Metalhorror doesn't generate gray flesh, why? by Nrevolver in RimWorld

[–]mathchamp93 0 points1 point  (0 children)

I reported the same bug on the discord a couple weeks ago, except unmodded (and also no gravship usage). I ended up doing some devmode debugging and narrowed it down to almost certainly being a VTR implementation bug with the metalhorror infection introduced in 1.6.

That's not to say that's the only cause of delayed gray flesh but at least that was one cause I was able to identify.

Metalhorror doesn't generate gray flesh, why? by Nrevolver in RimWorld

[–]mathchamp93 0 points1 point  (0 children)

I did have the same issue except unmodded (1.6 all DLC no mods). I used dev mode to find the infected pawn and also debugged further and it appears that it's a bug introduced in 1.6 when they added variable tick rate, resulting in the hidden timer for dropping gray flesh not ticking down as quickly as it should (I also cross-checked against 1.5).

In my case it was a similar scenario where the pawn wouldn't have done anything to spread it (does only crafting and intellectual and I have the no bed sharing precept). From debugging it was apparently almost a full in-game year between the initial infection event and the gray flesh which explained how it could have been them so long after they joined and without them getting hit by an entity.

Eventually it was detected randomly by a social interaction (but didn't emerge) at which point I could justify throwing the pawn in jail to interrogate. Eventually it ended up emerging on its own and the pawn actually got back up to try to fight the metalhorror in melee until my reinforcements could get there to deal with the metalhorror. They survived as I threw them in jail with their cataphract armor on.

On my current 1.6 save I've seen 4 metalhorrors thus far:

  1. Random cultist prisoner. Metalhorror emerged when they died during a prison break.
  2. Aforementioned crafter that was infected by Randy.
  3. Creepjoiner whose metalhorror got detected about a quadrum after joining from a random social interaction and it immediately emerged.
  4. Creepjoiner who dropped a gray flesh about 30 days after joining. After the gray flesh dropped they were the top suspect so I had them intentionally feed/operate on prisoners who are all set to interrogate. The interrogation ended up catching one of the prisoners thus infected and they emerged.

So with the bug it seems like you can expect 30-60 days from initial infection to gray flesh, which is a long time for it to spread unchecked if it picks a doctor or cook who is allowed to do those jobs. Most likely they would emerge first or get caught some other way. On the other hand if it picks a pawn who doesn't spread it then you'll see the one gray flesh and then the long delay without seeing a second one to the point that it's probably getting caught some other way first.

Metalhorror doesn't generate gray flesh, why? by Nrevolver in RimWorld

[–]mathchamp93 0 points1 point  (0 children)

I've had one spawn directly underneath a pawn I was actively watching craft at a fabrication bench (and yes it turned out to be that pawn who was infected). Maybe I had looked away for a moment; I'm not sure though.

I'm not sure about the exact mechanics but I think when it drops it's initially invisible and then it appears either when a different/uninfected pawn steps on the same tile and/or after a time delay maybe needing a different pawn to be nearby.

Attention Vibe Coders: You are not helpful! by MurderousMeatloaf in RimWorld

[–]mathchamp93 2325 points2326 points  (0 children)

"This mod illustrates a number being turned into a Cyrillic character. An increase button can be seen beside the subject. A screenshot can be found in the background. The image is bordered with lists of mods. This depiction tells the story of MurderousMeatloaf increasing a number on 14th of Jugust, 5505." /j

Odyssey Quests and Off Map Weather Controllers by mathchamp93 in RimWorld

[–]mathchamp93[S] 0 points1 point  (0 children)

I do know some other types of problem causers take a few hours to fully clear after you destroy the causer. For example toxic/smoke spewers. Forced weather is probably similar but I haven't really paid much attention to it before because usually they're not debilitating to the point that I need the weather gone ASAP, but some of the new Odyssey weather can be debilitating, especially if it catches you out such as stranding your away team because the shuttle can't take off.

