Hello All!
Post your questions here:
I just noticed that there is no dedicated thread for questions! Sure, you can start an individual thread, but these often get lost in the crowd. I wanted to create this as a means of sharing tips and asking questions easily :P
Ask your question about anything Rimworld related in a reply to this topic. Someone will answer (hopefully) quickly!
If you feel your question has been answered, please edit your question and say so, otherwise we will get multiple answers for everything ::)
Please use this thread wisely ;)
Hey I have 7 mods active : edb prepare carefully, hugslib, more vanilla factions, sniper turret, defensive positions, nanotrasens army and more vanilla turrets. until now they have been working fine together, but I opened the game today and when I checked my mods, all im getting is "downloading" over each of them, doesnt seem to want to do anything =/, thoughts?
Quote from: simkinn13 on January 19, 2017, 03:31:18 PM
Hey I have 7 mods active : edb prepare carefully, hugslib, more vanilla factions, sniper turret, defensive positions, nanotrasens army and more vanilla turrets. until now they have been working fine together, but I opened the game today and when I checked my mods, all im getting is "downloading" over each of them, doesnt seem to want to do anything =/, thoughts?
Restart your game, if that fails restart steam. If both fails validate the cache through the steam options.
Thanks for answering Tater :D
Also, if that fails, deactivate each mod in turn. If the game runs, then whichever one you have deactivated is causing the problem :)
You'll end up with the same problem as the forum in general. Questions will get lost in the replies to this thread. If you really want to support a FAQ I recommend creating one on the wiki and linking to it here, then help keep that updated.
http://rimworldwiki.com/
I wasn't going for a FAQ. I want to create a thread where people can ask whatever they want, and give each other tips. Doing this in separate threads not only takes longer to ask and reply, but also, the questions often get lost in page 2 ^^, which means they are likely never answered.
Here, I get notifications and so do others when questions appear, which makes answering more efficient
OK, here's one.
Without mods, and without SETTLING or getting ambushed, is there any way to address pawn's joy needs on long caravan trips?
Yes, i have the "camping" mod that lets me set up a mini map and could do joy, but i'd like it taken care of automatically like sleep and hunger if possible.
Quote from: Limdood on January 19, 2017, 07:06:42 PM
OK, here's one.
Without mods, and without SETTLING or getting ambushed, is there any way to address pawn's joy needs on long caravan trips?
Yes, i have the "camping" mod that lets me set up a mini map and could do joy, but i'd like it taken care of automatically like sleep and hunger if possible.
I don't think so, unfortunately. Hopefully this will be addressed in future updates, but for now long caravans are only really feasible with pawns that have good mood traits like sanguine or steadfast.
Here's a question:
I'm completely new to animals. How do i restrict them to only using one zone? I like having them roam free hen they can, but i just found out the hard way that raiders will kill your animals without remorse.
Quote from: Quasarrgames on January 19, 2017, 07:49:18 PM
Here's a question:
I'm completely new to animals. How do i restrict them to only using one zone? I like having them roam free hen they can, but i just found out the hard way that raiders will kill your animals without remorse.
Under the animals tab, you can set any tamed animals, no matter their intelligence or training level to certain areas...Built in at start is "unrestricted," home, and animal area 1.
I suggest an "indoors" for toxic fallout, a "barn" for pack animals or money animals if grazing isn't feasible - storing food there to feed them. This can double as a safe haven in the event of an attack.
Lastly, i suggest 2 more zones. 1 that cuts out your meal storage area and growing fields - for non hauling animals. The other that cuts out dining rooms, butcher stations and other crafting stations where progress isn't saved (stonecutting, brewing, etc) - for nuzzling animals like cats and yorkies
don't forget to assign your animals back after a raid to prevent starvation.
Q: Why are centipedes called centipedes when they look more like caterpillars?
Quote from: AN7AG0NIS7 on January 19, 2017, 08:57:29 PM
Q: Why are centipedes called centipedes when they look more like caterpillars?
sounds scarier? mildly?
Quote from: Limdood on January 19, 2017, 07:06:42 PM
OK, here's one.
Without mods, and without SETTLING or getting ambushed, is there any way to address pawn's joy needs on long caravan trips?
Yes, i have the "camping" mod that lets me set up a mini map and could do joy, but i'd like it taken care of automatically like sleep and hunger if possible.
I think If you bring beer and chocolate, they will consume it and get joy :)
Thank you for answering my question, Limdood.
I have another question for anyone who knows:
A colonist of mine just got gutworms. they've only had it for a few days, but despite treatment, i see no indication of it getting any better. There's no minor x% or immunity x%, and no "remove gutworm" operation. I can't find it on the wiki either. How do i get rid of it? Do i have to give this person a new stomach? Will they have it forever?
Gutworms and mechanites are long term diseases that go away after some time. You just have to live with it until then.
Quote from: Serenity on January 20, 2017, 06:41:54 PM
Gutworms and mechanites are long term diseases that go away after some time. You just have to live with it until then.
more specifically, treatment reduces the time you are infected AND reduces the "pain" - which affects consciousness, mood, and ease of "downing" the pawn.
I suggest you treat it with your weakest medicines that you have plenty of. It'll take several in-game days. Almost certainly under a season (someone else had values for treated and untreated durations in A15, but those almost certainly got thrown off with treatment % in A16)
The duration of muscle parasites, gutworms, and sensory or fibrous mechanites (all use the same mechanics) is hidden from the player though, so you won't know how long it'll last by looking.
Good Going so far guys! I will try and answer a few myself, if ya don't beat me to it :P
Why is the sky blue?
I'm all seriousness, nice work with this post Louis. I don't like questions being spaced sporadically all around the forum such that I have to find them myself.
