TynanSylvester

TynanSylvester



10 Apr

Comment

These numbers are not correct; they're too low and inaccurate because they're ignoring a ton of stuff in backstories, and some other game systems that affect this as well. They're also expressed in a pie chart which doesn't make sense since pawns can have several traits at once.

There is a debug tool that runs a Monte Carlo analysis of this we used to help tune. But of course the actual prevalence is relative to each actual playthrough.


09 Apr

Comment

Oh my god, this killed me. This was hilarious.

Comment

Originally posted by spidermonkey12345

I actually started a game on the same map and haven't had any problems since. It happened right after I got my first infestation. Here's a post about it. Another user suggested I verify the game files through steam (that checked out fine). I also deleted everything in the config folder in the save game folder.

Love the game btw. Check out my /r/rimworldporn posts!

Mountain City

Grid City

Def not a cult city

...

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Thanks, glad it worked out for you. And.. I love RWP.

Comment

Originally posted by frenchiveruti

TBH... tynan should do beta branches like factorio does...

We do. You can use the 'previous' beta branch to access the last version. And of course you can access all old versions back to Alpha 13, plus Alpha 4 if you want.

Comment

Originally posted by ZwoopMugen

What? A new patch? FFS! I Just finished configuring my mod lost yesterday!

Edit: My save isn't broken. Phew! Thanks for all the advice!

You can use the 'previous' beta branch to continue as before.

Comment

Originally posted by spidermonkey12345

Ironically, after 950 hours of gameplay, going back to vanilla in 1.1 ended with my first game breaking bug

I'd be curious to know what it was!


08 Apr

Comment

Originally posted by AnonymousAndrew1990

  1. Some items degrade if unroofed, sone degrade if outdoors, some only degrade if both, outdoors means not surrounded by walls, I.e. Not a room, unroofed means that there isn't a continuous roof covering the room. If somewhere is unroofed and you're not sure why check the ceiling overlay and your remove roof zones.

Technically outdoors means that the room you're in is no more than half roofed.

Roofed means literally there is a roof over this one specific tile.

You can be roofed and outdoors. E.g. A small outdoor overhang.

You can be indoors and unroofed. E.g. A small hole in the ceiling.

Comment

Alright alright - we'll fix it.


06 Apr


05 Apr


03 Apr


02 Apr


01 Apr

Comment

Originally posted by iv2b

Hey, apologies for pestering you, i've found something weird regarding the new -skin glands and i think you may want to know.

I've ran duels against two identical pawns, one had the toughskin gland (the weaker one) and the other had nothing at all. Both are at 10 melee skill.

Armor set is devilstrand duster + flak vest + button shirt + flak pants.

Weapon of choice is a normal quality steel dagger (best case scenario for the toughskin).

This is how it went down:

Toughskin Regular skin Total
No armor, no weapon 3 17 20
Armor, no weapon 10 10 20
Armor and weapon 18 12 30

With a weapon (best case scenario) and armor, the toughskin did indeed seem to help.

However without armor the toughskin gland actually...

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That's a strange result. I'll do a check ingame to see how these are working. Thanks for the note.


31 Mar

Comment

Originally posted by iv2b

Right, about this subject: does the game currently use the old or new melee verb calculations?

The new one has best/mid/worst with a 80/20/0 split, in this scenario a melee pawn has some benefit in having 1-n prosthetic weapons as they'll dilute the 20% pool with better attacks. That seems to work quite well already from what i've seen, at least if the dev tool is accurate.

Status inflicting attacks would feel interesting at ~10-15% usage imo, maybe they could be placed in the same tier (best/mid/worst) but weighted in their favor (which can already be done by having multiple attacks, like giving the venom fangs 3 different bites with identical stats).

I'm looking forward to it, i'm especially interested in the venom fangs/talons myself, i really like the concept.

One last thing while we're here: could it be possible to have pawns incapable of violence equip the psyfocus staff, just for the stat bonuses? My psycaster is a pacifist and that restrictio...

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The debug output is just that - a partly developed version of what I described above (we got partway through it and then got pulled onto bugs).

Will consider the nonviolent psycaster angle. Interesting.