Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - glass zebra

#1
General Discussion / Re: really bad precept balance
August 11, 2022, 01:05:10 PM
I killed a few people and ate them because I crashed into some snowy mountains. But after that I also started to create offspring. Why am I still unhappy about having murdered those people? - "Having" to do something does not adequate to someone liking it and for a lot of people you can't just pay off your consciousness afterwards.

Being unhappy about something does not mean that you do not see it as unnecessary. Freezing while having lots of frostbite, while starving or having food poisoning because uncooked food while also being surrounded by 0 trees will give you more mood problems than having cut down those trees and cooking food and warming yourself. Planting trees is to make sure you are surrounded by trees, because that is what those people like. The precept is not about "give what you take". The precept is about "Trees are holy and we should do everything to not disturb them".

If you think that is dumb, don't play with that. If you do want to play with that, try to accommodate for it instead of ignoring the downside mechanic completely and then complain that your own actions lead to imbalance. Ideology adds fibercorn and wood dryads and a setting to not cut plants on growing zones. You can also dig into mountains to keep warm and leave nature alone. You might still want to cut down some trees to get your cooking going as a tribe, but getting to -20 means you just massively destroyed a part of a forest. Even with -20 at the very start, you can still push through it because of the mood bonus you get from having tress nearby, the fresh colony start buff and wooden sculptures, fine meals and nice dining/recreation room combined. You people will just remember it as a bad time in their history for a while, even if they felt it was necessary (which is usually was not).

Many memes and precepts require you to diverge from default gameplay. If you stay on default gameplay and just expect boni, they can indeed feel unbalanced. If you integrate them into your playstyle, they can indeed give great boni. I wouldn't say the tree meme is one of the strongest for the meditation bonus, but the hidden seed spawn can accelerate early game dryad build up until you feel you've got enough. Some precepts are also just a boost or to create interesting problems. In this case though, you can just change your playstyle unless you are starting in a very problematic biome.

Nudism is probably one of the least impactful memes/precepts there is, giving a tiny mood debuff for wearing clothes and automatically rolling social roles without clothing requirements. What does count as clothing does not even line up with the Nudist trait and you can have a nudist in a nudism ideology that is at the same time happy that they are naked, but also annoyed that they are wearing clothes. The precept/meme is just not well made, but it has very little impact still.
#2
When using the auto-slaughter setting and setting the maximum on the "total" column, unexpected things happen.
Let's use the following example: You have 4 males, 10 non-pregnant females and 6 pregnant females. The total count will be 20.

1. It seems pregnant animals are included in the total count display, but actually lower the checked number by their amount, even though the number is shown in red (as if the maximum is exceeded and action should be taken). If you set it to a maximum of 14, auto-slaughter will not happen in this case (presumably because the 6 pregnant animals are secretly deducted). If you set it to 13, auto-slaughter will start.

2. Auto-slaughter excludes pregnant females from the "female" column display by default, but adds their number in that column when you enable the setting to slaughter them (so the display behaves differently than the "total" column). If auto-slaughter is enabled and you set the "total" maximum of 13, they do not follow the noted rule of "first non-pregnant from oldest to youngest, then pregnant oldest to youngest". They can just start slaughtering your pregnant animals, even if there are non pregnant animals left.

"Total" maximum set lower than current count. Nothing happening:
https://steamuserimages-a.akamaihd.net/ugc/1912358732855013377/547F04E3FC9680275FD0C0AD6A3BA0DD958CB5FE/
"Total" with pregnant allowed. Female column count changes. Nothing happening:
https://steamuserimages-a.akamaihd.net/ugc/1912358732855013741/C9C367EEECB251C97724E6CAC0F3667C28852BA3/
"Total" with pregnant allowed and 1 lower than deducted pregnant females. Slaughtering starting:
https://steamuserimages-a.akamaihd.net/ugc/1912358732855014083/8BC75389AC850D71B37D594D97549BEE3CC6493E/

Trying to slaughter pregnant alpaca, even though there is a non pregnant one:
https://steamuserimages-a.akamaihd.net/ugc/1912358732855014707/7004412B342B35B395A83953496A65C4527CD071/
https://steamuserimages-a.akamaihd.net/ugc/1912358732855015050/AB699A64311EBA7CEADD62570B6063EC787D90F0/


Post that made me aware of this:
https://steamcommunity.com/app/294100/discussions/0/3471730015127200698/

Both DLCs, no mods.
#3
After loading a game the biosculpter countdown for biotuning is reset back to its maximum value (1.3 years). The progress of the countdown seems to not be saved.

