[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

Stufferino

Is this the place to report bugs?
Anyway, there's a couple:
1. Are fuse boxes meant to just reduce damage done around the faulty conduit? I assumed from the description that they save the charge of batteries, but they don't.
2. Holosuite just doesn't work. Also throws tons of errors into the debug log while it's at it.
3. Oil drilling rig can't be deconstructed. When the fissure expires you can't remove the rig to place a new drill.
4. It hasn't happened before nor did I know it could, so I'll report it: I sent 4 colonists on a random event thing (where they travel outside of the map and are supposed to return a few days later). They never returned. They were supposed to be gone for 4 days but never came back. Didn't get any message about it.

I have some tweaks in mind too:
1. When bionics were nerfed recently they were nerfed too much. I think the advanced bionic leg is even worse than the normal one. Also the brain stimulator (prosthetic) makes things worse, when it should make things slightly improved. I see their part efficiency was increased but the stat bonus was decreased, but part efficiency is just a multiplier to stat bonus: i.e., a bionic leg with efficiency 125% and a bonus to movement of 20% will give a bonus of 25% to movement (20 * 1.25 = 25). As it stands, they're all very weak.
2. Crafting and cooking levels don't increase. There's a bottleneck with both of them at very low levels. Cooking never increases because the exp gain is extremely slow, while crafting - I found with one colonist who had burning passion +  Too Smart trait (180% learning * 1.5x speed) could never get crafting above level 13 because any experience they gained would be lost when they slept even when they craft full time (a full day of crafting got them about +800 exp, while at level 13 they lose about 100 every half hour). It's annoying because a lot of recipes require 18+ crafting.

MightyGooga


Moo

Quote from: gustavoghe on December 30, 2015, 11:04:10 AM
Can anyone tell me what use is the heart of icicat?

It'll keep your food frozen without using any power!

Or you can sell it.

MightyGooga

Thanks Moo.

I can confirm the unbalanced skill gaining system. I had a new recruit with 16 crafting, and in less than a year he downgraded to 13, he is still in charge of crafting stuff.

U think something needs to be done they are losing a lot of skill points.

Axion

Hello everyone !

I'm stucked. I can't make integrated circuit because i can't find how to make silicon... Some people said we have to build electronic smelter but this one need integrated circuit. So i'm confused.

Thanks for your help !

++

Masquerine

Quote from: Axion on December 30, 2015, 04:48:27 PM
Hello everyone !

I'm stucked. I can't make integrated circuit because i can't find how to make silicon... Some people said we have to build electronic smelter but this one need integrated circuit. So i'm confused.

Thanks for your help !

++

The electric smelter is still the one that makes silicon (architect>hitech>electric smelter). The recipe in Syndicate B required integrated circuits, which made the ability to make integrated circuits impossible unless you already started with some (or found some, couldn't craft new ones). This was changed in Syndicate C. Now the electric smelter requires electronic components. You can make electronic components at the architect>hitech>electronics table. Electronic components require copper bars, silver bars, glass frame and spare parts. The electronic table itself is copper bars, spare parts, mechanisms and metal bars of your choosing.

This way the crafting tables don't require items that they produce in order to build the table, because that didn't make any sense in the flow of production.

Quote from: Moo on December 30, 2015, 12:35:14 PM
Quote from: gustavoghe on December 30, 2015, 11:04:10 AM
Can anyone tell me what use is the heart of icicat?
It'll keep your food frozen without using any power!
Or you can sell it.
The heart has a limited lifespan, so it'll naturally disappear after a certain amount of days (about 33 days or so). The reverse item of this is the heart of a Feenix (living fire instead of living frost), which produces heat. Be careful where you store these items, as rooms could very quickly get chilly or become a sweltering inferno.

