User talk:Harakoni

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Would this test be useful on the wiki?

5
SyntaxTerror (talkcontribs)
Harakoni (talkcontribs)

Yeah thats a great demonstration! Gifs can autoplay on pages, but webm gives you the option to seek and pause so its ideal. Not sure where the best place would be. Move speed for sure but possible also elsewhere like an eventual path cost page, and maybe some of the defence guide pages?

SyntaxTerror (talkcontribs)

I'll make a section in Move speed that is a rather short article, then it can be linked elsewhere or even moved if necessary.

I'm also asking in the Reddit thread if someone has a better idea for its location.

SyntaxTerror (talkcontribs)

I didn't know it was possible to upload MP4s here.

It's better to keep it as an MP4 as the best FPS I can get for a WEBP is 12 FPS, and it would be 800×582 px (I use https://ezgif.com/video-to-webp).

I've cut the pause at the beginning and removed the music: File:Speed in cluttered corridor.mp4.

I'll wait for it to be approved to write the section.

SyntaxTerror (talkcontribs)

I wrote the section Move Speed#Slowing down attackers which has to be approved.

I don't really know all the articles on this wiki, but links to it can be placed elsewhere.

Reply to "Would this test be useful on the wiki?"
SyntaxTerror (talkcontribs)

Hello Harakoni.

Have you recently modified the dark theme ?

The light grey is really too bright, and on some pages, like this one, the text is still white on a light grey background. Also, some parts like tables are dark on this grey background, it makes reading quite incomfortable.

Regards, Şÿℵדαχ₮ɘɼɾ๏ʁ 23:29, 4 February 2024 (UTC)

Harakoni (talkcontribs)

User:Ickputzdirwech recently implemented a dark mode that keys off the browser preferences. If you're set to use Dark Vector in your wiki preferences, it could be conflicting with the browser toggled one. Try switching to Vecor and seeing if that resolves your issue.

If that doesn't work, revert to DarkVector and check if you have a Dark mode preference in your browser, and see if turning it off or adding an exception for the wiki helps.

If that still doesn't work, then if you can please provide screenshots that'd be a big help.

SyntaxTerror (talkcontribs)

I have a dark mode on Firefox (or rather automatic, aligning on system dark theme), and I had Dark Vector also. Going back to Vector stops making the pages light grey, but then the background is black, which I find more tiring for the eyes than white. There is a "Light mode » option at the top right, between Preferences and Watchlist, but it isn't a proper link (screen shot : GPUqXBS.png ). I prefer the dark grey colours of the Dark Vector apparrance, but I can't seem to have it without having all the other web pages in light theme.

What is strange is it was working fine a few days ago, and now I have either the wrong colours with Dark Vector (JpV0vjc.png), or the pitch black background without it (Wb7aQW5.png).

The colours are fine on my preference page (rgKeeK2.png), but not elsewhere on this wiki.

SyntaxTerror (talkcontribs)

Sorry for the images, I really don't know how to just put a link, and now I'm not even able to edit my message properly (Flow is terrible for discussions...)

SyntaxTerror (talkcontribs)

I don't seem to be able to put an exception on Firefox's automatic or dark theme.

Harakoni (talkcontribs)

What do you think of the current, softer version of the browser only darkmode (vith darkvector off)? Sorry for the delay in getting back to you.

SyntaxTerror (talkcontribs)

A bit late, but my issues seem to have been fixed.

SyntaxTerror (talkcontribs)
Harakoni (talkcontribs)

I've fixed one, the other is caused by the the filth multiplier for the four not being set on the Flesh page itself. I'm away from the game so i can't check it myself at the moment.

Harakoni (talkcontribs)

Thanks for reporting it btw!

Reply to "Error in the table on Floors"
Memotype (talkcontribs)

I made 2 edits to the Golden cube page. One was to add "vEriFiCatIoN" for the fact that "Cube-Fascinated colonists will go on periodic mental breaks" is true, linking to a screenshot of such a mental break. This edit has yet to be approved. I then made an edit to remove all the spurious [verify] tags. As a moderator, you haven't approved my first edit, which provided verification of the "claim", but you did revert my edit removing all the unnecessary and distracting verify tags. Why? Memotype (talk) 21:59, 14 June 2024 (UTC)

Harakoni (talkcontribs)

So first, I should explain that when your edits are passed through to moderation, they're all merged into one edit unless someone else makes an edit in the meantime. All we get to see is the total combination of all your changes and your last edit summary. Your edit with the screenshot link was approved and reverted as part of the same edit.

