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    Tuesday, October 13, 2020

    RimWorld Typical Tuesday Tutorial Thread -- October 13, 2020

    RimWorld Typical Tuesday Tutorial Thread -- October 13, 2020


    Typical Tuesday Tutorial Thread -- October 13, 2020

    Posted: 13 Oct 2020 01:15 AM PDT

    Please use this thread as a week-to-week space to ask your fellow /r/RimWorld colonists for assistance. Whether it be colony planning, help with mods, or general guidance, post any questions you may have here! If you have an effort post about a game mechanic then this is also fine space for that but please consider making a separate subreddit post for maximum visibility. I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit.

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    A year and a half into the game and I found a damned hidden valley in the backyard.

    Posted: 12 Oct 2020 11:37 PM PDT

    Anyone else plays the game to only build bases and not bother with going to space?

    Posted: 13 Oct 2020 04:13 AM PDT

    Transplant

    Posted: 12 Oct 2020 04:04 PM PDT

    Steel time.

    Posted: 12 Oct 2020 07:36 PM PDT

    Friend started his first colony. All dead following a Muffalo attack, we waited to see if a new colonist would show up... Zzzzt. RIP.

    Posted: 13 Oct 2020 01:39 AM PDT

    I dont trust any of you.

    Posted: 12 Oct 2020 03:17 PM PDT

    When you put some fire down the corridor just right

    Posted: 13 Oct 2020 06:41 AM PDT

    7 Year Colony on Cassandra Strive to Survive

    Posted: 12 Oct 2020 03:33 PM PDT

    Optimizing Neuroquake - an argument for Psychically Deaf Psycasters and Tinfoil Hats

    Posted: 13 Oct 2020 01:01 AM PDT

    This might be old news to some but I was trying to figure out exactly how the psycasts worked, so I killed about 10mins investigating and spent 15mins writing this in the hope it helps others out. TL;DR at the bottom.

    Some context, neuroquake is a 6th level psycast that drives everything not within a small radius of your caster berserk. Its incredibly powerful but its balanced by 3 factors - it takes a long time to cast, it harms relations with other factions and, most importantly, it knocks your caster (who has to be a powerhouse to even cast the ability) out for 3 days according to the definition...except it doesn't.

    This started when I was looking at the defs for the psycasts, trying to find out exactly which ones were affected by Psychic Sensitivity. Only ones with the duration multiplier tag in the ability or the hediff are. As I was doing this I came across the following in the Neuroquake definition:

    Duration multiplier? Check. But look which hediff it relates to. That's not for the berserk effect. That's for the coma.

    My first thought is "Well crap - my hypersensitive psycaster will be in a coma almost 2x as long". My second thought is "I wonder if this scales both ways".

    First trial:Emma and her conveniently identical twin sister, Emma, one wearing a hat, the other a psyfoil helmet inflicting a -90% reduction in psychic sensitivity. Note that that's -90%, an offset, not x90% nor x10%, multipliers. This will be relevant later.

    Effect duration: 2.9 days

    The listed effect duration has not changed, despite the helmet.

    Results:

    ![img](qmneylygvss51 "Time without foil ")

    Time with foil, despite what the neuroquake tooltip said, much shorter.

    Success! A reduction in coma duration from 2.9 days to 7 hours, a difference of 62.6 hours. Keep in mind, that this is a 90% reduction because Emma started at 100% sensitivity. A psychically hypersensitive (+80%) pawn with a psychic sensitizer (+25%) would see the same amount of reduction, their coma would also be 62.6 hours shorter, but it would also be almost 6 days to start with the helmet bringing it down to 3.4 days, so the proportional change would only be 44% reduction.

    This is probably where you should stop - you're not going to build a caster specifically for neuroquake, so the takeaway is that when casting neuroquake, put on a psyfoil helmet and take off any sensitivity boosting items before casting to minimize coma time. But what if you did build just for that?

    Second Trial:

    Psychic Sensitivity directly affects neural heat capacity, but has no effect on psyfocus generation. Conveniently, Neuroquake doesn't actually add any neural heat, it only consumes psyfocus. So even with 0 neural heat capacity, you could still cast it. What about psychically deaf pawns? They could have 100% focus, no heat capacity and no coma. The perfect neuroquaker

    https://preview.redd.it/bubixlkg1ts51.jpg?width=191&format=pjpg&auto=webp&s=7f6e9b6bf6aa99b8aa8dc5a003ec789303968af9

    No dice. Won't let you cast with zero sensitivity, but with a little character editor shenanigans and some help from Emma's psychically deaf surprise triplet, Emma, we do get a proof of concept. Casting with 1 sensitive pawn and 1 deaf pawn does result in 1 comatose sensitive pawn and the deaf pawn perfectly fine. It does scale all the way down to zero.

    https://preview.redd.it/3q5m2ypo4ts51.jpg?width=461&format=pjpg&auto=webp&s=975f00065aeda0698a84d2457b8bb0b9053dd7cb

    So how close to zero can we get without cheating? The simplest way to get a small number would be start from 0% and add a small number.

