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Topics - zgrssd

#21
Over on reddit, people started comparing the sizes of their Rimworld logfiles.

One had a Player.log of 402 gigabyte:
https://www.reddit.com/r/RimWorld/comments/gjfp9r/i_see_your_86_gb_output_log_and_raise_you_my_402/

Another had a Player.log of 1.02 terabyte:
https://www.reddit.com/r/RimWorld/comments/gji1oj/rimworld_output_log_i_guess_thats_why_my_hdd_was/

And it looks like the output_log.txt in the Steam Folder is not far behind:
https://www.reddit.com/r/RimWorld/comments/gjdgjl/check_the_size_of_your_output_log/

The culptript is propably a mod that spams the log or just some really long play sessions. Personally I do not have it yet. But you may want to do something about that, like forcing a new logfile to start every 1 GiB or so. Otherwise there might have a slight issues getting those logs in Bug Reports ;)
#22
Ideas / Enemies Teleporting short ranges
May 13, 2020, 12:20:00 PM
With psionics, teleportation as attack is a thing (Skip, Chaos Skip, Mass Chaos skip). But actually giving those to enemies could be really frustrating. There is not any active counterplay option to a Mass Chaos Skip I can think about.
And Control Effects like Becon or Berserk a never for to use on players. (Stun might work, if it is short enough).
Some of the most interesting player tools in PvE, are the most frustrating things if used against the player.

But what if there was a kind of enemy that could self-teleport?
* A short range teleport could allow closing the distance into melee, or getting into good cover/unexpected flanking positions
* it could also get them out of grenade explosions
* Finally, if it could go beyond line of sight obstacles, you could make a enemy that ignores walls.

For the last point: There already is the sapper pathfinding, wich tries to avoid defenses but largely ignores walls. For sappers they are ignored, because they will just punch through those walls. But teleporters could ignore them, because they would "skip over" the walls.

This should only be used for a limited amount of enemies, that should be visially distinct.
Maybe a special form of Insect, like a Brain Bug or Psionic Overmind?
It should not be combineable with some defense options, like Shield belts. Maybe it even could be/require a belt-slot item?
#23
Ideas / Make Pilums great again
May 12, 2020, 10:48:28 AM
The pilum is not a good weapon in the game. While it has a awesome damage output, it has a akward range and a firerate of "almost nothing".

But what if it was at least somewhat better in melee combat? Humanity is never shy to try using stuff as makeshift spears in combat. Putting a Bajonett on a rifle is "spear-i-fying" the Rifle. And a throwing spear is a bit closer to a melee spear then a firearm. There is even some historical precedent for the Romans - propably the most pilum heavy army of history.

While it of course needs to stay worse then the spear at being a melee spear, it could at least be better then "average ranged weapon" at being a melee weapon. There is quite some room between those two extremes. (9 power to 13 and 23 power).
This would instantly deal with it's worst weakness (the short range) and give it a role (a rare weapon that is decent at melee and ranged).

As part of a argument, here the melee values of the two:
Spear:
<tools>
  <li>
<label>shaft</label>
<capacities>
  <li>Blunt</li>
  <li>Poke</li>
</capacities>
<power>13</power>
<cooldownTime>2.6</cooldownTime>
  </li>
  <li>
<label>point</label>
<capacities>
  <li>Stab</li>
</capacities>
<power>23</power>
<armorPenetration>0.50</armorPenetration>
<cooldownTime>2.6</cooldownTime>
  </li>
</tools>


Most ranged weapons in melee:
<tools>
  <li>
<label>shaft</label>
<capacities>
  <li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
  </li>
  <li>
<label>point</label>
<capacities>
  <li>Stab</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
  </li>
</tools>


Just give the Pilum the 3rd attack, set the cooldownTime to 3 and the damage in the middle between "spear" and "ranged weapon in melee".
#24
The game can generate a 23 biological/221 choronological year old child - for a 29 biological/29 chronological year old mother Yes, the child was born 192 years before their mother was born.

While it is quite possible for a childs biological age to be higher (thanks to the parent spending some time in cryosleep), the chronological age being higher really raises some questions.

With a male parent, I could at least picture his DNA being forzen, used for artificial fertilisation and centuries later for cloning. But in that case, there should be no effective relationship.
With adopted children, it could also work out. But the game has no status for that, AFAIK.