1.2 Years before load:
https://steamuserimages-a.akamaihd.net/ugc/1912358732834806341/C4ABE757BC5167E70D2F6D474279E33205105680/
1.3 Years after load (+1h of gametime to discern):
https://steamuserimages-a.akamaihd.net/ugc/1912358732834808142/0B754525617AC42A3278558D78826B4EACD0C09A/

Post that made me aware of this:
https://steamcommunity.com/app/294100/discussions/0/3471730015119927332/

Both DLCs, no mods.
#4
There are mod for that. I think after the past backlash the topic sexual orientation will never be touched by Ludeon again, so how ever missing you might think something is, your best choice for this is mods.
#5
When allowing dye in the chemfuel refinery to make chemfuel, pawns seem to take exactly 1 dye from each close by stack and then go for something else allowed and add that. Dye does not even have any nutrition value, so pawns will still go and get 70 other raw resources and add those to the refinery before processing all of that. When nothing else but dye is available, the pawns can not fill the refinery at all (presumably because it has 0 nutrition and does not add anything but weirdness).

Dyes can not add anything to the refinery, but it still used in a very weird weird (taking exactly 1 of every nearby stack). It's probably just included in that filter because it's a "raw resources -> plant matter" instead of something like "manufactured", but just causes issues if allowed.

Pawn taking exactly 1 dye from the each of the 7 nearby stacks and then adding 70 smokeleaves (which would have been by themselves):
https://steamuserimages-a.akamaihd.net/ugc/1912358732830112143/6A059B9A3DBF6AB9BD15FE8CAACF357AD1220959/

Post that made me aware of this:
https://steamcommunity.com/app/294100/discussions/0/3471730015116124406/

Both DLCs, no mods.
#6
The (default) fine meal x4 recipe says that ingredients are wasted from cooking, but the vegetarian and carnivorus x1 meals do not state this. This is likely a typo made during ideology patching as noted in https://steamcommunity.com/app/294100/discussions/0/5315953514599272427/#c5315953514602758406

https://steamuserimages-a.akamaihd.net/ugc/1877455193803525536/D03807BBB26EC6D1A05D0B4EB8ABAA74FC1EEA55/
(not my screenshot)

Post that made me aware of this:
https://steamcommunity.com/app/294100/discussions/0/5315953514599272427/#c5315953514602758406

Both DLCs, no mods.
#7
I am not referring to pens. I am referring to the zone system that you can use for colonists and all non-pen animals. Check out the learning helper.
#8
Do you have "Pick up and haul" activated? This is not a vanilla message for hauling.
#9
Bugs / Re: [1.3.3287] Linux Mouse issue
June 19, 2022, 10:42:21 AM
There has been "some fix" for linux mouse issues, but the slider problem still exists. My advice in the meantime would indeed be to use proton/wine. The game works better like that than the native linux version in some ways.
#10
The charity precept does not grant development points for all it's listed activities. I've only tested the beggar quest, but the post that made me aware of this claims this also happens with the refugee quest. Helping beggar did not grant development points.

Beggars fulfilled and left message + precept + 0 points:
https://steamuserimages-a.akamaihd.net/ugc/1849304444454342544/42B81BFD9A959E045373382F636358D8D713A2A1/

Post that made me aware of this:
https://steamcommunity.com/app/294100/discussions/0/3422186614307684023/

Ideology DLC, no mods.
#11
Bugs / Re: [1.3.3387] Caravan times always in days
June 14, 2022, 04:08:15 PM
Debuffs from psy skills have a similar issue. They only work a short time but you can only really decipher how long is remaining until it hit the last few seconds.
#12
In Ideology, if you take the "Classic-like" start for your ideology, it will create one without ritual seats. This throws null pointers (and show an empty ritual screen) when trying to use rituals that check for ritual seats (to boost their quality).