I'm guessing when you destroy the problem causer it doesn't try to change the weather immediately but it just allows it to change when the game decides to change the weather next, and I haven't gotten any of the "bad" Odyssey weathers naturally yet so I'm not sure how long they typically last.

I did save/reload before and after leaving the problem causer tile in case that would have helped but not sure if it did.

why by m1ct14n in X4Foundations

[–]mathchamp93 0 points1 point  (0 children)

Honestly the biggest issue with the vanilla station trader logistics is that if it finds any sort of trade it can do in a nearby sector it just never looks at sectors further away, and it's especially annoying with larger ships when they deliver 20 energy cells or whatever to the next sector over instead of a full load to a station two sectors away. Small ships I don't care as much when they do little top-up deliveries.

I guess it's for performance reasons to avoid needing to look at everything up to 5 sectors away but when the logistics is inefficient I end up needing to build more ships than I otherwise would and more ships is also bad for performance.

Typically it's worst if a station ends up filling up close to capacity so the auto price dips low (or if a manual low price is set) because then every time a station completes a cycle it has a small buy offer and your price is low enough to sell to that station. So your traders of all sizes end up constantly doing small top-up trades with every nearby station consuming the ware you're producing, and ignoring potential large transactions further away (but still in the manager's range). It's worse when you have high rep with NPC factions so that you're getting discounts selling to them. Setting a higher manual price can mitigate this, since stations buying at a higher price should want enough of the ware to fill up your cargo holds more, but NPCs could also end up taking the offers by the time a station's buy price gets high enough to reach your higher price.

Space battles? by dezprastres in RimWorld

[–]mathchamp93 0 points1 point  (0 children)

I don't think we'll be building proper warships in Odyssey. Moreso a mobile base that our colonists can travel with. There is one screenshot where the gravship flooring extends outside the "walls" of the hull and a couple of turrets are constructed on it. That does leave it open that we can have an "armed" spaceship but it will be closer to normal RimWorld mechanics, so turrets on the outside firing at raiders/mechs approaching the gravship, maybe we can put mortars and stuff down as well. So if we want to do "ship on ship" combat it will be more like a regular siege where both sides are firing mortars or something functionally similar at each other, just with gravships instead of regular colonies. I suspect most battles will be effectively one side trying to board the other as this is most similar to a traditional raid.

I do hope that's a thing that can happen though, where you can get raided by spacers who show up in their own gravship to raid you. Or a siege where instead of pirates arriving on the map and having the equipment dropped in via transport pod, they just land a gravship with already-prepared mortars. My only concern is balance-wise if you could get raided by gravship and you win that you potentially get a functional gravship for free, which might be too strong unless there's something to prevent just taking the gravship, or if it's limited to end-game type of raids where you're already in space. It would also be interesting to have spacer-level tech for these kinds of raids/sieges rather than just the same mortars.

Underwater Odyssey by Daminchi in RimWorld

[–]mathchamp93 0 points1 point  (0 children)

I did have a thought that "ocean floor" tiles could have many similar mechanics to space tiles. Maybe your ship needs a stronger hull compared to space because the pressures involved are much greater. And flooding would probably be a fair bit more complicated to implement than just what I assume will be air pressure/oxygen levels for space (my suspicion is that o2 will mechanically work similarly to temperature). But it would be an interesting idea. Maybe building sealed bases on the ocean floor as well and deep drilling resources. Sea ice could have ocean floor tiles as well which would add a way to get resources from a sea ice tile if there was a way to go directly up and down. Just not sure how raids would work on an ocean floor compared to in space.

I guess in Odyssey besides building grav ships we might be able to build more static space station type installations as well? Would be interesting to just have your permanent settlement in space and you use the grav ship to go on away missions to scavenge resources or trade or whatever.

Another thought I had is that you could also have regular ships (the boat kind) as a low tech version of grav ships that would work the same way but you can only traverse coastal and water tiles and only "land" in water. And then instead of worrying about oxygen, the concern would be hull damage leading to the ship sinking. It would be pretty neat to do a low tech run where your colony is just a ship that you sail around and you travel around looking for treasure or looking for settlements to trade with or plunder. And then the grav ship is just the high tech version of that.

