[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.

Szara

Quote from: Makko on September 04, 2016, 04:58:21 PM

I'm talking about speeding up a process that's already in game though, it doesn't really make any sense for someone to just "get over" a dose of radiation that left them unconscious and be back at 100% the way they were before in a few months.

I agree it's incredibly difficult to do IRL,  but this is a game, and already has gamey mechanics regarding the topic.

http://www.mayoclinic.org/diseases-conditions/radiation-sickness/basics/treatment/con-20022901

There are certain marginally effective substances that are used to absorb the radioactive material, they don't need to be entirely synthetic organ filters though for example a synthetic heart filter would be a good sort of implant to increase radiation resistance and or toxic buildup dissipation rate.

The in game process is basically the body repairing itself, and it isn't really a great representation of how the human body reacts to radiation poisoning, though it is true at least that with a heavy dose of radiation a person would certainly find themselves bedridden as their organs struggle to maintain their life.

If we want to make it more realistic there would be bone marrow transplants, blood transfusions, and other care required at high % of radiation poisoning, sort of like medical treatments to flue/plague/infection, except the pawn certainly dies without them. Anyway, I don't believe we have any examples of the sort of other tissue repair (particularly for vital organs) which would provide progress toward curing the damage caused by radiation poisoning. On one hand replacing vital organs should definitely improve the pawn's condition. However we have here an example of when replacing 90% of the troubled tissue doesn't really change the odds that much. For example if your bone marrow is done for, so are you, it doesn't matter if the rest of your body is in tip top shape. It's pretty much an all or nothing situation since almost every effected organ is vital. Except the skin I suppose, but welcome to infection city if you lose all of that. Anyway, the point is that the 'treatments' wouldn't work too well with the Rimworld system, since it'd happy say your colonist is fine now if you replace his kidneys, lungs... Ignore the stomach which would likely be hemorrhaging blood.. Alternatively, if each vital organ had their own radiation poisoning 'disease', they could all be individually treated and that would be a truer representation of dealing with the complexity of radiation poisoning. It might not even be that complicated, as infections already target specific limbs. As it is the medical supplies to provide this sort of treatment don't really exist, though I suppose biomatter could be used.

The current system that merely renders them unconscious for an extended period of time without permanently crippling or ending them really is quite forgiving especially since it is so hard in the game to get to a high radiation dosage. I've had my pawns handle plenty of uranium (in small doses) and never got more than a few % poisoning.

Removing radioactive contamination from the body would be a bit of a different matter, and generally I think not involved with the radiation poisoning that happens in Rimworld, since all of the radioactive material is sitting on the ground, not blasted into someone's wounds, inhaled into the lungs, or ingested into their stomach. If someone let their uranium catch on fire on the other hand.. But radioactive contamination is not even a feature of the game.

Yest' chelovék, yest' probléma. Net chelovéka, net problémy.
If there is a person, there is a problem. If there is no person, then there is no problem.

Grogfeld

Quote from: ThomasCro on September 05, 2016, 12:44:22 PM
Is there any way to stop random wanderers from joining? I want to be full on alone all the time.

Go to core folder find XML file named incidents_good and find

<IncidentDef>
    <defName>WandererJoin</defName>
    <label>wanderer join</label>
    <workerClass>IncidentWorker_WandererJoin</workerClass>
    <baseChance>0.4</baseChance>
    <populationEffect>Increase</populationEffect>
  </IncidentDef>

change baseChance to 0.0 and here ya have.

DDRMANIAC007

So the game said bounty hunters came but I didn't see anyone. Now I have permanent raid music playing when there's no enemies. How do I fix this?

BlackSmokeDMax

Quote from: DDRMANIAC007 on September 06, 2016, 07:58:28 AM
So the game said bounty hunters came but I didn't see anyone. Now I have permanent raid music playing when there's no enemies. How do I fix this?

Bounty hunters has always been those bug looking factions in my plays. Look for them, they'll blend in more and look like animals.

blub01

Quote from: Szara on September 05, 2016, 01:14:09 PM
Quote from: Makko on September 04, 2016, 04:58:21 PM

I'm talking about speeding up a process that's already in game though, it doesn't really make any sense for someone to just "get over" a dose of radiation that left them unconscious and be back at 100% the way they were before in a few months.

I agree it's incredibly difficult to do IRL,  but this is a game, and already has gamey mechanics regarding the topic.

http://www.mayoclinic.org/diseases-conditions/radiation-sickness/basics/treatment/con-20022901

There are certain marginally effective substances that are used to absorb the radioactive material, they don't need to be entirely synthetic organ filters though for example a synthetic heart filter would be a good sort of implant to increase radiation resistance and or toxic buildup dissipation rate.

The in game process is basically the body repairing itself, and it isn't really a great representation of how the human body reacts to radiation poisoning, though it is true at least that with a heavy dose of radiation a person would certainly find themselves bedridden as their organs struggle to maintain their life.