From my few tests it seems the "Classic-like" will always create without ritual seats and 2 of the following rituals: Skylantern festival, dance party/drum cycle, Social gathering. The social gathering will also be called dance party/drum cycle for some reason, but shows its correct icon (so you can distinguish it on creation).

Some picture to show what will happen if you roll an ideology like that:

Ideology init: https://steamuserimages-a.akamaihd.net/ugc/1849304444440037104/8BB8E7878DCAC33653AB28847F86B6AD47B2BB5B/
Ritual bugged: https://steamuserimages-a.akamaihd.net/ugc/1849304444440037377/26157A9DCD042C22BA0655772D574118C0FFCB76/
Log error for no ritual seat: https://steamuserimages-a.akamaihd.net/ugc/1849304444440037608/26C2245A2CB285B3ED6011C96AC70C71BCB8C8F7/
Ritual seat addition (dev mode) https://steamuserimages-a.akamaihd.net/ugc/1849304444440037884/3C49E1B35DC3B69A67ADB78F7EE1F6E8D3F3260F/
Ritual seated added https://steamuserimages-a.akamaihd.net/ugc/1849304444440038156/99B9856D8BC4A441044256806F1852F3587BFB5F/
Ritual fixed: https://steamuserimages-a.akamaihd.net/ugc/1849304444440038368/431E21B0F291AC9CAB19FD193B33D2EAF60660BF/

(Sorry for not clearing my error log before the screenshot)

Post that made me aware of this (OP thought it was a drum cycle): https://steamcommunity.com/app/294100/discussions/0/3422186614295846960/

Only activated Ideology for this one. No mods.
#13
If a caravan has only raw human meat and corn to eat, all pawns will choose to eat the human meat when hungry instead of the corn, leading to massive mood penalties. Furthermore, the automatic supply selection when forming a caravan will choose to pack human meat instead of corn if those are the only 2 available food sources. This happens on a fresh save without any changed food restrictions.

Total food (initial): https://steamuserimages-a.akamaihd.net/ugc/1849304444431969217/E3376D2681FE69789366FDC35219F7E1C9CA1EB6/
Total food (after eating) https://steamuserimages-a.akamaihd.net/ugc/1849304444431969531/94A6A9EB0C67E07743062ADD825927A5B0C22163/
Mood penalty: https://steamuserimages-a.akamaihd.net/ugc/1849304444431969813/0B5B235A31766FFD0B77BA381B849D1ECE193BB9/

Mostly frozen biome auto food (mixed): https://steamuserimages-a.akamaihd.net/ugc/1849304444432018581/DC839E77692F5657C5415E905171417B6773680F/
Hot biome auto food (only human meat): https://steamuserimages-a.akamaihd.net/ugc/1849304444432019160/D7F0723B1521B35F9E16A6BFB6E2AAC6AA33EB43/

You can avoid this with restrictions of course, but it's a bit weird that the AI willingly chooses human meat when another food is present, especially when auto selecting food to pack (and the decision "let's eat what will rot first to survive" is less important). People at starvation/empty stomach are also entirely excluded from the auto food selection in caravans, so be aware when you test this with dev mode and set them all to -20% food until they are at 0%. The tool will then select no food at all for that pawn (which seems to be a bug).

Post that made me aware of this: https://steamcommunity.com/app/294100/discussions/0/3422186614289316878/

Both DLCs, no mods used.
#14
People really like to use the word "official" when they are known by x amount of people or just to make them sound more important. I guess it's for Ludeon to decide though if this is posing as anything Ludeon or just as "fans" and creators of the translation.

A lot of these names are written as credit in the Chinese LanguageInfo.xml though, so they are probably really the people who made the Rimworld Chinese translation. (The "official" fan translation)
#15
Ideas / Re: Animal meals
June 06, 2022, 02:48:05 PM
Hay can not be feed to animals (same as it can not be used for taming). Kibble can be used though. If you have Kibble somewhat close to sick animals, it will usually be feed. If pawns are very far away from the animal when the job is created, they might go for the closer meal anyway.