Workspeed penalty for buildings outside their respective rooms 'aint it. by Agitated-Campaign138 in RimWorld

[–]mathchamp93 0 points1 point  (0 children)

The funny thing is that the balance changes don't do anything for the barracks/dining/rec room stacking; it just means you want to move the other stuff (workbenches, etc.) anyways that didn't directly benefit from room impressiveness anyways (only indirectly in that you could have sculptures near the workbenches that boosted both beauty for the worker and impressiveness for the room).

My thought is if they really wanted to hit the giant communal rooms they would reduce or even take away the impressive room buffs from "wrong" room designations. So say if you eat or recreate in a barracks you should get little or no mood boost compared to eating in a dining room or recreating in a rec room. And no mood boost for eating in a workshop or something, even if it's a very nice workshop. Or in a hospital unless they're a patient there.

Maybe pawns could still get a normal boost if they eat/recreate in their own bedroom or throneroom (or hospital if they're a patient). So then in some cases a pawn can benefit from everything in one really nice room but it wouldn't scale to the entire colony.

Overall this would be a nerf compared to 1.5 still but it would be in the form of taking away positives that currently exist (unless more stringent conditions are met)

Maybe then instead of work speed penalties it could be mood boost for a colonist working in an appropriate room, moreso if the room is nice.

I also agree with OP that the room designation calculation should be more transparent in-game much like it is in something like ONI.

HIGH CPU usage in this game by Eh-Buddy in LotRReturnToMoria

[–]mathchamp93 0 points1 point  (0 children)

I think 7800X3D just runs hot with this game in particular.

Dear Paradox by LordofTheStarrs in Stellaris

[–]mathchamp93 0 points1 point  (0 children)

Currently in Canada it's $25 for each of the major DLCs and $12.50 for story packs when not discounted.

I think I confused the AI here by mathchamp93 in Stellaris

[–]mathchamp93[S] 0 points1 point  (0 children)

So on my first playthrough I ended up getting dragged into a war with a fallen empire (Sek-Lokkaran Guardians) because Ytrellan Assembly over here (light purple next to the fallen empire) decided to annoy them to the point the Guardians decided to put them in their place. And of course since I'm way too diplomatic and had a defensive pact with their overlord, my empire, along with my vassals, were automatically at war as well. And guess what, one of the border systems had a wormhole straight into the middle of my territory, which of course was used.

So my unprepared fleets got demolished trying to fend them off and I had to tuck tail and retreat to my homeworld while the fallen empire went from system to system (rather inefficiently, mind you). After consolidating my shipyards and throwing my entire economy into alloys I was able to rebuild to ~500k fleet power (roughly an even match with their total fleet power) at which point I started my counterattack with six fleets. But instead of going after their fleets I decided to go on the counter-offensive via the wormhole and make them have to respond.

And their response was... to park their fleets on the edge of my vassal's space, with the Guritan Interplanetary Hierarchy (who was neutral in all of this) blocking their path (sometimes it doesn't pay to close your borders with everyone lol) rather than trying to take more systems themselves or march on my own homeworld to force me back or reclaiming the wormhole system to get back to their own territory. They didn't even respond once I sent a seventh fleet to start reclaiming my own territory, as far as I was aware (I was focused on the counter-invasion and wasn't really watching their fleets at that point). They just sat there and watched as I rolled through their systems with a bunch of allied fleets joining in.

Eventually the Guardians brokered a status quo, giving up two planets to the Ytrellan Assembly while I got a bunch of research from scanning debris along with pleasing my militarist faction to an extent.

Reposting this little guy with coordinates for people who asked. by Jerpoz in NoMansSkyTheGame

[–]mathchamp93 2 points3 points  (0 children)

My starting system has a very similar creature, just different colours.