If we want to make it more realistic there would be bone marrow transplants, blood transfusions, and other care required at high % of radiation poisoning, sort of like medical treatments to flue/plague/infection, except the pawn certainly dies without them. Anyway, I don't believe we have any examples of the sort of other tissue repair (particularly for vital organs) which would provide progress toward curing the damage caused by radiation poisoning. On one hand replacing vital organs should definitely improve the pawn's condition. However we have here an example of when replacing 90% of the troubled tissue doesn't really change the odds that much. For example if your bone marrow is done for, so are you, it doesn't matter if the rest of your body is in tip top shape. It's pretty much an all or nothing situation since almost every effected organ is vital. Except the skin I suppose, but welcome to infection city if you lose all of that. Anyway, the point is that the 'treatments' wouldn't work too well with the Rimworld system, since it'd happy say your colonist is fine now if you replace his kidneys, lungs... Ignore the stomach which would likely be hemorrhaging blood.. Alternatively, if each vital organ had their own radiation poisoning 'disease', they could all be individually treated and that would be a truer representation of dealing with the complexity of radiation poisoning. It might not even be that complicated, as infections already target specific limbs. As it is the medical supplies to provide this sort of treatment don't really exist, though I suppose biomatter could be used.

The current system that merely renders them unconscious for an extended period of time without permanently crippling or ending them really is quite forgiving especially since it is so hard in the game to get to a high radiation dosage. I've had my pawns handle plenty of uranium (in small doses) and never got more than a few % poisoning.

Removing radioactive contamination from the body would be a bit of a different matter, and generally I think not involved with the radiation poisoning that happens in Rimworld, since all of the radioactive material is sitting on the ground, not blasted into someone's wounds, inhaled into the lungs, or ingested into their stomach. If someone let their uranium catch on fire on the other hand.. But radioactive contamination is not even a feature of the game.

maybe add a "disease" called radiation damage, which gets worse over time based on how many organs are damaged.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

Gregton

Hey there, I seem to be having an issue with surgery.

I cannot install modded implants like surrogate lung or advanced bionics into baseline humans, the bills to do so are not available. I do have a Narn colonist with which it is not a problem, but she's not the one with the destroyed lung that needs replacement.

I also checked that my medical beds are elligible to surgery, I can amputate stuff.

I will try and poke into the mod folder and see what I can see but if you could provide me with a lazy way to solve this issue it would be appreciated :)

miguelsz2

Is it just me or does it seem like certain items lose durability even if they're over a roofed stockpile. It seems a couple of seeds, gunpowder, and sulfur drop durability super quickly.

Makko

Make sure there's a roof over the whole stockpile, check the bottom corner and sometimes it says "unroofed two tiles" or something that could be explaining you issue.


In other news, what mod adds the Ogres?

miguelsz2

nope still shows as indoors completely roofed over. It's only some specific items the rest of the stuff is completely unaffected.

twisted067

#3489
I'm stuck on an infinite solar flare, anyone else have this problem? Started half way through my second year. Using github version from a few days ago. Anyone know how to fix this? I end the event via debug but it immediately starts again.

http://i.imgur.com/9jOaIK0.png

Edit: I got rid of by reloading a previous save, had to go far back kind of cause I didn't realize what was going on. I'm worried this will crop up again in the future though.

DDRMANIAC007

I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.

Bug or intentional?

miguelsz2

Quote from: DDRMANIAC007 on September 06, 2016, 06:55:54 PM
I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.

Bug or intentional?

Do you have electronic basics researched aswell?

DDRMANIAC007

Quote from: miguelsz2 on September 06, 2016, 07:06:14 PM
Quote from: DDRMANIAC007 on September 06, 2016, 06:55:54 PM
I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.

Bug or intentional?

Do you have electronic basics researched aswell?
I didn't.

Here's a question. I've started the game at least 6 times now learning more about how to go about the early game in this pack each time.
How do I prepare enough to last through the winter in terms of food? I find potato seeds very hard to come by and even when I do have them they take far too long to grow to actually sustain my colony. Do I just need to get lucky and get a LOT of seeds via trading or is there another way to secure a sufficient winter food supply?

Slipshodian

#3493
Quote from: DDRMANIAC007 on September 07, 2016, 02:51:19 AM
Quote from: miguelsz2 on September 06, 2016, 07:06:14 PM
Quote from: DDRMANIAC007 on September 06, 2016, 06:55:54 PM
I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.

Bug or intentional?

Do you have electronic basics researched aswell?
I didn't.

Here's a question. I've started the game at least 6 times now learning more about how to go about the early game in this pack each time.
How do I prepare enough to last through the winter in terms of food? I find potato seeds very hard to come by and even when I do have them they take far too long to grow to actually sustain my colony. Do I just need to get lucky and get a LOT of seeds via trading or is there another way to secure a sufficient winter food supply?

I personally rush to Advanced Hydroponic Basins on harsher maps (like tundra/ice sheet) as fast as possible since it requires just glass, components, compost, and metals (no need for circuitry like sun lamps).

Not sure it if was intentional or just a limitation, but the hydroponic basins also light up the 4 directly adjacent tiles as well, meaning with a few of them laid out right can make you a sizable field relatively quickly.

Aside from that, jerky jerky jerky jerky, more jerky, and try to buy seeds or plants (to extract seeds from) whenever possible. Also milkable animals can be a godsend, since milk is a little overpowered with how 10 milk (0.5 nutrition total) turns into 4 cheese (.3 each, totalling 1.2).

but that's just me.

Quote from: miguelsz2 on September 06, 2016, 03:21:23 PM
Is it just me or does it seem like certain items lose durability even if they're over a roofed stockpile. It seems a couple of seeds, gunpowder, and sulfur drop durability super quickly.

check the tiles your stockpile are on/over. I had the same issue a few pages back, and it turned out there were stray "wasteland" tiles that would eat away anything placed on them very quickly.

DDRMANIAC007