    Third Trial:

    https://preview.redd.it/4vmq63q36ts51.png?width=449&format=png&auto=webp&s=b994a300cb3c36d7104e231f6dccab1e4ddae491

    That's pretty good. The modifiers are all offsets, so she starts with 100% Base - 100% from Deaf + 5% from Helmet = +5%. This means a coma time of only 3.5 hours, just over what it takes to cast it in the first place.

    However, it should be noted that this pawn, with the helmet, has a neural heat capacity of 4. Other pawns crack 200 with gear. She won't be useful for anything but neuroquake, farskip and Word psycasts, and she won't be able to cast at all without the helmet.Theoretically though, she could get only non-heat generating psycasts for every level, and thus not be a waste of neuroformers/titles/grass. This is unlikely. But if you had the pawn, neuroformers and a neuroquake psytrainer lying around, maybe you give it a go.

    Last Trial:

    We can do better but it gets more and more finnicky, and you get diminishing returns for a significantly more effort. Eltex gear's sensitivity buffs scale with quality, so you can get fine adjustments to psyfocus. 100% Base - 100% from Deaf -90% from Helmet +17% from excellent vest + 75% from legendary staff = +2%

    Or 2.4%? Must round the bonus in the infoboxes. I have no idea why the other gear is now showing up as +0%

    1.67 hours. Or just over 70 real world seconds at 1x speed and less time than it takes to cast. But that rounding error implies that there's some extra variation in there. With a deaf pawn and the just the right combination of sensitizing gear, its very likely you can get the duration even smaller, maybe down to the sub 1% range ... assuming you could get the exact right qualities or traits you need.

    Conclusion:

    The faction damage is honestly minor and reparable with some gifts, if you care about it at all.The casting time and focus cost aren't small but they're easily manageable.But its losing a pawn for days at a time that really hurts, especially in a pawn you've likely invested significantly in. Reducing that down time is pretty big deal. I'm not sure that its worth investing 6 psylinks into a deaf pawn, but its at least worth keeping a psyfoil helmet for when your regular psycaster needs to cast.

    This also represents a tradeoff to taking exclusively sensitive and hypersensitive pawns as psycasters. Besides drones, there little reason not make them your caster. But a 6 day coma is enough to at least make some normal sensitivity pawns into casters look attractive.

    TL;DR - Neuroquake coma duration is proportional to the psycaster's psychic sensitivity, and thus can be significantly reduced by giving your psycaster a psyfoil helmet and removing any Prestige or Eltex apparel

    submitted by /u/Khitrir
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    Two of my top 5 favourite colonists, if it wasn’t for them my colony would’ve perished early game. They are also brothers!

    Posted: 12 Oct 2020 05:17 PM PDT

    Vanilla Expanded Achievements Pre-Release Review

    Posted: 13 Oct 2020 12:33 AM PDT

    The longer you look, the scarier this bio becomes.

    Posted: 12 Oct 2020 09:40 AM PDT

    I've done it I've won

    Posted: 12 Oct 2020 03:23 PM PDT

    When Randy gives you centipedes, you make... Wait... did that say 56???

    Posted: 12 Oct 2020 03:07 PM PDT

    I couldn't figure for the life of me why all my cats had carcinoma. The Royal Cat Lady might have hand in this one. (also how do you stop this lol)

    Posted: 12 Oct 2020 11:57 PM PDT

    what is everyone's favourite vanilla crop and why?

    Posted: 13 Oct 2020 02:05 AM PDT

    my colony is currently starving. i usually just do rice but im wondering if there are any better options

    submitted by /u/Thomas_473
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    My game works fine!

    Posted: 12 Oct 2020 03:15 PM PDT

    Looks Like Meat's Back on the Menu Boys!

    Posted: 13 Oct 2020 06:36 AM PDT

    you're looking at 95 Human Corpses aka. 30,000 Silver

    Posted: 13 Oct 2020 06:34 AM PDT

    Raider went full Mortal Combat on my 16y/o

    Posted: 13 Oct 2020 05:04 AM PDT

    Tortured Artist, underrated or bad?

    Posted: 13 Oct 2020 07:14 AM PDT

    I see people hating on Tortured Artist because of the mood debuff. Personally one of my favorite traits, especially early game since I get so many breaks. I know better players probably don't get breaks that much but worst case scenario it does nothing major, best case you can get a legendary sculpture way faster.

    submitted by /u/LocalPlasmid
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