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Messages - zgrssd

#136
General Discussion / Re: Darkness meme oversight?
July 23, 2021, 11:05:20 AM
Roofed areas at least prevent the -20% penalty.
So think of it more like 3 stages of coverage:

- uncovered (-20% accuracy)
- covered (+/- 0%)
- covered indoors (+20%).
#137
Quote from: Canute on July 23, 2021, 03:13:40 AM
You know a tree need more space then 1x1 it is growing ?
When the pawn wouldn't chop the tree he wouldn't be able to sow anything.
There were plenty tiles that were > 1 hex from any trees. It choose to go for the trees anyway.
#138
General Discussion / Slavery - what is it good for?
July 23, 2021, 07:00:20 AM
I am struggling a bit to make slavery work for me. And others might too. I thought talking about this might help me and others.

Firs the rules:
- Slaves can work any job, even ones they are normally incapable in
- they can not be drafted. Never tried to arm them so I am unsure if they they can hunt
- supression is fundamental. The Slave Body Strap (Torso, outer) and Slave Collar (Headgear, Neck) provide passive slave supression. But otherwise the Warden has to regulary threathen them.
- the strap blocks the Parka and Duster and the hat is taken too meaning, limited thermal resistance. Tribal wear and Shirt+Pants are still options..
- they still have moods and still can have mental breaks
- I am hopefull they are still considered as a non-colonist for mood debuffs

As they still eat food and still can have mental breaks, I see only a few uses for slaves:
- better then Prisioners. Prisioners eat food and take space. Slaves eat food, but work
- as a result, it is mostly good for keeping pawns around you want to use later (selling, organ harvesting, canibal eating, sacrifice?)
- can override "incapable off" pawn limitations

Did I miss any effect or is that the limit of effects in vanilla?
#139
General Discussion / Re: Changes to Animals
July 23, 2021, 05:16:25 AM
Quote from: Belgrath on July 22, 2021, 12:40:03 AM
Well once again, game play balance over writes reality!

As a person who worked on a large cattle farm in Australia, I can tell you a horse is more likely to pick up your beer can and walk off with it than a dog.
I know dogs are smart, but I can tell you after years working with horses are smarter. They just like to watch the dogs do the work.

Time to make a mod that set things back how they were for animals.
1 beer can. Per horse.
They will not put a whole 40 loose bottles onto their back.
#140
By my knowledge, currently the trader inventory is weighted random based on type.
But I think it could be weighted based on the Ideology settings as well.

In the basegame the traders have no way to predict what the colony might want. But with Ideology, they can. They know that the Muffalo Worshippers will propably buy Muffalos. And will not buy muffalo meat.
The guys having specific clothing rules can propably use more of that clothing.
#141
Certain starts spawn random animals (basically anything but Naked Brutality).
However with Ideology, there might be a venerated animal (or two).

Could the random animals be less random, and try to match the venerated animals when possible?
Crashlanders and Triabls would propably bring and try to save the object of their veneration.
And the rich explorer just brings it along as part of the gear.
#142
Rich Explorer Start.
I have a very low skill planter (Planting 1).
I have a 5x5 Rice field, with some Trees in it.

The Planter will prefer cutting trees in the field over actually sowing the already free tiles.
This even happens even when I turn off "allow cutting".
I can ocassionally overwrite him to sow on one tile - but he invariably goes back to cutting the tree.
#143
Ideas / Re: Livestock Guards
July 22, 2021, 08:13:23 PM
Another example would be the "Lifestock guard dog":
https://en.wikipedia.org/wiki/Livestock_guardian_dog

Wikipedia: "The use of dogs in protecting livestock originated over 2,000 years ago, with their use being recorded as early as 150 BC in Rome. Both Aristotle's History of Animals and Virgil's Georgics mention the use of livestock guardian dogs by the Molossians in the ancient region of Epirus."
#144
Bugs / [1.3.3067]Error during map creation
July 22, 2021, 08:05:56 PM
The error message is "Failed to find all necessary river flow data".

RimWorld 1.3.3067 rev1397
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()

Initializing new game with mods:
  - Ludeon.RimWorld
  - Ludeon.RimWorld.Royalty
  - Ludeon.RimWorld.Ideology
  - zgrssd.jobs.firekeeper
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Verse.Game:InitNewGame ()
Verse.Root_Play/<>c:<Start>b__1_2 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Failed to find all necessary river flow data
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.GenStep_Terrain:GenerateRiverLookupTexture (Verse.Map,RimWorld.RiverMaker)
RimWorld.GenStep_Terrain:GenerateRiver (Verse.Map)
RimWorld.GenStep_Terrain:Generate (Verse.Map,Verse.GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap (System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,Verse.Map,int)
Verse.MapGenerator:GenerateMap (Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,System.Action`1<Verse.Map>)
Verse.Game:InitNewGame ()
Verse.Root_Play/<>c:<Start>b__1_2 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
#145
The vanilla item Shield Belt blocks ranged attacks, but also disables your ability to make conventional ranged attacks.

It is the primary way lategame melee combatants are supposed ot get into range vs the stronger firearms.
#146
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 ;)
#147
Ideas / Re: put nutrient paste meals in stockpile
May 14, 2020, 07:46:58 AM
Quote from: Canute on May 14, 2020, 02:51:06 AM
Gather your tribal around the holy NPD and feed your god with the corpse of your slain enemies ! :-)
I think that tribal scenario need a shredder hopper, so you can put in your prisoner !
Last I checked, the Dispenser did not hide what meat went in there. So human and insect meat still carries their normal debuffs.
#148
Ideas / Re: put nutrient paste meals in stockpile
May 13, 2020, 09:35:06 PM
Quote from: LWM on May 13, 2020, 08:50:37 PM
Is there some dispenser way past electronics?  I can build the one I'm talking about as a first building in my crashlanded scenarios - just needs electricity; am I missing something?
I was thinking too much from Tribal tech start. I forgot you start with it when Crashlanding.
#149
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?
#150
There is no concept of a Z-level. And there are some walls, that should be climbable (like a solid rockface).
Just digging through walls, is way more universal.

Infestations will either spawn inside your base, or way outside it. In both cases you will have limited defenses when going for them.

A enemy teleporting through your walls, might be most feasible. Sapper pathfing tries to ignore walls and avoid defenses. And short range teleportation is a thing with Psionics.
Indeed, that should be good enough for a own idea.