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Messages - Jovus

#1
General Discussion / Re: Animal size and Predation
November 17, 2017, 02:51:56 PM
For those checking, the bodysize of mature human pawns is 1.0.

Which leads me to believe that the logic has a fudge factor, since wolves will hunt colonists.
#2
Hi all,

This is more of a report and a check for a solution than a serious issue. I wasn't sure whether to post this in here or the Bugs forum.

I'm playing Rimworld on Arch Linux (release 2017.10.01) with the E17 window-manager (0.21.9) through the native linux steam client.

If I start up the game and run it, it works fine, even if I switch to another virtual desktop and back again. However, if I switch to a tty - that is, away from the GUI entirely - and then switch back, Rimworld lags fairly severely until I kill and restart it again, and it often ends up having issues with redrawing the window and capturing focus if it restarts itself (e.g., I change the mod order, and then I have to manually kill Rimworld because it never properly restarts).

This isn't a huge deal, but as I like to do non-GUI tasks without using the GUI my usual workflows do involve switching to cli terminals, which means I have the habit, which then means when I'm playing Rimworld this can happen before I think about it and then I have to restart the game.

Has anyone reported anything similar? Is there something I can do about it, other than be careful about my habits?

Thanks.
#3
General Discussion / Re: Crafting optimizations
October 20, 2017, 12:24:26 PM
Absolutely. This isn't intended to be some be-all and end-all of crafting advice; it's just another arrow in your quiver for decision-making.
#4
General Discussion / Crafting optimizations
October 20, 2017, 11:07:43 AM
Based on the excellent A17 Apparel Data Sheet I put together a small spreadsheet of my own with three new columns, attached below the fold because I can't be arsed to format it as a BBCode table.

The three new columns are: Value/Stuff, Value/Work, and Work/Stuff. Why are these useful?

If you have limited resources and you want:
- to train crafters: maximize the amount of work/stuff. (tl;dr make dusters, and then bowler hats)
- to make money: maximize the amount of value/stuff. (tl;dr make dusters, and then bowler hats)

If you have abundant resources, and you want:
- to make money: maximize the amount of value/work. (tl;dr make tuques. Funnily, dusters are worst here)
- to get rid of those resources quickly while not 'wasting' them but just selling them unworked: minimize the amount of value/stuff. (tl;dr funnily enough, keep making tuques)

[attachment deleted by admin: too old]
#5
General Discussion / Re: Animal farming viable?
June 27, 2017, 11:43:51 AM
I vaguely remember that, in the service of making farming more viable, incest checks in animals were removed or restricted.

Don't know if that's true, though, as I haven't played a17 yet.
#6
General Discussion / Re: Mortars are awesome now
May 30, 2017, 05:03:04 PM
Quote from: Panzer on May 30, 2017, 04:46:37 PM
Sieges usually lose too much men before they can set up their mortars

Sounds like a good reason to have siegers bring mortars with them, instead of building them on-site.
#7
Just discovered that, apparently, penoxy no longer gives an immediate immunity boost for diseases it prevents. The hard way.
#8
Not strictly a fix, but if you don't like this behaviour, in the details of a particular job you can restrict the radius where a colonist will search for material for that job. So you can set it to cover your freezer, but not your fields.
#9
Ideas / A search bar on the trading screen
May 26, 2017, 02:59:52 PM
One quick change that would be a vast improvement at least for my style of play:

When the trade screen where you buy and sell items opens, include a search bar in the upper right. This search bar would search all items listed on the trade screen, making it easy to see the presence (or absence) and current state of any trade.
#10
Yes.
Caravans can't pop into occupied hexes. So settle one over from a friendly faction, instead of right next to them.
#11
Turn potatoes into plump helmets.
#12
Quote from: keylocke on April 18, 2017, 02:04:13 PM
a new feature like minority report. it delays the activation of the event called by the storyteller and gives you a popup notification 3 hours before activating the event.

That is, 3 RL hours.
#13
Give Randy access to permanent map conditions. Instead of some particularly bad incident, he should have a small chance to slap one of those down, instead.

Examples might include permanent toxic fallout, pawns exploding on death, planetkiller missiles, and the inability to grow.
#14
Quote from: minimurgle on April 12, 2017, 07:28:17 PM
Bionic parts should stop functioning in solar flares. Like they should go to 0% capacity.

Solar flares should be reworked. For most objects currently disabled by them, when a solar flare hits it should break, requiring the installation of new components to function again.
#15
Require specialist tools for all jobs.

Want to mine? Need a pickaxe. Want to cook? Need at least a pan, with bonuses for pan, spatula, knife, etc.

Want to construct? Need a tape measure and at least one other tool dependent on the material and type of construction.

Hauling takes a dolly. Cleaning takes a broom and dustpan.

Growing takes a shovel and a hoe. And so forth.

Make the player manage the tools through the outfits menu. Or force-assign tools for every task. If a colonist doesn't have the right tool, he'll skip over any assignment for that job without alerting the player.