User talk:Harakoni

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Summary by Harakoni

Blakfox very kindly answered three of the questions on my To-Do list. Implemented all three.

Blakfox (talkcontribs)

female elephants DO NOT drop tusks when butchered despite sprite. Funny enough, both genders still use tusk attacks in melee.


Aiming time (tested using careful shooter/trigger happy) DOES affect marine/phoenix armor


Aerodrone Strike DOES in fact have a larger blast radius than Aerodrone Salvo Strike: EdMhwdn.png Salvo: bSf3OJn.png

Harakoni (talkcontribs)

You are an absolute legend. Thank you for testing those! Implemented all three.

Summary by Ickputzdirwech

Thanks to Harakoni I was able to figure it out.

Ickputzdirwech (talkcontribs)

Hey, I wanted to ask for quite a while: How do I extract images from the game?

Ickputzdirwech (talkcontribs)
Harakoni (talkcontribs)

The art source is nice, especially because some of the art in there is larger before being scaled down, but it is not complete and doesn't get updated often. Extraction is often still your best bet.

For extraction I use AssetStudio, which is open source.

Install and open it

File->Load File to open an asset bundle

Bundles are stored at the following: Core: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64_Data as resources.assets

Ideology: RimWorld\Data\Ideology\AssetBundles as resources_ideology

Royalty: RimWorld\Data\Royalty\AssetBundles as resources_Royalty

Once they're open, go into Asset List. If you want, you can filter it to just images by using Filter Type-> Texture2D. Theres a search bar to find the images, but they're not always named the same as the in-game item.

Once you find the image you want, you can either right click on its entry in the list and export, or export via the export menu.

Select a destination and keep in mind that it will export it into a folder of the asset type. So if you pick Desktop, it'll export a texture to Desktop/Texture2D/ImageYouExtracted.png.

Thats the basics, but there are other features that can be useful depending on exactly what you want to do.

Harakoni (talkcontribs)

At some point we should probably turn that into a proper tutorial with images and links. Would likely be useful to editors and modders both.

Ickputzdirwech (talkcontribs)

Thanks! Got it to work :)

Ickputzdirwech (talkcontribs)

I got some questions about the icon policy: For example steel:

  • Should the icon in the info box be the full stack icon?
  • Should the icon for the info box a separate file from the variant files?
  • Should I reupload the old files of the steel and add a gallery of the old sprites?
Harakoni (talkcontribs)

Afaik there is no strict policy in place that said:

  1. I believe the icons to be chosen use for the infobox were the same as the ones used in the in-game resource menu. For example here - as you can see Wood uses the b (partial stack variant) as does the menu, Plasteel uses the c (full stack variant) as does the menu, Gold uses the b (partial stack variant) as does the menu. etc. That said, I'm not sure if they still align with the current resource menu.
  1. It can be handy to have a predictable name for things, especially for new editors i.e. if you know you want an image of a megascreen television, its nice to be able to say [[File: Megascreen television.png]] but it is not a requirement, especially now that the ability to call the images is a lot cleaner with all the infobox and template work that has been done.
  1. I'd like it if you did. I've been putting the old sprites in the version histories of pages and I think its nice to have, but its far from a priority so long as the old images in the file history aren't lost.
Ickputzdirwech (talkcontribs)

Ok, thanks! I will continue then and I'll see how far I get.

Double walls vs cavity insulation

1
Summary by Harakoni

Implemented Double Wall vs Cavity Insulation, thank you so much. Resolving this one, but if theres more to add/discuss/etc the Investigation TODO topic is still open.

Blakfox (talkcontribs)

this was on your investigation TODO, I set up this test which should answer the question. Same inner space on each, the double-walls building was slightly warmer than the air gap. climate was negative temps, and I allowed the air-gap space time to stabilize.


okafFCT.png

Ickputzdirwech (talkcontribs)

Would it be possible to add a css class for bulleted list with multiple columns as described here: [1]? This would allow for easy automation of pages like Tool cabinet.

Reply to "Bulleted list with multiple columns"

DarkVector skin and templates/tables

2
Summary by Harakoni

Hopefully should be fixed.