As for the reversion itself, a few points:

  1. The check tags were unclear - a lot of just said "verify" when they shouldn't and many were not adequately descriptive. I've done a pass over the remaining ones to address that.
  2. The verification you added didn't actually address what the check tag was asking for. The tag was absolutely unclear, so its 100% understandable, but it was asking for the MTB or mean time between the breaks - not just whether the breaks happened at all. "Periodic mental breaks" does not describe the frequency. The check tag is one of those since updated to be clearer as to what its requesting.
  3. Lastly and most importantly the check tags serve a purpose. They are there to identify information that is missing from the pages, but that would be useful to have. Having the tags there keeps track of what info is still missing and prompts users that might have the information to add it. It can be hard to look at a large page and realize that there is still information missing. They are also not spurious - a reader is fairly likely to want to know how often their colonists get interrupted by mental breaks if they're trying to work out whether they can live the cube or need to rush its destruction, or how risky it is to destroy a cube sculpture, or who to ally with to be eligible for the cargo quest.

Reading this all back, it sounds harsh but please understand that it is not meant to be - I just want to explain that there is a reason for why things are as they are. I am more than happy to discuss this further, including any critique you want to raise re: the status quo or my moderations (facilitating that is in fact why you even saw the reversion in the first place - mods can just reject edits and they would never shown in the histories. I wanted to address it more directly)

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Reply to "Golden cube"

Target chance for internal body parts

9
GingerWolf (talkcontribs)

On the page I was just editting, I noticed the target chances on the centipede's head assumes that the brain provides coverage for the head. Other internal parts are calculated the same way. Intuitively that doesn't seem right, and it doesn't match the human body parts table, but I wanted to be sure that was a mistake before I go filling out all the target chance fields on the other pages

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Harakoni (talkcontribs)

I'm so sorry but I'm afraid I've forgotten the specifics of how they're calculated since I last made a body part table. I thinks its been almost 2 years ago now.

There was a dev mode tool to extract information to .csv that I used, but I can't remember the specifics. Bork on the community discord might be able to tell you, he's very proficient and even he doesn't know off-hand it might pique his interest.

I do remember that the human table is wrong, however, so please don't use it as a model.

I'm sorry I'm not more help on this one - this is why I write for the wiki. Because otherwise I forget half the stuff I find out :S

GingerWolf (talkcontribs)

Ah okay, I'll ask around then

There's another thing I think you could help me on, the documentation for the animal health table doesn't work with templates that have an underscore in the name. When it tries to load the template for mech_tunneler, it converts the underscore to a space and fails to locate it

Could you take a look at that please? I'm not very good at the referencing stuff

Harakoni (talkcontribs)

Oh I think I've coincidentally just fixed that - I noticed it wasn't working properly when I was simplifying how the documentation isolated the right variable from the page name.

Check and see if fixed on your end?

GingerWolf (talkcontribs)

Yep, that's all working now, cheers

Reply to "Target chance for internal body parts"

I tested some of the questions on your user page

8
GingerWolf (talkcontribs)

I'm new to editing, so I'm not sure if this is the right place to put this, but I tested some of the questions on your user page:


Blind pyrophobic pawns do trigger the fleeing fire mental break

Deaf pawns do not get disturbed sleep debuffs (Not 100% certain of this one since it's disproving a negative, but I couldn't get disturbed sleep to trigger with anything I tried, including gunfire and lightning strikes)

Elbow blade can be installed with field hands and power claws, and despite claiming to replace the arm in it's ingame description and stats, it is actually an implant, it doesn't replace any parts.

I'm gonna look into luciferium treat order in a sec, I was just doing that for healer mech


Should I put that stuff in the respective pages or what?

Harakoni (talkcontribs)

Oh thank you! And yes you're 100% welcome to hmu here for anything you need, let alone when you're answering my questions for me.

And absolutely, if you're willing please put the info on the pages.

You're welcome to put it where you think appropriate but if you're looking for suggestions: Sight and on the Genes table entry for pyrophobia, Hearing and wherever the sleep disturbed thought is described (if it is anywhere), and luci on the luci page. Elbow blade and hand replacements are probably best on either the massively incomplete Body part weapons page or on Elbow blade. In both/either case, in analysis rather than summary.

