[A15 test][A13] Adaptation Refusal 0.8

Started by milon, December 04, 2015, 09:16:14 AM

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Techgenius

The slag armors aren't really compatible with Aparello either, some of them replaces some spots.

Other than that! everything is working perfectly, only those bugs above are there, I'll resume my tests, this time I'll research the Krill Farming, we'll see how they will last winter.

Techgenius

Krill Farm and Moisture Converters should have a "timer" when ready to produce krills and synthensize Eletrolyte Solutions,

Example: 100% ready to make Eletrolytes/Canisters
Example: 100% Krill Ready to Harvest/Cann-tin

Faster than anything Hydroponics or soil farming, like every 24/48 hours

I suggest this because I feel that only energy consumption isn't much to balance

milon

#32
Fixed: Tailor bench bug

Probably fixed: Pawns hoard electrolyte drink and won't consume it (please let me know your results - I don't have time for proper testing with this)

Download link (also in OP): https://www.dropbox.com/s/dtedt980uoz6sdr/AdaptationRefusal.zip?raw=1

@Techgenius: About the Aparello bug, what do you mean that "some of them replaces some spots"?  Are we talking clothing layer on a pawn, or more Bill crossover, or something else?

And I really like the timer idea.  You're right - it shouldn't be always available.  Same goes for the large bacteria battery - there should be recharge time involved. I'm not going to add new mechanics (that gets into C#/dll stuff, which is beyond what I want to do), but I'll see if I can do it with existing ticker/progression mechanics.


EDIT:
I think the only way I can add the ticker using in-game mechanics is to make "plant" versions of Algae-Kryll, etc which need to grow over time, and get harvested (involving the colonist's plant Growing skill) to produce the resource.  On the one hand it seems odd to involve the Growing skill, but on the other it kind of makes sense - you're trying to coax life out of a nutrient broth, which sounds an awful lot like Growing to me.  It would make the Growing skill more relevant, and even bring in lighting considerations and further power needs.  Thoughts?

Also, I'm going out of town later today and won't be back in until Monday night, so you won't hear anything from me before Tuesday.

Techgenius

Aparello - Not really a bug, it's just the way the "armour" replaces all body parts, bellow, middle and top, certain apparels such as aprons should be possible to fit with the slag armors, not the improvised ones, some armors overwrite pieces that it shouldn't, thats what I mean.

I think making Algae a surface "crop" defeats the purpose of the Algae, because they often grow in water, oceans, or deep lakes, well, I'm not really a expert on the subject, but I think it does involve a bit of "growing" as in game, Krantz would certainly know more, now, If i'm not crazy.. Krill is some sort of Fish? crustaceous sea-entity? I bet google knows, the Algae-Krill farm is multi-purpose, does it require only energy to feed these lifeforms? maybe it comes with a replicator-synthesizer to feed the algae and krill requiring only power to function.. Ingenius :O

Using only steel makes steel a much more precious resource as you'll use it for.. everything, now making some sort of a timer would make colonies less "completely" reliant on such source. I don't know though, maybe if there was a way to reuse the steel pieces it would be awesome, I like where you are heading, maybe the Krill-Algae Farm outputs the resource automatically? and the settlers only go there to collect/cann?

milon

I'll look at what clothing layers the armor takes.  I agree you should be able to wear socks or aprons or whatever under the armor.

I'm not against the colony being fully reliant on Adaptation Refusal tech - I just don't want it to be too easy or too overpowered either.  There should still be some challenge to it, even after you've got everything researched and built.

Which is why I really like the timer idea.  And without getting into C# stuff, I'm limited to using the existing game mechanics.  And the only existing game mechanic where time passes to create a resource is plants.  (You could argue the rot mechanism fits too, but it's hardcoded to turn corpses into rotten/dessicated/etc things and there's no way to make it produce something else.)

And you're right about krill growing in water and being essentially self-sustaining (ie. not needing any help Growing).  They're a very small crustacean that eats plankton (a kind of algae).  Which is the genius of the Algae-Kryll Farm - it's an all-in-one ecosystem that produces a constant source of meat.  But it seems overpowered, and a timer is an excellent solution.

Pros:
- It gives time for everything to grow
- It nerfs an overpowered production table
- It makes the Growing skill more valuable
- It introduces the need for Light (plankton/algae need light to grow)

Cons:
- Growing isn't the best skill match for the harvesting of algae-kryll
- It either sidesteps the need for steel or else makes the production chain longer (harvest THEN can THEN cook)

I have to think about this more.  I'd like to hear more thoughts & reactions.

