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Messages - zgrssd

#151
Ideas / Re: put nutrient paste meals in stockpile
May 13, 2020, 11:46:22 AM
Quote from: LWM on May 13, 2020, 11:16:00 AM
I, personally, find that the downside of "Awful Meal" is more than enough of an offset - I have to go far out of my way to address that penalty, especially when there are tortured artists wandering around, or depressive people, or anything really.  And by mid-late game, when I can finally have a massively wonderful dining room, I can (usually) easily afford to have people cooking at a stove, and I tend to switch over.

So our experiences on how awesome nutrient paste is seem to differ a whole lot.  I don't think being able to stockpile some in the freezer is going to overbalance it.  At the most, it might make me use it some - and if you find that feature too much for you, you can always not use it?
Having the tech for a impressive dining room should not be hard, given how far up the tech tree (way past electronics) the Dispenser is. You will need to combine it with a freezer too, so that is some more tech.
The Dispenser is a massive time saver, effectively eliminating the need for cooking (beyond butchering, beer and caravans). It also saves a lot of grower and hunter time, thanks to the awesome food efficiency. Time that can be spend on research, more impressive dining rooms, cleaning, hauling, building, etc...

Going from a Dispenser towards a stove seems entirely backwards.
You start with a stove, then go for dispenser if you can no longer afford the cooking time or need that Nutrient efficiency. If you can afford the both, just stay on the stove.
You will ahve the tech for good living conditions. If you have not yet implemented those good living conditions when the Dispenser goes online, all the saved time means you soon will have them.
#152
Ideas / Re: put nutrient paste meals in stockpile
May 13, 2020, 02:34:56 AM
Nutrient past is a very awesome deal. The last thing we should do is making it even better:

- The Nutrient efficiency is 300%. That is around twice what every other meal has
- It has 0 "cooking time", no skill requirement
- it never causes Food Posioning

The only downsides are:
- Awefull Meal. But when you can make it, you can easily offset that with other bonuses
- supply is vulnerable to energy loss, as no storage is possible
- a quick spoil time. But in a base with freezer, that does not mater
- as animals can not use the dispenser, unuseable for Animals - unless you can put into storage

Your goal is to take away the only downsides that even mater anymore (supply on power outage, animal feeding). If you just feel to much time is wasted on cooking, you could lower the global hunger rate.
#153
Ideas / Re: disable re-stacking task
May 12, 2020, 03:51:09 PM
Quote from: k2ymg on May 10, 2020, 07:06:59 AM
Merging 2 into 1.

case 1:
5, 5 -> 10. Thanks.

case 2:
9, 5 -> 10, 4. No thanks.

case 3:
A stockpile which only single item accept. e.g. only steel. Always no thanks.

>That is allready to lowest hauling task anyway.
Yes, but task priority is 'hauling > re-stacking > cleaning' I think. I'd be happy to do cleaning than re-stacking.
Cleaning and hauling are not even the same job. And advanced priorities can easily make a task later in the list be executed first.
If you finally realized you need a cleaner, put cleaning higher then hauling. Unless of course you have been using that checkbox list thus far...

FYI, most hauling except refueling can be done by several trained animals. Just try to get something without atrocious filth rate.
#154
I was not even aware that was a thing (too long since I had a full anastehthic). And as I read it, it would actually be a requirement to avoid the patient emiting vomit in addition to (potentially) blood:

https://www.nhs.uk/common-health-questions/operations-tests-and-procedures/can-i-eat-or-drink-before-an-operation/

"Usually, before having a general anaesthetic, you will not be allowed anything to eat or drink. This is because when the anaesthetic is used, your body's reflexes are temporarily stopped.

If your stomach has food and drink in it, there's a risk of vomiting or bringing up food into your throat. If this happens, the food could get into your lungs and affect your breathing, as well as causing damage to your lungs.

The amount of time you have to go without food or drink (fast) before you have your operation will depend on the type of operation you're having. However, it is usually at least 6 hours for food, and 2 hours for fluids. You'll be told how long you must not eat or drink for before your operation.

Chewing gum, including nicotine gum, should be avoided during this fasting period.