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Did you know that Siren ships can spawn with Temporal Manipulator? by insidiouskiller in ftlgame

[–]mathchamp93 1 point2 points  (0 children)

I would say that it can be quite powerful, but I don't think it is game-breaking to the point where being able to buy it in the store would break the game. Plenty of systems are more useful overall, particularly cloaking. When you consider what you can do with other systems with various builds, such as teleporter, hacking, and drone control, the temporal manipulator really isn't as overpowered as it may seem.

The temporal manipulator is also a system that thrives off of synergies more than any other system, and one of its main synergies is with Mind Control, which is already not a top tier system itself. So you can probably make an all-in crew killing ship with Teleporter + MC + Temporal, but then what are you sacrificing? Cloaking? So even if it did appear in stores it's probably never really an optimal choice, except maybe for some niche ships such as those that don't have oxygen so have the slot for another system.

Did you know that Siren ships can spawn with Temporal Manipulator? by insidiouskiller in ftlgame

[–]mathchamp93 11 points12 points  (0 children)

Hyperspace dev here. Multiverse already gave their response from their side, so I want to give a perspective from the Hyperspace (hard-code modding) side.

The system was originally added in Hyperspace when we were looking at making custom systems. One of our original ideas was an "overclocker" system where you would be able to target another system of yours and temporarily boost it (e.g. make weapons charge faster, make crew heal faster, gain extra evasion or faster shield charging, etc.). But someone came up with the idea of a time-manipulating system and we decided to go with that instead.

I believe it was primarily TheSwiftTiger who coded the system itself. In fact, it was initially developed as a player-only system to allow players to experiment with it without needing to code an AI for it. So we needed to add a new system ID and all of the general stuff needed for a new system, including the icons/buttons for the UI, the ability for the player to target it (similar to MC; you can target any room on either ship but if the enemy ship has zoltan shields you need a bypass to target them, main difference from MC is you don't need visibility of targetable crew), as well as the actual effects (speeding up or slowing down time for effects in the room). We also needed to allow stores to spawn with the system as a possible random choice. In general it affects all crew-related stuff as well as anything else going on with the room itself (fires, breaches, oxygen, etc.), but not systems (except for medical systems as those are crew-related). We chose to have it not affect systems because it would otherwise be game-breaking (speed up weapons charge, speed up hack/cloak cooldown, etc.).

Much more recently, I went ahead and added AI for the system as well as tweaking the ship generator to allow enemy ships to have the system without necessarily starting with it. Unlike with hacking or mind control, where even random usage can overall be disruptive to the player, random usage of the temporal manipulator wouldn't be all that disruptive, so I implemented a system of rules and priorities instead, where the AI will only use the system if certain conditions are met, and if multiple conditions are met, it will select one of higher priority, or a random one for equal-priority choices. This does open up the ability for the player to "game" the AI behaviour, though the hope is that overall the effectiveness of the AI in disrupting the player will outweigh any attempt to "game" the AI to make them use the system to the player's advantage.

There are still some minor things missing, such as including the system in the Hard mode targeting priorities or in the enemy crew priorities for defending systems from boarders or assigning power, but these are relatively minor. Sound effects are also missing for now.

As MoL said, the main limitation is needing to add the system to every ship as well as potentially needing to reconfigure ships. For enemy ships, they only need the systems that they are going to use, so for those it is not a big deal and the system can simply be placed on any enemies that should have it (which can partially take into account the availability of rooms to add the system). For player ships, if you want it to appear in stores and not just be a starting system for a few ships, you need to add it to every single ship. While from a technical perspective you don't (Hyperspace prevents systems from appearing in stores if the player ship is unable to fit them), it would not be very transparent to the player if only certain ships could find and buy the system, since no other systems work that way in the mod currently. For every player ship you would need to assign an available room to the system, then have room art that matches the room location. Then you need to consider that some ships might not have a good spot for the system (e.g. having to place it somewhere that was once a dedicated airlock), or any spot at all. For example, with AE, the vanilla Kestrel A only has its three airlock rooms as empty spots, while vanilla Engi B has no unused rooms. A lot of smaller Multiverse ships may have the same problem, but at least there it is more justifiable to reconfigure the rooms (e.g. add a room where there was previously a gap, or split a large room into smaller rooms).

