User:PigeonGuru/Sandbox

From RimWorld Wiki
Jump to navigation Jump to search

template

http://rimworldwiki.com/index.php?title=Template:Nav/guides

save file

C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves

°C

PigeonGuru, Strategist { talk | contribs }



image cropping flavor text

  • oof ow my borders
  • did you know that cropping images appropriately reduces size and user annoyance by more than 50%?
  • image- cropped (some random player)
  • pills that makes you stare at cropped images
  • wildfire burnt off part of the image

datamined

namespace RimWorld.Planet { public static class CaravanTicksPerMoveUtility { private const int DownedPawnMoveTicks = 450;

public const float CellToTilesConversionRatio = 190f;

public const int DefaultTicksPerMove = 2500;

public static int GetTicksPerMove(Caravan caravan) { if (caravan == null) { return 2500; } return CaravanTicksPerMoveUtility.GetTicksPerMove(caravan.PawnsListForReading); }

public static int GetTicksPerMove(List<Pawn> pawns) { if (pawns.Any<Pawn>()) { float num = 0f; for (int i = 0; i < pawns.Count; i++) { int num2 = (!pawns[i].Downed) ? pawns[i].TicksPerMoveCardinal : 450; num += (float)num2 / (float)pawns.Count; } num *= 190f; return Mathf.Max(Mathf.RoundToInt(num), 1); } return 2500; } } }


0.0.254b As of this version a method of removal of debris (commonly generated from destroyed structures, orbital drops etc) exists similar to corpse removal from graves by the use of explosive charges (research option). Collecting dumpable material via Dumping area designation, then removing one of the middle debris to another dump (after selling the existing Dumping area designation) allows placing the explosive charges inside the former dumping area. Each time the explosive charge is detonated it will cause damage to surrounding material. When the dumped material reaches 0 HP it will be permanently removed from the game.

NOTE: non-organic dumpable material has a high HP count and requires multiple detonations to remove. See below section on pirate defense.


0.0.254b Using the Dumping zone designation one can build a row of refuse at a convenient location in your defensive line of fire. The current AI of incoming pirate raiders favors the use of refuse as a cover mechanism, thus allowing the player some limited control of the raider pathing. When a small wall of refuse is placed for this purpose it is also useful to plant an explosive charge next to it for use if/when the raiders are becoming problematic for your defenses. In this way, you can slowly wear down unwanted garbage refuse while still maintaining the defensive usefulness of the explosive charges during defense.


0.0.254b Refuse in a dumping area slows the movement speed of any creature or person moving across the tile. Using this mechanic it is possible to use refuse as a snare to slow the approach of hostiles before they reach firing range. Note that this tactic only works on those creatures not within firing range or line of sight to a valid target so is best used when your defense members are equipped with long range weapons. If the hostiles are equipped with the same long range guns this tactic is less useful - however since the number of hostiles with maximum range weapons (M-24 Sniper Rifle - range 45) is usually limited this tactic can be quite useful when employed between the 33 to 45 square radius of your defenses, allowing your snipers more time to shoot at incoming hostiles. It is unclear if the cover mechanic protects hostiles even when moving, or if only when stationary behind cover.