since it has to be outside in an otherwise vanilla game, although it requires no power. The steel doesn't make much sense and the cloth would rot but the 1 Neutroamine is hard to come by and would make sense for it to act as fertilizer. This level of use is just a one time cost version for a 'no electricity play through' or whatever. It's rather niche.

For the cost of a 3k glittertech, megasoil gives a x5 modifier. But it should be a x3 modifier so it is better than hydroponics without blowing it out of the water. +1neutroamine, +1herbal medicine and a component with maybe a yayo does make sense here. The soil is getting higher doses and getting more "high tech"

For the cost of a 7k end-game tech, Hyper Soil gives a x10 modifier. But it should give a x6 modifier to keep it in line with previous gains. The additional +1neutroamine with tech, a bench and crafting time, +1neutroamine with different tech, the same bench and crafting time along with some cloth, and finally a nanite drug also sounds fine. The plasteel isn't needed. Thus you end up with about 3 hydroponics bays in a 1 hydronponics bay area.

Keep in mind that I do believe grow times are too long. Try rushing mass devilstrand production on a tribal playthrough. See how fun it is waiting almost full year. You'll think about ending the campaign before you harvest. Assuming you could upgrade the soil without disturbing the already planted crops and rushed your research like crazy, a new but determined colony could get a devilstrand crop out before the 2nd month of play. And yes you could grow rice after only a day or two, but its still more balanced than producing potatoes after an hour in game.
Outdated / Re: [A17] Colony Leadership and Teaching v1.3
December 05, 2017, 10:18:55 AM
How compatible/playable is this A17 mod with B18?
Outdated / Re: [B18] Ultimate Survival
December 05, 2017, 08:48:28 AM
Question: how did you disable recruiting/buying colonists?

In general this is an interesting idea. I did something similar in my vanilla playthroughs. I never played the game on anything less than the highest difficulty. I suppose if others want it I can release a light modpack later. Generally the win condition is when you can 'outpace' the game's difficulty. This is usually accomplished by having sufficient tech/money and more manpower than the game expects. Then you can survive indefinitely, guaranteeing a win outside catastrophic RNG.  Basically my playthroughs progressed like this:

1) good-guy industrial start (normal cold playthrough without being evil/brutal but wins upon capturing raiders)
2) tribal start (slower disease-infested jungle playthrough wins upon buying slaves)
3) Rich explorer (but with tribal tech) with all the map negative conditions I could manage: drugged up super raiders, constant diseases, constant drone, constant fallout, constant extreme weather, etc
4) a raid a day plus psychic/poison ships (wins upon getting rich from ai cores)
5) 2-3 raids a day (wins via getting factions to fight one another)
All of the above is cumulative after removing the victory method. So the 5th campaign had every single colonist fighting off every disease from the 3rd campaign and the 4th campaign had tribal tech levels, etc. I'm considering a hardcore, multi-map, no pause challenge next.

One of the ways I found to make raiders far stronger is by basically making them immune to shock (extreme pain) with drugs. They can start spawned on drugs that you would never give to your colonists. Basically they only go down if they die, get their legs blown off, or rarely, slowly bleed out from a longer raid. The latter only happened twice in a rescue-able fashion after three seasons of in-game play (100+ raids). I figured 2% was a good enough reward rate, especially when you realize that the pain immunity allows crash landed "Free" colonists to instead get up and walk off the map before you can capture them (they don't start downed).