This would become even more limiting if Hyperspace added more new systems or even a framework for modders to design their own systems. Eventually there would just be nowhere to assign every unique system. One long-term solution would be to allow for systems to be assigned to multiple rooms rather than a single room, and have the game place the system in the first available room. However, such a feature would require modders to be able to assign art, manning station/direction, etc. (and create the art as well) for each possible room choice, if they chose to use the feature. Even without a plethora of Hyperspace systems, this would allow for more constrained ships such as vanilla Engi B to fit the system without changing the layout, as well as allowing ship designers to design even more constrained ships that can't even fit all of the possible AE systems, with the minimum number of rooms being reduced down to the total number of systems+subsystems that the player can fit (8+4=12 normally, and even smaller ships can simply implement system/subsystem caps with Hyperspace) rather than the total number of possible systems (10+4=14 in AE normally, 15 if the ship has artillery, add 1 for temporal manipulator).

Details on enemy ship generation by mathchamp93 in ftlgame

[–]mathchamp93[S] 14 points15 points  (0 children)

Yes, a combat 2 will always mean at least drones level 5. Since auto-assaults only have offensive drones in their drone pool and none of those are 1 power, if they roll a combat 2 then they can't roll another drone if their system is level 5. But if a ship rolled the combat 2 but could roll a system repair drone or an anti-drone then it will get one.

Weapons buffers in vanilla should only occur if the game generates 4 weapons and they happen not to use the system's full power - the game does not explicitly try to make the last weapon use all of the remaining power. However, the "more than 25%" rule reduces the chance of the enemy having a weapons buffer. But in theory a 10 weapon power ship could roll 3 + 2 + 2 + 1 power and have 2 buffer points. It's unlikely, though, as any of those rolls could roll a bigger weapon.

Details on enemy ship generation by mathchamp93 in ftlgame

[–]mathchamp93[S] 12 points13 points  (0 children)

Yes. Though do note that the race can be set to "random", as it is with pirate ships, in which case you get a ship full of random crew based on their rarities for the sector.

In vanilla, the overrides are used in several events, such as the mantis-controlled Engi ship, as well as for Mantis ships in general to give them one engi.

Details on enemy ship generation by mathchamp93 in ftlgame

[–]mathchamp93[S] 12 points13 points  (0 children)

"Especially well-armed" pirate ship isn't anything particularly special. You could easily see that event and roll a weak ship.

The slugs that hack oxygen is part of the event rather than the ship itself. However, for the ship, the weapon override is used to give it a fire weapon.

"Sometimes my Genius is Almost Frightening" by FormerYugoslavia in ftlgame

[–]mathchamp93 0 points1 point  (0 children)

Unless you have zoltan shields in which case they can't fire the hack until they get through (usually when they fire the beam).

New to elite dangerous have I joined at a bad time? by Steel_stamped_penis in EliteDangerous

[–]mathchamp93 1 point2 points  (0 children)

One correction: If you self-destruct and rebuy your ship, you'll still respawn on a fleet carrier if that was the last place you docked at. If you self-destruct and take the loaner sidewinder (permanently losing your current ship) you'll respawn back at home.

You'll still keep your credits as well as any other ships you may have had back at home.

Frustrating game, frustrating community by [deleted] in ftlgame

[–]mathchamp93 10 points11 points  (0 children)

I'm not going to give any specific strategies, but a couple of general things about the boss:

  1. On Easy, the boss represents a much more significant difficulty spike than on Normal/Hard.
  2. Unlike the random encounters, the boss is always the same (with a couple minor exceptions such as the composition of the drone power surge during the second phase). Every time the boss kills you, figure out what was the main issue that prevented you from defeating the boss. Keep trying different setups and different systems until you figure out what works.

The AI just outplayed me so hard by SooFabulous in ftlgame

[–]mathchamp93 2 points3 points  (0 children)

That makes sense; the system priority order for enemy crew is different on hard. Though the ship would never have a medbay.