Deadgye (talkcontribs)

Many table templates, such as STDT, result in tables that are not easily readable on the DarkVector skin. You often have to highlight the table to be able to read it at all. For the most part, this is because things like background color are explicitly set while text color is not.

Since the DarkVector skin is installed on the site, a mod should be able to edit the css to create overrides for tables and/or templates. As a bandaid fix, I believe simply inverting the background color should be enough to make them contrast with the default skin text colors. The trick should be how to only invert table's background colors when they've been explicitly specified?

Harakoni (talkcontribs)

I believe this is now fixed.

Move suggestion for Prosthesis (target page deletion needed)

4
Albedo (talkcontribs)

Hey - 3 weeks ago, I suggested we move Prosthesis (see page for reasoning). I figured 3 weeks was enough (if I'm wrong, my bad) and was going to take care of it (and fix redirects/etc.), but the target, "Prosthetics", already exists (as a Redirect to that page), preventing the move. If you agree w/ the suggested move, could you delete Prosthetics and lemme know pls? (I'll take care of the rest.) (& if we need more time for "discussion", lemme know what SOP is on that, np.) thx Albedo (talk) 16:32, 29 March 2022 (UTC)

Harakoni (talkcontribs)

Sorry I must have missed the move request when it was first added. I only occasionally check the categories. As for the move, is it correct to move it to prosthetics? Prosthetics is the word for the medical specialty dealing with prostheses, so using it as the research project name makes it analogous to the "gunsmithing" project (Gunsmithing is the name of the "field" and it makes "guns" like IRL and not "gunsmithings") rather than projects like "jump packs" which is just the name of thing it unlocks. Afaik the name of the group is never given in game either way, so it seems odd to make it the incorrect term when either choice is at our discretion. Redirects can capture any stragglers either way it goes, but thoughts?

Redirecting Prosthesis to Artificial body parts seems likely to get an unexpected result though, so that seems ill-advised regardless of which way the above goes. Someone searching for it specifically will likely want the Prosthesis/Prosthetics group or one of the individual items in it. The whole "principle of least astonishment" thing, as Wikipedia calls it.

Harakoni (talkcontribs)

Also, as is probably clear I haven't been available much lately, and haven't been able to check in since before you posted this. I will likely only be available sporadically for at least a few more days, but I'll make sure to get to you when I can.

Albedo (talkcontribs)

re "Prosthetics is the word for the medical specialty dealing with prostheses" - exactly - Prosthetics is the in-game term for that Research goal (bottom of tree, below "Mortar"). "Prosthesis" is not anywhere in game, and is a generic term covering anything from peg legs to a nuclear heart. "Bionics" and "Archotech" (and Prosthetics) all equally deal with "prostheses" - and peg legs and wooden feet fall under that heading to boot. A more apt analogy would be if "gunsmithing" weapons (rifle, shotgun, revolver - from that Research goal) were put under an article titled "guns" just because they sound similar, and all other firearms were on their own. In short - the Prosthetics research goal does not have any claim to the term "prosthesis/es" that the others don't (aside from being etymological cousins), much less an over-riding one. Albedo (talk) 19:06, 2 April 2022 (UTC)

Error in dps calculation of melee weapons

4
Summary by Harakoni

Corrected

Erik111erik (talkcontribs)

Hi Harakoni,

I noticed there is a small error in the dps calculations of melee weapons (at least with the Persona Zeushammer and Longsword, but I assume it is also the case with other melee weapons).

With melee weapons, it currently has the assumption that every attack takes the same amount of time. Take the Persona Zeushammer with normal quality for example. In the quality table it shows an average DPS of 12.91 (and an average AP of 40%). The attack with the handle takes 1.6 seconds, dealing 15 damage and is chosen 25% of the time. The attack with the head takes 2.2 seconds and deals 31 damage. This one is chosen 75% of the time.

It seems that currently the following formula is used for calculations: (bestDamage/bestCooldownTime)*bestSelectionWeight + (midDamage/midCooldownTime)*midSelectionWeight = DPS.

For the normal quality Persona Zeushammer this translates to the following:

((31 / 2.2) * 0.75) + ((15 / 1.6) * 0.25) = 12.91 DPS.