Quote from: Stufferino on December 30, 2015, 06:32:40 AM
Is this the place to report bugs?
Anyway, there's a couple:
1. Are fuse boxes meant to just reduce damage done around the faulty conduit? I assumed from the description that they save the charge of batteries, but they don't.
2. Holosuite just doesn't work. Also throws tons of errors into the debug log while it's at it.
3. Oil drilling rig can't be deconstructed. When the fissure expires you can't remove the rig to place a new drill.
4. It hasn't happened before nor did I know it could, so I'll report it: I sent 4 colonists on a random event thing (where they travel outside of the map and are supposed to return a few days later). They never returned. They were supposed to be gone for 4 days but never came back. Didn't get any message about it.

I have some tweaks in mind too:
1. bionics speed too slow
2. crafting exp/cooking exp too slow

1. Fuse boxes are meant to absorb a certain amount of power when you get the zzzt battery discharge event. They help to protect you from having wires overload and catch on fire. The stored battery power is lost during this event. The description can/will get reworded to clarify this.
2.Holosuite. Sky changed this last so he'll probably know why. I can look at it anyway and see how bad it is.
3.Oil rigs. I have not had time to let one wear down to 0 days, but I have seen the file about it. The way it seemingly should work is that the production rig gets replaced with an exhausted version. Sky would know the specifics as that was his design, but that looks like the intended behavior of it. Once it runs out, it's out. Probably just needs to add the deconstruct variable to it so at least you can remove it.
4.I have tried those events before and had them work. Mine had them bring back an item with no losses. Another thing Sky would know more about. I have not seen the actual file about those events just yet. Could be bugs with it.

5.Bionic tweaks. There was a few mentions of pawn movement speed being too fast, which triggers a vanilla-related bug where the pawn disappears. I guess Sky attempted to address that by lowering the speed bonus from bionics. The combination of stacking bionic speed+floor boosting speed+other things was too fast. Maybe he can tweak the speed a bit by boosting bionic and lowering floor bonus? Got to find the balance of boosting but not too much boosting to avoid disappearing pawns.
6. Experience. I noticed Sky mentioned lowering crafting exp, both in patch notes and in some files. Guess he lowered it a bit too much. He'll have a better grasp on the values than I will for this, and what all needs to get changed again.

Axion

Thanks a lot Masquerine !

So I just have to "upgrade" to the Syndicate C to produce silicon and be happy ? Can I keep my save or i have to start over ?

++

Masquerine

Quote from: Axion on December 30, 2015, 06:05:51 PM
Thanks a lot Masquerine !

So I just have to "upgrade" to the Syndicate C to produce silicon and be happy ? Can I keep my save or i have to start over ?

++
New versions tend to require new worlds/new colonies and will often break save games, as lots of things get changed/added that might not work correctly in old files. If you want to continue playing on your current one for now but want to fix the integrated recipe on the bench, I can guide you to it.
You'll need to edit the .xml file with a text editor. I use notepad++ to see coding easier. Navigate to mods/core_sk/defs/thingdefs/buildings_production.xml. Open this file and search for ElectricSmelter.
Under the part of costlist you'll see something like IntegratedCircuits, change it to ElectronicComponents, just like in the following example.
<CostList>
   <Spare_Parts>8</Spare_Parts>
   <ElectronicComponents>5</ElectronicComponents>
   <Mechanism>5</Mechanism>
</CostList>

Then save and launch your Rimworld. The recipe for making the electric smelter will now use electronic components instead of integrated circuits.

If you're instead happy to upgrade to Syndicate C, then do so and start a new world and colony. You'll notice lots of other changes to the game too. We'll be able to help with fresh new bugs instead of old ones that got fixed. : )

MightyGooga

Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?

Masquerine

Quote from: gustavoghe on December 30, 2015, 06:38:21 PM
Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?
You could edit recipes to lower their required skill level. That is easy enough to do, just a bit tedious. Recipes can be found in mods/core-sk/defs/thingdefs, or mods/core-sk/defs/recipedefs, depending on what items you're looking for.