Techgenius

I just usually let them place the cans of krills in the nutrient synthensizer though, hahaha, I wish someone made a trait that allowed pawns to actually end up liking nutrient paste, what could go wrong when you mix soylent green, krill-algae, cave fungii, eletrolyte and quorn? xD


If it had a constant production quota, like.. needing constant "tending", it could also make for a good balance if timer ends up being harder to implement

Perhaps also a way to re-use some of the steel materials as well, after consumption.

milon

#36
Adaptation Refusal, 0.8 BETA release.  See attachment below.  This is not on the OP yet - I'd like some feedback first and I've got a bug or two to iron out.  Do NOT attempt to run this alongside Adaptation Refusal 0.7.

Changes:

  • Added Synth Meal
  • Added progressive Synth Meal thoughts & effects
  • New Building: Meal Synthesizer
  • Integrated Adaptation Refusal research with relevant vanilla research requirements
  • Lowered some research costs
  • Tweaked building costs (buildings cost more than just Steel now)
  • All adaptation refusal buildings need components and are subject to breakdown
  • All adaptation refusal buildings put out some heat
  • New Tales related to SynthMeal addiction, which can be commemorated in Art (untested)
  • BackAlleyWorkshop can now function (slowly) without power

To Do:
- Find a way to get 1 or 2 Steel recycled back from the Meal Synthesizer while still allowing Do Until You Have x
- Fix production of SynthMeal ("either it's broke, or it don't work!")

NOTE: If you load a pre-existing game you'll get a popup about mod mismatch because the name is different.  It should still work just fine, however.

EDIT - I forgot to say that the texture for the Meal Synthesizer comes from mrofa via the Art Modifications - Resources thread.

EDIT 2 - I forgot to create a WorkGiver for the Meal Synthesizer.  >_<  Fixed now.  :)

EDIT 3 - Thoughts I'm thinking about currently, and would like feedback on:

  • Does Synth Meal addiction artwork get properly created? Post the text/screenshot if you get one!
  • Do the Synth Meal addiction effects make sense? It's just a slight buff/debuff currently, but I'm open to suggestions.
  • I really want the Meal Synthesizer to spit out 1 or 2 Steel so you get some back (an advantage over the Cook Stove).  But if a recipe has more than 1 product, the game disables the Do Until You Have X option.  Is that acceptable?
  • The adaptation refusal armor lowers your heat tolerance (ie. makes you hot), and all adaptation refusal buildings put out a little heat.  I'd like temperature balance to be an important consideration.  How do you find the balance currently?  What biomes do you play in?
  • With the vanilla ability to craft Power Armor, etc, are the adaptation refusal armors & weapons still valuable to you?  Any suggestions on this front?
  • What are your thoughts about the new building costs?  I'm going for a little variety & slightly more "realism", but I don't want them to be too expensive.
  • Do the research costs need further adjusting?  Note that the game automatically sorts all available research projects by Cost, so virtually all adaptation refusal is at the bottom of the list.

EDIT 4 - Attachment removed; see download on first page

Techgenius

I'm going to test it soon, sorry.. I got hooked on Total War Warhammer for a while xD

Garr1971


milon

@Techgenius: No rush, no worries, no need to apologize.  This is all just for fun.  :)

@Garr1971: I've never actually used CR.  Can you put up the output_log.txt file from the \RimWorld###Data\ folder?  I may be able to get it compatible if I know what's breaking.

Garr1971

Quote from: milon on June 08, 2016, 08:56:15 AM
@Garr1971: I've never actually used CR.  Can you put up the output_log.txt file from the \RimWorld###Data\ folder?  I may be able to get it compatible if I know what's breaking.
No, not a fault. Incompatibility in the fact that the weapon does`nt use ammo. Unfortunately, it can not be used together, it is unfair that one needs gun ammo, while others do not. Although, I really enjoyed it.

milon

Ah, that makes sense.  That would require a separate CR-compatible release.  I don't think I'll do that myself, but I'm sure you could do it if you're interested. 

I'll try to help you out if you like/need.  It should only require matching CR's weapon & ammo definition styles.  If you want help, PM me to keep this thread "clean" or start a thread in Mod Help.

Garr1971

Quote from: milon on June 08, 2016, 02:20:32 PM
Ah, that makes sense.  That would require a separate CR-compatible release.  I don't think I'll do that myself, but I'm sure you could do it if you're interested. 

I'll try to help you out if you like/need.  It should only require matching CR's weapon & ammo definition styles.  If you want help, PM me to keep this thread "clean" or start a thread in Mod Help.
Good idea. Well, I'll try to work out a patch for the backbone of the CR, if necessary. then I ask for your help because I'm not a programmer)

milon

I'll do my best to help you.  I have no knowledge of CR or how it works, so it might be a good idea to ask for help in the Mods\Help forum or something.

milon

Adaptation Refusal 0.8 released, OP updated.  This is the Beta release relabeled, so nothing new if you already have that.