However, a more accurate formula would be: (bestDamage*bestSelectionWeight + midDamage*midSelectionWeight) / (bestCooldownTime*bestSelectionWeight + midCoolDownTime*midSelectionWeight) = DPS.

This takes the duration of the cooldown of the attack into account. For the normal quality Persona Zeushammer this translates to the following:

(31 * 0.75 + 15 * 0.25) / (2.2 * 0.75 + 1.6 * 0.25) = 13.17 DPS.

I hope this explaination helps!

Harakoni (talkcontribs)

Derp. You are totally right. I can't believe I missed that. Implementing changes now. Thank you.

Harakoni (talkcontribs)

Done. Can you do me a favor and check a couple of weapons again? Let me know if I missed anything else or if I screwed up my implementation?

You might need to Refresh the page under the "More" option in the top right of the page to make sure the template has been updated. Really appreciate you taking the time to let me know btw.

Erik111erik (talkcontribs)

I checked a couple and those had the correct values now (at least for dps, I did not check average AP). Thanks for making the changes!

Regarding HungerRateMultiplier, HungerRateFactor, and HungerRateFactorOffset

4
CovertPenguin (talkcontribs)

Hi Harakoni, I'm a modder and I was looking for an answer to this myself. I couldn't find anything, but I did see that you asked the same question on your User page. So I said to myself, that if I figured it out, I'd let you know. Lo and behold, here we are.

I'll give you a high level summary of what I've found. Hunger is calculated as: HungerRate = BaseHungerRateFactor * HungerRateFactor * BackstoryHungerRateFactor * HungerRateMultiplier With the following: BaseHungerRateFactor = RaceBaseHungerRate * LifeStageHungerRateFactor HungerRateFactor = product(Hediffs.HungerRateFactor) + sum(Hediffs.hungerRateFactorOffset)

Eg: A Gourmet (1.5) Human (base 1.6) pawn with a reprocessor stomach (0.75) and a psychic hunger (+0.5) persona weapon sleeping in a bed connected to a sleep accelerator (1.2) will have: 1.6 * (0.75+0.5) * 1.5 * 1.2

So to break down in human terms: HungerRateMultiplier is a global modifier that is taken into account after all other modifiers. These multipliers are added together (though currently the only HungerRateMultiplier in the game is the Sleep Accelerator). Backstory ignores offsets. HungerRateFactorOffset have a huge say in the hunger rate of your pawn and are capable of supercharging or crippling your pawn. HungerRateFactors are multiplicative and as such, get less efficient the more buffs of that type you get.

Harakoni (talkcontribs)

Wow. Taking the time to explain it to me is already kind, but remembering and going out of your way to let me know based on a question I left myself on my user page is next level. Thank you, that is very appreciated!

But also that is perfect, I'll need a good block of spare time to implement the pages I'll need for this, and to update the other pages (Persona weapon, Traits etc) that will have new information based on this, but you've told me basically everything I need to do it. Thank you again!

Harakoni (talkcontribs)

That comes off weirdly sarcastic in text, but I promise that it isn't. I really appreciate it.

CovertPenguin (talkcontribs)

I didn't find it so, glad it was helpful :)

Reply to "Regarding HungerRateMultiplier, HungerRateFactor, and HungerRateFactorOffset"

"I'm a moderator here, so feel free to post on my talk page if you need assistance."

3
Ludwig fun Kire (talkcontribs)

I guess with that you mean this box, that im using right now?

my first big question is: is there any ways to talk to other authors about something you want to add, BEFOR you allready add it? im new to this wiki sides and hardy finde any information.

Harakoni (talkcontribs)
I guess with that you mean this box, that im using right now?

Yup here is perfect.

is there any ways to talk to other authors about something you want to add, BEFOR you allready add it

If you want to talk to someone specifically, then you can simply use their talk page just like you've done here. If you want to talk to people generally, you can use the talk page on the page you want to change, put a note for discussion on RimWorld Wiki:To-do or Rimworld Wiki Discord linked on the Main page. One note on talk pages though, you won't be able to make new pages until you have 10 edits and the bot gets around to confirming you, so if the page or user don't have a talk page already, you might not be able to create one. You can either use some other means (tags via linking to their user page will ping them for example) or let me or another editor know and we can create the page for you. 10 edits are pretty easy to get though so it'll only be an issue for a short term.