But ideally, the game should propably bound the childrens chronological age, to the parents chronological age - reproduction lockout.
#25
Ideas / Sanitization vs Cleaning
April 29, 2020, 01:31:03 PM
A few tasks - in vanilla Cooking, Medicine and Research - depend on the cleanliness of the room. And especially for cooking and medicine, the cleanliness of the room can literally change the survival chances.

This cleanliness requirement however is very different to that of the normal home zone. A living room needs different cleanlyness levels then a operating room. If we set the cleaning job to high, that person will be playing whack-a-mole with every grain of dirt tracked into any tile of the home zone. But if we do not set it high, people die to Food Poisoning and Infections. Or we have to micro stuff.

We need some way to identify our kitches, hospitals (and maybe research labs) as a "clean room". Something that needs to be cleaned on a way higher priority then the living room. And we need a way to tell pawns that they need to deal with stuff like that on a high priority - higher then normal cleaning. A job that is supplementary, but not replacing normal cleaning of flith.
"Sterilize" or "Sanitization" could be good terms, if that is an issue.
I got a few ideas on how to do that, but I doubt it is anywhere close to what mods can do. It would propably be up to Tynan to implement it:

1. Explicit clean Zone Type 1. We have the Clear Snow Job, currently covered by Cleaning Work Giver. You define a Clear Snow Zone. Pawns will remove snow - something they would not normally do - when there is some and they came down to that priority. You could use it for a Sanitisation Zone/Job similary: You declare teh whole hospital/kitchen as Sanitisation Zone, someone on the Sanitize Work Giver would clean there.

2. Explicit clean Zone Type 2. There is another type of zone. The Grow/Storage zone. What if there was a "Sanitisation" zone that worked similary? Something that needs to be set, needs to cover all tiles to be affected, is mutually exclusive with storage and Grow zone (so people start using shelves). Again, it would be up to some special Work Giver and Job to actually work in that zone with Priority

3. Wherever there is a need. In this variant, no special zoning would be nessesary. Rather, the presence of a stove, hospital bed or research table would mark the whole room as a "clean room".
People that are working there would automatically do the cleaning.
Doctors would clean their Hospitals, Researchers their Labs, Cooks their Kitchen - all as part of their work givers.
The only question is, where to put it in the priority list.
- Doctors should propably patch the bleeding holes in their patients before trying to clean up the blood. If there is a nurse job (as exist in some mods), they could do hospital cleaning just between the "Rescue Patient" and "Feed Patient" jobs. That would avoid people bleeding out, without risking too much blood comming into wounds the wrong way.
- Cooks and Researchers could do it just before starting or resuming a work task. Their job is a lot less time critical and maximising the researchg speed/food safety with a bit of cleaning is more important then any slight disruption of the work flow.
#26
Ideas / Animals for other menial tasks
October 15, 2018, 12:59:39 AM
Many animals can be used for the menial "hauling" task. Wich is distinct from "refueling" (as that requires some level of manipulation and understanding most animals lack).

Two other (somewhat) menial tasks are cleaning and fire fighting. So how about designed animals for those roles too?

Rimworld humanity casually created creatues like the Boomaloope. Wich does nothing but produce fuel, something inherently useless except for human colonies. Now the boomaloop has a intersting ecological niche that actually supports it's function via selective pressure: It's only defense is it's explosion, so animals select for them to have the most volatile chemicals possible.

(anti)Fire devil
This would be the Firefighting animal. Several animals have been seen fighting or setting fire, but this one needs a biological imperative to do so. Now ecologically the issue here is that Forest fires are a mandatory feature of nature. Fighting them too agressively is a really bad idea. It leads to the Smokey Bear Effect (https://www.npr.org/2012/08/23/159373691/how-the-smokey-bear-effect-led-to-raging-wildfires?t=1539579164891). Without regular smallscale fires, a lot of firefuel accumulates resulting in large fires.