GingerWolf (talkcontribs)

Thanks, I was just adding a couple of those and taking a look over the body part weapon page, but I couldn't for the life of me work out how to add the type of body part (implant or prosthetic) to the table, any idea how? Sorry to bother you

Harakoni (talkcontribs)

You're not bothering me. Always feel free to ask.

As for the table, you mean this table, Body part weapons#Comparison table?

If so I can see why you're confused. That table uses #ask to find anything that matches its parameters and then it feeds the matches' information (each of the properties with a ? In front of it) into a template to generate each row. This lets it automatically update when the pages are changed and also lets us avoid making all the tables manually.

The template it feeds into is Template: Body Part Weapon Table Row . That template is pretty simplistic - all it does is format the properties the ask feeds in. It doesn't even call True Melee DPS Calculator.

These properties are set by the infobox main template on the respective pages. That template is where you would add the new cell (and then on the page itself, add a new cell to the headings as well)

Atm there is a property for what body part a thing goes into/replaces Property: Body Part (which seems underused) but there isn't one for whether it's an implant or a replacement. This leaves you with a few options -

  1. you can create a list of implants and then check if the name is on the list in the template, this is the easiest but obviously needs to be updates manually and doesn't let us use the implant/replacement info elsewhere
  2. you can add the property to Template: infobox main and then add the call to the pages of each, then add the ? Property to the #ask then add a cell to the template. This lets us use the property elsewhere and it mostly is just copying what's already there and changing the names, but it's the most complicated and most work. You might want to hit up User: Ickputzdirwech, another Moderator here. They were doing work on the DPS Calculator and might have input on how to implement the property as it'll be useful for that too.
  3. tag it with {{Recode|section=1|reason=Add "implant or replacement" column to table}} and let someone else handle it.

I know it's a bit overwhelming and not new editor friendly but the templatisation saves so much time and effort long term. I can help you with any of the options you wish to take, and you're perfectly justified to just go "nah someone else fix it".

Ickputzdirwech (talkcontribs)

I think we could get away with checking if the body part weapon is in Category:Implant.

GingerWolf (talkcontribs)

I was trying to do what ick said, using category:implant and category:artificial body part, because that seemed like the only place the two are distinguished, but I couldn't figure it out. Thanks for the help, but I think you're right about this not being new editor friendly, I'll stick to just regular text editing for the time being

Ickputzdirwech (talkcontribs)

I added two columns to the table. Does it somewhat fit your expectations?

GingerWolf (talkcontribs)

Ooh thank you, that's great

Reply to "I tested some of the questions on your user page"
Summary by Harakoni

Had to change discord accounts.

Harakoni (talkcontribs)

I have been locked out of my discord account while I was absent due to a work trip. I've asked Khitrir to relay this information and any issues posted on the discord to me and he's been nice enough to agree.

If you see any activity from my discord account before I confirm on this page, please let me know via Khitrir or the Wiki itself. I don't believe my account was compromised but I do not want to responsible for any harm if it was.

Thank you, sorry for the inconvenience!

Zesty (talkcontribs)

Gotcha. No worries, I'll keep tabs on the Discord in the meanwhile.

Harakoni (talkcontribs)

After being jerked around by discords help service, I've just made a new account (harakoni254)

Zesty (talkcontribs)

Gotcha. Thanks for the update.

Miscalculation del Growth vat (Growth vat child)

2
Mong (talkcontribs)

The exaggerated gain of 144,000 total experience is an exaggeration and assuming they all hit a skill with passion, since the multiplier for other skills is 35%, a baby growing from 0 to 18 would never gain passions so no I could never win 8000, that's only for children over 13 who already have their maximum passions, but they could only be in growth vat 5 years (15 days) that is 8,000x5=40,000. If a child, as the wiki text says, spends the full 54 days, he would never gain passions, so he would only increase 2,800 (8000x35% no-passion skill), and therefore, after 54 days, he could never gain that amount of experience. Babies are not born with passions, unless they have some specific hereditary gene as in the case of the Yttakin, Great animals. But babies from 0 to 3 can only gain experience in shooting, melee and social. That's why a boy from Cuba would really be useless, after all, but you would have 1 adult of 18 in less than a year, and all the abilities fairly uniform, he would have 6 abilities at level 2 (almost 3 for being 5600 exp ) and the other 6 skills at level 1 (almost 2 for being 2800 exp)

some calculations

5,600x6=33,600 2,800x6=16,800 33,600+16,800=50,400

That is why the change from 144,000 to 50,400 is necessary.