But I should also point out that generally being bold is fine. If you have an edit you think will improve a page, just feel free to do it. Obviously if you don't have the information you want to add, or you don't have a solution to the issue you want to raise that can be difficult (but consider instead using things like Template: Stub, Template: Rewrite, Template: Check Tag etc and use the Reason fields to add an explanation of whats wrong), but worst that can come from you being bold is just that the edit is reverted or changed. Just make edits in good faith and everyone will try to help and/or work around you.

Since you're already here, is there something I can help you with?

Lastly; welcome to the wiki!

Ludwig fun Kire (talkcontribs)

I'm a bit angry, not at you but for the stard as a member... why is it that i do not get a message after creating an account that hints at "RimWorld Wiki:To-do"? I searched a lot for that Page, also "you won't be able to make new pages until you have 10 edits" is a message that I would really appreciate after account creation.

"If you want to talk to someone specifically, then you can simply use their talk page just like you've done here." thank you

"RimWorld Wiki:To-do or Rimworld Wiki Discord linked on the Main page" thank you

"you won't be able to make new pages until you have 10 edits" thank you

"Since you're already here, is there something I can help you with?" thank you a lot, you allready helped me a lot :)

Zaeryn (talkcontribs)

What's all this template stuff? How is anyone supposed to edit anything if they find something wrong or the game updates and changes something?

Harakoni (talkcontribs)

The templates are to automatically update properties to prevent having to find and then manually update dozens of entries on dozens of pages for each item, often with math that would be prone to mistakes.

Almost all the templates are updated from the main infobox template that's listed first, and most of the relevant variables are listed and should be easily editable.

What are you having trouble with specifically? Depending on the issue, I can see about making it more intuitive, make reforms on the template use (or overuse), provide tutorials, or make the relevant edits myself if you can identify them.

Zaeryn (talkcontribs)

I apologize for the late reply but a problem during a PC reset wiped my hard-drive and I stopped caring about this stuff for a while.

I'm not sure what page to find the Templates on for editing. All I can find are things like this, https://rimworldwiki.com/wiki/Template:Infobox_main/doc that explain them or all of these, https://rimworldwiki.com/wiki/Category:Template_documentation that don't actually allow the information shown in them to be altered in any way that I know of. I would appreciate if you would link the page that has the actual Templates that can be edited.

Anyways, a lot of the "Hit Chance" percentages on the Body Parts table are wrong. While parts like the Eyes, Ears, Nose and Jaw are ON the Head and thus take hits for it, body parts like the Femur and Tibia are IN the Leg so the Leg has to be hit in order for either bone to be.

I.E. Neck has a 7.5% Coverage but is covered 80% by the Head so Neck is only a 1.5% Hit Chance and the Head 6%; however, the Ears, Eyes, Nose and Jaw cover a combined 53% of the Head so it has a 2.82% Hit Chance but the table lists it as 1.7% for some reason. With 18% internal Coverage, the Skull should have a 0.5076% Hit Chance but is listed as 0.22%, which isn't even 18% of the Head's listed 1.7%.

The Brain is only hit 80% of the time that the Skull is hit, which is only hit if the Head is hit, so the Brain should have a 0.40608% Hit Chance; however, it's listed at 0.86%, which should put the Skull at 1.075% and the Head at 5.972%

A Leg covers 14% of the Torso and a Foot covers 10% of the Leg so it has a 12.6% Hit Chance and each Leg bone(10% Coverage) has a 1.26% Hit Chance; however, the page counts each bone as having 1.4% Hit Chance due to each covering 10% of the Leg, while the Foot covers another 10% of the Leg so it is listed with only a 9.8% Hit Chance.

Similarly, the organs are improperly listed as covering the Torso, giving it only a 15% Hit Chance when it actually has a 40.5%. The organs should be their Coverage multiplied by 40.5%, not 100%. So, the Heart only has a 0.81% Hit Chance, not a 2%.

Reply to "Templates"