I've been looking but I can't find anything on the exp gain or skill exp gain besides on the recipes themselves. I just don't know enough about everything yet to know where to look. Most crafting recipes seem to have a workskilllearnfactor of 0.2, so maybe that is the exp multiplier? If so, every recipe related to the skill would have to have that increased.

Suppose I can test that, give me a few. Seems like it works. I tried a mining helmet at 3.5 workskilllearnfactor and the exp went up by about 200. At 0.2 the same mining helmet gave about 19 or so exp. It is one solution at least. The test subject had burning passion for 1.5x skill boost.

Stufferino

Quote from: Masquerine on December 30, 2015, 08:51:14 PM
Quote from: gustavoghe on December 30, 2015, 06:38:21 PM
Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?
You could edit recipes to lower their required skill level. That is easy enough to do, just a bit tedious. Recipes can be found in mods/core-sk/defs/thingdefs, or mods/core-sk/defs/recipedefs, depending on what items you're looking for.

I've been looking but I can't find anything on the exp gain or skill exp gain besides on the recipes themselves. I just don't know enough about everything yet to know where to look. Most crafting recipes seem to have a workskilllearnfactor of 0.2, so maybe that is the exp multiplier? If so, every recipe related to the skill would have to have that increased.

Suppose I can test that, give me a few. Seems like it works. I tried a mining helmet at 3.5 workskilllearnfactor and the exp went up by about 200. At 0.2 the same mining helmet gave about 19 or so exp. It is one solution at least. The test subject had burning passion for 1.5x skill boost.

You're right about that. I posted a bunch of issues I have but that doesn't stop me from solving them myself on my own games. For the skills issue, I used notepad++ and replaced all of the "<workSkillLearnFactor>0.2"s with "<workSkillLearnFactor>2" or so. This covers all production recipes as well as butchering. It at least allowed my uber Too Smart burning passion colonist to get to 20 crafting after a few weeks, while others steadily increased.
Cooking is still far too slow. Even with the skill learn factor for butchering at 5 they barely increase, but it is improved. I couldn't find any skill learn factor for actual cooking; just butchering. I at least got my cooks above 6 skill so they can make fine meals, but nobody ever got the 15 required for lavish+. One of them is also Too Smart, Burning Passion.

sbenza

Do I have to do anything special to get the Colony Manager tab?
I already reinstalled 2.4c from scratch and it still isn't there.

Masquerine

Quote from: sbenza on December 31, 2015, 07:42:04 AM
Do I have to do anything special to get the Colony Manager tab?
I already reinstalled 2.4c from scratch and it still isn't there.

I believe Sky had removed it due to bugs. It'll probably get re-added at a later date. You could manually add the mod back in if you wanted though. I do that for a mod called Tools for Haul, which adds backpacks for pawns to have additional hauling capacity, or personal item storage.

Quote from: Stufferino on December 31, 2015, 07:22:37 AM
Quote from: Masquerine on December 30, 2015, 08:51:14 PM
Quote from: gustavoghe on December 30, 2015, 06:38:21 PM
Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?
-snip-

If the WorkSkillLearnFactor works and got your crafters leveling up, then you should be able to take the same approach with the cooking recipes. Since it seems like they don't have it mentioned you could add the <workSkillLearnFactor> to them and set it to whatever number you desire, so they behave just like the crafting recipes by giving additional exp boost to compensate. I'll test again.
It works. I added <workSkillLearnFactor> to simple meal, set it to 50 and the exp went up by 1500 or so.

Jaszczur

Why description of "Make mulch" in composter says, that it should be created from wood logs, but  in crafting details it requires completely different ingredients? Is it possible to create mulch in the other way?

polis27

Well... this is harcore sk. Since when this mod make thing easy?
Tips of mulch:
Ash : Burn corpse with firewood(Temperature architecture)
Nitre: Mining or construct Mine Extractor ( Hi tech)