If you were lucky that they all went up to any of the first 3 skills, shooting, mele or social, they would reach level 9 halfway to reaching 10 If the child was born with passions that should be possible with mods, it would be something else.

Harakoni (talkcontribs)

It's not a matter of exaggeration, it's how the mechanic actually works. It grants 8k experience every 3 days, and THEN the pawn's passion or lack thereof applies its multiplier. Saying the actual experience value granted is the standard on the wiki. Between assuming the reader knows the correct mechanic or misunderstands the mechanics in that specific way, the wiki HAS to assume the former. We can then mitigate the latter by specifying that its listing pre-passion multiplier values. Doing otherwise is wrong and confuses people that actually do know the mechanics, especially when you change the values to post passion values while still keeping the "pre-passion" disclaimer.

Meanwhile, it's not even correct in practice because there are ways to affect passions and still use the vats. Players might have yttakin as you mention, or custom xenotypes, or only keep pawns on the growth vats for part of their childhood, or hell, even want to know how the vanilla mechanics work to better understand their mods. Mixing the value types given with the 3-daily value as pre-passions and the full time as post is also a non-starter for obvious reasons.

Now if you want to add more language to clarify, please go for it, but changing the base experience goes against the standard for a reason, especially when you make it explicitly wrong by leaving the section saying it's the pre-passion multiplier value.

Reply to "Miscalculation del Growth vat (Growth vat child)"
Falmingkitter (talkcontribs)
Harakoni (talkcontribs)

Hmm odd. Are you sure the file itself is a png. As you probably know, you can't just change the file extension, the file itself has to be converted, so often things get named wrong and the file type and extension disagree.

Just try uploading it under a new file name for now.

Falmingkitter (talkcontribs)

When the upload didn't work initially I opened the file in photoshop and tried to upload a jpg and a png version and got the same error message regardless. I think I already put a new image in the approval queue and if I didn't a new one will be soon. How would I mark the outdated file for deletion/ review?

Harakoni (talkcontribs)
Reply to "error replacing file"
159.2.218.27 (talkcontribs)

For clarification, should references to modded gameplay exist on pages such as Temperature or in general? I feel that mentioning modding disrupts pages dedicated to essential vanilla mechanics without contributing anything but a side note.

Harakoni (talkcontribs)

Generally speaking, references to modded gameplay should be avoided (outside of modding or technical pages obviously) except where it provides clarity or context to vanilla mechanics. Even where that exception applies, it generally should not document or reference specific mods. Basically we want to 1) keep the wiki focused and unconfusing, and 2) not turn into a documentation site for mods. You should feel free to use your judgement in achieving that goal - if you feel it does contradict that, you're not only welcome but encouraged to change it.

For some examples on how I would personally achieve it, I'll take the references on Temperature.

"The minimum temperature is not encountered during normal unmodded gameplay" is fine as it explains that the system and limit exists and is functional in vanilla, but won't be seen by most players. It could also be changed to "normal gameplay" without significant issue but removing the context of "unmodded" does mean that it now raises an implicit question of what constitutes "normal gameplay". It could mean unmodded, or just that the chance is vanishingly rare, or only exists in specific, unusual combinations of vanilla gameplay.

But for "No amount of added heat, even with modding tools, will affect or change the outdoor temperature." I'd remove "even with modding tools". It doesn't meaningfully add anything to the explanation of the vanilla mechanics, and worse it also speaks authoritatively about mods in a way that can't be done. There are a huge amount of mods and there are some, like ProxyHeat, that do let you do that.

That said, that's my opinion on how to achieve those goals. You're welcome to disagree and implement the changes you think better the wiki. Be bold.

159.2.218.27 (talkcontribs)

On the technical side, do you know what the lowest obtainable temperature range is? Lowest I've seen in ~-100°C

Zesty (talkcontribs)

I'm very late to replying to this, but the temperature is capped at -270 Celsius (game probably rounds to 3 Kevlin). When temperature was first added, I made a bug report for being able to go below absolute zero and it was fixed shortly after.

https://youtu.be/sn1oyE8DbIU

Reply to "General referenced to modding"