Cleaning Jelly
To be totally honest: I keep thinking of the D&D gelatinous cube and similar Oozes for this. But the namesake of the Schlock-Mercenary Webcomic has been used as biological cleaner a few times. It only requires excreting acids that attack anything but metals, stone and wood. Schlock can do that selectively, but of course the jellies would need to be engineered for it (and given a selective pressure not to loose those limitations).
#27
Bugs / [B19]Sleeping Sickness to slow to ever cause danger
September 10, 2018, 07:41:31 PM
I had one Pawn get sleeping Sickness. But Immunity gain and Progress seem appart by a order of Magnitude:
Even with the bug that pawns will not stay in bed, the Immunity was build before the Disesae reached even 10% Progress.
All with Medical Herb level tending. Unless I am missing something (like it knocking out a pawn at 10-20%) it is not challenging at all.
#28
I just had a colonist get the Plague. But the thing is, the Immunity started at 55%.

My best guess is that this Pawn had been infected before. Aquired 100% Immunity. And while he was not infected, the immuntiy slowly decaded. Until it as 55% when plague hit again.

I am not sure this is a bug:
On the one hand, this would actually fit real-life Immune System behavior.
But at the other hand, there might a lot of different Pathogens causing "Plague" and every other illness. And Immunity to one does not give resistance to another. Not to mention that a re-infection with Immuntiy rest would drastically negate teh impact of that infection.
#29
Food binge is a mental break.
Goumands should have a higher chance for that Break. Propably like "Chemical Interest" has more chance for a drug binge.

After having a Gourmant for 1.7 years, finally the first food binge triggered. And it happened right as the colonist hit 100% Mood due to a Psychich Soothe.
At that point it does not really feel like a penalty. I got plenty of food in reserve, after all.
#30
Ideas / Some ideas on Jobs and Priorities
September 07, 2018, 09:10:33 PM
I have some issues with how some subjobs are assigned to priorities.

Hauling:
Refueling should either be it's own priority, or fall into something higher like "Basic". Making sure the fire/generator does not go out should be relevant for everyone. And refuel and toggle do overlap a bit.
I usually leave hauling to the Dogs/Pawns that travel anyway.

Cooking:
It might help to reorder the jobs this way (from least to most work):
Brewery (a little bit of work, a lot of waiting)
Butcher (provides raw materials for cooking; also can be properly limited to flesh caps as of B19)
Cooking (will be the main activity of any cook).
"Fill food hopper" might be better placed alongside refueling (so basic).

Hunter:
It is missleading that "Hunter" Priority shows Animal skill. I tend to give pops Melee and Ranged weapons based on their Skills in either. And a pawn that does not have a ranged weapon for Combat, is not going to be a hunter.
So showing Hunter as having a passion from Animal Skills is missleading.

Construction:
Un- and reinstall things might be better placed under Basic

Grow:
Sow should be higher then harvest crops, as sowing is limited by skill - Harvest is not.

Plant Cut:
Wild Plants that produce Herbal Medicine, Berries or the like should fall under Harvesting, rather then Plant Cut.
Cutting trees should maybe fall under refueling, if there is no fuel around (but chopable trees).

Hauling:
It includes cooking at campfire, somehow
The two Beer barrel realted ones might be better placed with Brewing.

Cleaning:
Keeping areas that need clealiness for function (Kitchen, Tending Area, Research lab) spotless needs micro management.
It would help if there was some way to define a "priority clean area", similar to how you define a "remove snow" area. Cleaning that area should be on a seperate or higher priority.
Alternatively the jobs should do cleaning as part of their normal routine:
Cook and Reseracher before they start.
Doctor is a bit harder, but it should be possible to just leave this to player micro.

Additional Priorities ideas:
Drug making (inlcudings beer and any form of Drug). If you consider the various lockouts against making Drugs (but not anything else related to crafting) it already is a de-facto seperate Priority.
#31
It is hard to remember wich Pawn I gave wich weapon. But that information is important to quickly assign them the right battle positions in a combat crisis (front, mid, far away).

It would help if there was a simple indicator when the pop is drafted, or just all the time (on a toggle) that showed the weapon. It could just use the same Icon dispaly on the "attack" order button. But a dedicated Symbol might be better for mods that add a lot of weapons (whose small icons would look to similar).
#32
Looking through the files to update the wiki, I noticed some oddity:
The Bowler hat inherits from the Cowboy hat. That makes it the only heardwear not deriving from any of the 3 abstract base ThingDefs, wich might cause issues down the line.