You may be told to avoid certain types of fluids, such as milk, or tea and coffee with milk added to them, before an operation. If you vomit after having these drinks, the liquid could get into your lungs and damage them. Clear fluids, such as water, are usually recommended.

Infants can be given breast milk up to 4 hours before an operation. After that time only clear fluids should be given."

There are two obvious reasons this could be left out of the game:
* the game engine has limits (rather hard time smiulating a vomiting patient mid operation) and realism is not that important, so it might be simply left out of the game.
* when genetically engineering that Heal Root, they intentionally left out the negative impact on the stomach. So there literally is no anasthethic with that sideffect anymore, even for tribals.
#155
Ideas / Re: put nutrient paste meals in stockpile
May 12, 2020, 03:39:42 PM
Quote from: Canute on May 12, 2020, 03:18:22 PM
Quoteone tradeoff is that your food supply breaks, if you loose power. A stockpile would circumvent that
He want to use these meals during power loose like solar flare's when the NPD don't work.
And normaly a solar flare don't stay that long that all meal's would spoil.
So one of the reasons you can not store them, is a reason he wants to store them?

As you pointed out, the spoil time is easily circumvented with a freezer while in-base. So it at tops maters for sending it out with caravans.
#156
Ideas / Re: put nutrient paste meals in stockpile
May 12, 2020, 02:43:17 PM
As Canute says, that is quite easy to do by canceling the pawns eating action. You can even use that trick to have visitors drop their means onto your ground (where they do not pick it up again).

However, this utterly breaks the balance:

  • Nutrient paste currently has no spoil time. As it is not supposed to land in storage, that is no issue. They would have to apply something really short - possibly too short to carry it to a table.
  • one tradeoff is that your food supply breaks, if you loose power. A stockpile would circumvent that
#157
Bugs / Re: [1.1.2624] bulk food poison problem
May 12, 2020, 02:05:56 PM
Quote from: wwWraith on May 12, 2020, 12:51:37 PM
Quote from: zgrssd on May 12, 2020, 10:18:24 AM
If people have worse overall performance with bulk operations (wich includes food poision chance), they will not use it.

If a feature like this is not used, it is clearly broken.
I never use "cheapest" stone floors. I prefer wooden ones, later changing them to "fine" stone. Does it mean that "cheap" stone floors are broken or useless? No, it's just my personal playstyle.
Personally I was using bulk cooking from several versions ago, there were mods with the same mechanics, and they were also used by many other players without such compliances. So, probably this feature is fine for most of them.

QuoteIf I know the batch is bad, why can I not automagically throw them out? Or at least manually remove them? So it should not be calculated batchwise.
Because it's your cook who should know it, not you. You are god (more or less), they are not. And their competency level (presented as poisoning chance) is what matters. You can think that they indeed try to detect and fix their mistakes while cooking (and you should be thankful that the ingridients and time are not wasted), and if the resulting food is still poisoned, it's simply because they were not able to detect it. And if you want magic, you have dev tools.
And again, of course, you can't throw out a poisoned 1/4 of the soup pot hoping that the other 3/4 should be healthy.
I can order them to burn drugs, but not meals I *know* are faulty?

I guess the implementation was just too close to teh one for Pemmican and other bulk food goods, where "one roll for the stack" makes sense. But those also provide way less nutrition/unit, so it works for them. If a 16 stack of them carries food poision, that is still only 80% hunger bar. So 1-2 eatings will have wiped out the whole bad stack.
#158
Quote from: ison on May 07, 2020, 04:08:39 AM
Chronological age should never be higher in this case, could you upload the savefile so we can take a look?
No savegame around.
I can not force it during original colonsit creation, so that code at least is secure.

My guess is that it happened during raider generation. And maybe only if parent and child belonged to different Raids, or the parent was already recruited.
#159
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".
#160
Bugs / Re: [1.1.2624] bulk food poison problem
May 12, 2020, 10:18:24 AM
Quote from: Canute on May 09, 2020, 06:29:28 AM
And why is this a bug ?
When you cook a big pot of soup, ofcouse everyone is sick from it if the cook made a mistake.
If people have worse overall performance with bulk operations (wich includes food poision chance), they will not use it.

