Description

Rat squeaking sound is less abundant on idle. Their mass is reduced aswell, so they can be pushed by the player now instead of the other way arround.

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Quiet Rats
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Dhatri
Dhatri - - 584 comments

Nice one.

Surfing through the config there is lots more to do with the rats. Their immunities table is organized just as bad as the others I have seen with factors not being set in the proper range [0.0 - 1.0] but at values of 100 which would be a 10000% extra damage to the specific damage type.

I like the promise of the bunch up feature. :D

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Shovelled Author
Shovelled - - 51 comments

Thanks!

I suspected something when I noticed those extra zeroes in the immunities board. Since rats have such low health, I didn't imagine normal values would give them a chance anyway. But with those values they cook instantly when entering a burner field.

To 'bunch up' is an appealing way to say they slightly clip to eachother :P
The desired effect was to have more rats being able to bite your laces at the same time while getting rid of the space between them (bunch of rats).

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Dhatri
Dhatri - - 584 comments

Well I can live with some clipping. It's not like the rats are super-high def. ;)

behaviour of rats is still wonky in general imho. And I'm not entirely sure whether it can be fixed purely by changing the config file.
I'd love for them to be building dwellers and not or only very seldomly run out into the open.

I get that those are irradiated rats yet I don't see any reason for them to try and go outside and claim the top of the foodchain when their natural predators are still very much around and are just as irradiated as the rats.

Just tossing some thoughts around. :D

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Darvin76
Darvin76 - - 54 comments

They have the same health as every other creature in the game.. Those zeroes in immunities are what makes it seem like it has low health as it can be one-hit killed with anything.. thats the point

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Dhatri
Dhatri - - 584 comments

I don't quite understand when you say "the same health as every other creature".

Do you mean HP-pool wise?

Also: I'm not entirely sure whether numbers that are not in the specified range of the parameter are used as anything different than the maximum value that is predefinded.
So I think putting numbers that are not between 0.0 - 1.0 but well above 1.0 are still read as 1.0 by the engine.

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Darvin76
Darvin76 - - 54 comments

Yeah HP-Pool wise.. if there was such a thing.. Basically Every creature that isnt in a-life simulation has the same health.. For example 100.. The immunities decide how tough the creatures are, lower the immunity value, the less damage it takes from that specific thing.. Above 1.0 its like a multiplier, it seems like value of 20 is the same as 1 but its actually not as some weapons can have the base damage so low that the creature wont die even if you set its immunity to 1.0.. At for example value of 20, what is an overkill, you make sure that you made the multiplier so high that even a ricochet from the weakest gun in-game will kill the creature, for example rat, its an intetion not a mess in the files

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Dhatri
Dhatri - - 584 comments

Well, I see your point about the immunities. I guessed someone just wanted to make sure rats take damage.

Yet there are multiple instances of "MaxHealthValue" which, I asssume. factors off of the "Health" parameter. Are you sure the aformentioned "Health" parameter is *only* used in offline a-life?

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Darvin76
Darvin76 - - 54 comments

If you mean for example the chimeras "Health = 800" then yeah.. Thats for offline alife.. I mean there are even notes in these configs telling you so.. You can tweak this number even to millions and it wont affect the creatures health when you normally encounter it.. Those parameters in that section are only for offline simulations, meaning the creatures are either in other/close map or they are beyond the switch distance that is like 150 to 300 meters.. (depends on the game, mod, personal setting).. The MaxHealthValue doesnt do anything when the creature is online.. If I remember correctly, I kinda think I do tho.. It probably once again acts like a multiplier to the offline Health parameter..

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Shovelled Author
Shovelled - - 51 comments

I believe this also applies to suit 'health' (durability). Every suit has the same base durability, but the immunities to each type of damage makes the difference between one and another.

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Dhatri
Dhatri - - 584 comments

That's some good insight there. I always thought the "maxhealthvalue" controlled the Hp-pool when not in offline a-life. Kind of have to edit my own mods description then. Tyvm, good sir.

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Darvin76
Darvin76 - - 54 comments

Ahm ok.. you re welcome but.. how did you tweak/balance things when you didnt even test the functionality of the parameters you change ? :D
I think this is more needed than ever these days because these mods are literaly mod on top of a mod that is on top of another mod

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Dhatri
Dhatri - - 584 comments

Well in many cases I didn't tweak the healthpool too much actually . I tried working with the healthparameters, I even switched on the HP bar, yet I couldn't make out how much of a difference it makes. I tested on pseudo-giants since they seem to have a rather largish healthpool but as you said no matter how high or low I put the values the amount of damage he would tank stayed about the same.
Also seeing the defined HP values control only offline a-life there shouldn't be too much if any problems with online a-life.

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