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Messages - Jimyoda

#391

This image depicts the issue using a tailored item sitting on the tailor's workbench.

Affected productions stations are sculptor's table, tailor's workbench, and smithing bench.

Steps to reproduce:
1. Build one of the three production stations listed above.
2. Create a bill and prioritize a colonist to start working the bill.
3. While the colonist is still working the piece (or even when not working the piece), right-click the piece as to prioritize it. (You may also right-click an unfinished piece on the ground - it doesn't have to be on the table.)
4. Observe three lines, Prioritize smithing at Unfinished..., Prioritize tailoring at Unfinished..., and Prioritize sculpting at Unfinished... . Some lines may say 'Cannot prioritize'.

Expect only one relevant line to appear and without 'at'.

Thanks to anyone (at least one person) who posts to confirm the issue.
#392
Herbivores, like a hare, won't eat raw meat, but it will eat a prepared meal that is made (partially or entirely) with meat.
Expect that herbivores don't eat meat even if it's cooked with a bit of garnish on it.
#393
At the risk of oversimplifying...
Walls leak (equalize) temperature and vents are just walls that leak (equalize) more.

I observed that the more vents you place along a wall the more temperature equalizes. However, a vent is 6 times the cost of a steel wall, so you can make your own observations about that idea's value and effectiveness.

The vent is in the wiki now:
http://rimworldwiki.com/wiki/Vent
#394
General Discussion / Re: Do Days Get Shorter?
June 03, 2015, 10:44:25 PM
Quote from: Tynan on June 03, 2015, 05:06:51 PM
The game simulates the lower position of the sun in the sky and the shorter days by accurately calculating the relationship between the sun's position in the sky, the amount of light on the ground, the time of year and the angle of the planet's axis.

In fact if you could land on the pole you'd get one long twilight lasting 6 months :)

I had observed the light cycle of the day, but only at one latitude - before I realized that latitude matters, and put that in the wiki. I wasn't sure until now that time of year matters too. I'll go back and update the wiki on how this affects daylight.

Here's the wiki link:   
http://rimworldwiki.com/wiki/Environment#Light
#395
Bugs / [0.10.785] Two typos in Research screen
June 02, 2015, 12:04:00 AM
Two typos of 'colonists' in the Research screen:

- Colored lights
-- Allows collonists to construct colored lights for decorative purposes.

- Hospital bed
-- Allows collonists to construct hospital beds which increase chance of successful medical work.
#396
When a visitor - and perhaps a raider too - rescues an incapacitated member of their faction the inspect pane says that the rescuer is 'kidnapping' them (before and after picking them up). Expect that it would say 'rescuing'.
#397
Ideas / Re: Invalid wheelchairs.
June 01, 2015, 02:29:03 PM
Welcome to RimWorld! Come in and browse our store to give your boring old wheelchair some sick style. We have chrome ones, scyther blade spinning ones, message LEDs... If we don't have the rim you're looking for then it doesn't exist... we. are. RimWorld.
#398
Running 10.785. No mods.

Since two others could not reproduce it I deleted my save folder and created a new world/colony, but still seeing the issue. I fired up Alpha 8 and that works as expected (new casket says 'nothing'). I re-extracted the Alpha 10 game files, with no change (new casket says 'unknown'). But if no one else can reproduce it then it's some weird thing I'm blessed with. I'll just see if it happens on A11 when that comes out.
#399
A newly built Ship cryptosleep casket says 'unknown'. Expect that it would say 'empty'. After a colonist enters it, it still says 'unknown'. Expect that it would display who is in it. After the colonist is removed, the casket shows 'empty', as expected.
#400
General Discussion / Drunken side effects
May 20, 2015, 01:47:49 AM
Here's what happens when a pawn gets drunk.
However, IRL too many drinks also means slurred speech...
...so I'd think Talking should take a hit too.
Perhaps Talking should actually get a bonus at Warm.








LabelMood  Side Effect
Warm
+10
  manipulation -2%
Tipsy
+15
  consciousness -10%
Drunk
+20
  consciousness -35%, vomiting
Hammered
+25
  consciousness -60%, alot more vomiting
Blackout
-
  consciousness = .1 max (passed out on the floor)
#401
Bugs / Re: Click becomes Double-click
May 15, 2015, 01:03:38 PM
Quote from: arami on May 15, 2015, 10:56:33 AM
Unzipped to a new folder with a new download after a reboot of my system.
I use no mods and it is still only in rimworld that this happens.
I use a Deathadder mouse from Razer which is getting old so it might just be hardware-related.
Given all that it 'sounds' like a bug, but I don't truly believe it is. As far as I know, no one has ever reported RimWorld doing this.

Let's presume your left button micro-switch is faulty. Reasonable since you said it's an old mouse, the left button is undoubtedly used the most, and anything mechanical is likely to fail at some point. Open the configuration tool for your mouse. Under 'Button Assignment' assign the normal click function to a different button (right-button, button 4, or button 5). If the problem goes away then it's that left button.

If it still happens when using a different button then it's some kind of software issue - the mouse driver or the game. I'd download the latest driver for the mouse and try again. Next I'd switch the control bindings in the game. I can't run the game right now to confirm, but I think you can reassign the Select function to something else, like the right-mouse button.

Hopefully after trying all that, the cause shakes out.
#402
Quote from: Tynan on May 14, 2015, 02:22:05 PM
Lol, yes exactly. My only goal is to make you all suffer!
Errh, you're scaring us!

Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering.
#403
Bugs / Re: Click becomes Double-click
May 14, 2015, 01:49:00 PM
It's got to be mouse hardware, mouse driver, or some kind of software corruption - not really a game bug. If you haven't rebooted since the problem started, don't do anything until you reboot your computer. Check if the issue happens in Windows or in any other applications. If it really only happens in RimWorld then disable any mods you may have added and make a new world and colony. If it happens with no mods I would unzip the game to a new folder and run it from there.
#404
Quote from: RandomAcronym on April 24, 2015, 07:02:55 PM
Google knows all!
Best response. Thanks RandomAcronym.
You can really sink your ears into this and in my opinion THE correct pronunciation.
For those who missed the hyperlink: Hear it here
#405
Ideas / Re: Ammunition for weapons?
May 12, 2015, 04:15:11 PM
-1
A nice idea at adding realism but presents a logistical nightmare. It'd be a logistical headache because we'd need ammo in each caliber. Do you really want to manage ammo for each weapon? And where are you going to get the ammo from? Traders? You can't rely on having the right kind of trader at the right time, with the enough of the right kind of inventory and you having enough silver to buy what you need. Perhaps instead of getting ammo from a weapons trader, colonists craft it. Now you have to deal with managing bills for different types of rounds, having enough raw materials, and having to make sure a colonist is there working on the bills. We all know how hard it can be to get a colonist to work on bills reliably.
It also breaks the mechanic of battles with ranged weapons. I say that if colonists can exhaust their ammo then so should enemies. In a long battle either you run out of ammo and get overrun, or, the attackers run out of ammo and flee. The game then becomes stock up ammo and defend until the attackers run out of ammo. I'd set up a bank of turrets while my colonists instead of firing a single shot just stand behind cover and repair the turrets until the attackers run out of ammo. In fact I would probably just blanket turrets around my base and not even give colonists guns. Each just gets a melee weapon and builds and repairs turrets as needed. Snipers attacking outside of turret range are prevented by walls or dealt with by a mace-wielding melee squad.
Requiring ammo for ranged weapons means they run out of ammo and become obsolete.