If a feature like this is not used, it is clearly broken.

Quote from: wwWraith on May 12, 2020, 09:41:28 AM
On the other hand, when the random decides that the food should NOT be poisoned, all 4 meals will NOT be poisoned. Thus it doesn't affect overall % of poisoned meals. For example, if you have 1% chance to make food poisoned, and cooking 400 meals, you'll get 4 poisoned meals in average regardless of whether you cook them 1 by 1 or in bulk.
Indeed it does not change the math at all. It only changes how the math feels to the user.

If I know the batch is bad, why can I not automagically throw them out? Or at least manually remove them? So it should not be calculated batchwise.
#161
Quote from: threephi on May 06, 2020, 01:53:23 PM
Quote from: zgrssd on May 04, 2020, 03:50:41 PM
A chronological age that does not account for time dilation would be useless.

Chronological age is completely useless period as it has absolutely zero impact on game mechanics.
And that is part of this bug report.
It should have at least a impact on that one. Otherwise, we might as well not have it be tracked in the first place.
#162
Quote from: Bigdestyn on May 06, 2020, 01:15:47 PM
hull can be deconstructed for resources later on but its for early game housing especially in hard modes.
Shipwerecked is given a ton of free resources. Propably more then 1 piece of space debris would be worth. Especially after their balance was changed.

It would just be starting resources that can change with updates and need worktime to free up for transport.
#163
Quote from: Nukejet on April 11, 2020, 12:49:01 PM
I reeaaaaaaaaaaaaally hope that pawns transfer goods from the low priority storage area to high priority area after quantities in high priority area drop below certain number, rather than Filling it to full every time.
  For example, the max limit of high priority area is 3750 ,minimum is 2000, the pawns transfer good only if the qualities drop below 2000.
For really high priority - aka raw material for crafting and cooking - just use shelves right next to the workers. Between 2 and 150 units fit into 1 shelv.

To my knowledge the base game has no way to define a per-storage limit, orther then picking only 1 resource managing the overall size of the storage zone.
#164
Ideas / Re: Big raids are killing my fps...
May 06, 2020, 08:55:23 AM
Quote from: Alenerel on May 05, 2020, 11:29:37 PM
Quote from: Canute on May 05, 2020, 05:33:26 PM
Or after the fight just throw a molotov at these mess, close/forbid the door for a day so no stupid animal run into the fire.
Capture and release the tribal, so you get neutral to them.
Send some gifts to these who naturaly like to become hostile to you from time to time.
So you have only pirates and mechanoids as enemy later.

If you throw a molotov it starts to rain and it extinguishes the fire. I suppose I could roof the killbox...

The savage tribe (the red one) will never be your ally or neutral, like the pirates. Honestly now that I think about it the solution might be to just remove this faction... Altho pirates also have a weak melee rush type of raid where they are like a tribe.
I am pretty sure they can become neutral. It is just hard as Relations with them decay every season towards the baseline. But they do not decay infinitely fast.

Quote from: Alenerel on May 05, 2020, 05:17:53 PM
I finally found a way to defend properly and thus I been able to get to 400k+ wealth... The problem now is not defense but fps. 100 tribal raids are extremely slow...
Pretty sure those tribal raiders are already as "good as they can be on tribal tech". That is why they have to be so many - their tech is that limited.

Quote from: Alenerel on May 05, 2020, 05:17:53 PMMy pc is an i5 and I only have qol mods.
I tell what I tell everyone else: For games, Multithreading does not work. Most of the work is and has to be done in a single thread. The game loop can not be multithreaded unless it is designed for that from scratch.
#165
Quote from: Canute on May 04, 2020, 04:52:34 PM
Sure if you are in the spaceship and fly 200 years spaceship time at 0.1c it is a different then when you fly 200 years at 0.5c
But if you are on a planet there isn't a different if the spaceship fly with 0.1c or 0.5c beside the distance the spaceship travel.
So let us define Rimworld as fixpoint, and statement with the age of mother/child is correct.
So you agree the Chronological Age should be based on that fixed point, thus accounting for time dilation?

Wich also makes the example entirely impossible, short of adoption?