I'll also be on Discord answering you guys' questions, so go visit there as well. Maybe even pet Wolfy!
Laters!
Got one.
Are cold maps doomed to become completely barren after a few game years?
I settled on a cold planet in a forested area. The temperature never goes above 5, so trees aren't growing.
One toxic fallout could kill all the trees on the map and the temperature would never rise high enough for new ones to grow.
Will the forest grow back?
Quote from: Spdskatr on January 22, 2017, 05:44:11 AM
Why is the sky blue?
Rayleigh scattering (https://en.wikipedia.org/wiki/Rayleigh_scattering) off of gas molecules in the atmosphere preferentially occurs at
shorter wavelength (greens, blues, purples) causing a portion of the that part of the solar spectrum to color the entire sky during daylight hours.
Similarly, sunsets / sunrises appear yellow / orange / red (depending on your local air quality), due to Mie scattering (https://en.wikipedia.org/wiki/Mie_scattering) off of fine particulate matter in the lower atmosphere (e.g. soot, smog, dust). That type of scattering preferentially causes
longer wavelengths to scatter, so the sky's color shifts noticeably during those hours.
I wonder how your map managed to have trees in the first place. I started my first tundra run a few days ago and got not a single tree. (-20°C in summer)
+5°C might do the trick for automated replanting, not sure, but it really needs to be free of snow. This us still useless, as plants need temperatures above zero to grow (and yield resources)
once you play on an ice sheet/sea ice map, you will come to recognize that your map has too many resources. But choosing a map with a max temp of 5C is really bad because of the temptation it creates while still being a ice sheet map. The temp max needs to be around 10C to get some resources out of them and even if everything on your map dies, new plant seeds can still fly from the map edges and create new trees if the temp is positive. Or you can attempt to create new tree life by creating some growing areas outdoor and setting them to plant the trees.
I for example will try to build an indoor growing zone for trees. Basically a heated room with a sunlamp. There's nothing that would grow quickly enough outdoors anyway.
I built the "Attention Suppressor" trap on the map with a smaller area. I triggered a raid with dev mode and it didnt work. I built a larger version and it still didn't work. Suggestions?
Quote from: carbon on January 22, 2017, 08:40:50 AM
Quote from: Spdskatr on January 22, 2017, 05:44:11 AM
Why is the sky blue?
Rayleigh scattering (https://en.wikipedia.org/wiki/Rayleigh_scattering) off of gas molecules in the atmosphere preferentially occurs at shorter wavelength (greens, blues, purples) causing a portion of the that part of the solar spectrum to color the entire sky during daylight hours.
Similarly, sunsets / sunrises appear yellow / orange / red (depending on your local air quality), due to Mie scattering (https://en.wikipedia.org/wiki/Mie_scattering) off of fine particulate matter in the lower atmosphere (e.g. soot, smog, dust). That type of scattering preferentially causes longer wavelengths to scatter, so the sky's color shifts noticeably during those hours.
I like you already. Now explain why "this sentence is false" actually makes sense ;D
Quote from: jdc on January 22, 2017, 07:18:26 PM
I built the "Attention Suppressor" trap on the map with a smaller area. I triggered a raid with dev mode and it didnt work. I built a larger version and it still didn't work. Suggestions?
Remember to have colonists pop out and shoot AFTER the raiders attack the walls. Tell me how you go!
Hey guys
New player started only about a week ago ( played about 100 hours in that time). I have a question about pirate bases. So I decided to raid a base to see what it was like with 3 people. well somehow I beat and also got a prisoner. Can i just take over there base now. How do i do this as it said they will reform in 24 hours? Also if they reform do they take the prison. I want more people?
Quote from: jdc on January 22, 2017, 07:18:26 PM
I built the "Attention Suppressor" trap on the map with a smaller area. I triggered a raid with dev mode and it didnt work. I built a larger version and it still didn't work. Suggestions?
My guess is that it needs a sufficient size to work at all. And the wiki is often outdated, possibly Tynan considered that an exploit and fixed AI behaviour.
How far away are the stars?
Quote from: Hirn0 on January 23, 2017, 12:51:54 AM
...
Can i just take over there base now[?]
How do i do this as it said they will reform in 24 hours?
...
I believe if you've caused the enemy at their base to retreat, you can switch back to the world map, select the base, and you'll be given the option to settle there.
Actually settling there requires that you are not already at the max number of settlements selected in the option menu (default is 1).
-----
Quote from: Spdskatr on January 22, 2017, 10:45:41 PM
Now explain why "this sentence is false" actually makes sense ;D
Not a question. :P
Quote from: Spdskatr on January 22, 2017, 05:44:11 AM
Why is the sky blue?
I'm all seriousness, nice work with this post Louis. I don't like questions being spaced sporadically all around the forum such that I have to find them myself.
I'll also be on Discord answering you guys' questions, so go visit there as well. Maybe even pet Wolfy!
Laters!
Thanks very much buddy :) Have a good day/night, depending on where you are :P
The closest is about 1AU (150 mio. km) away.
So, in a late game, moving a caravan on the world map bogs down my CPU horribly.
I did the Sea Ice challenge, and booked for the ship. around a year in, the game would stutter horribly if I tried to move the camera while the game was running. 2 years in it was almost impossible to give any orders or move the screen on the world screen while unpaused.
BUT when i paused the game on the world map, the game scrolled easily and smoothly with no stutter or slowdown (until i unpaused)
And to be fair, I abandoned my base and was taking a SOLO pawn across a (admittedly 100% rendered) world. Theoretically the only thing that the game should have to track at that point is my colonists needs, moodlets, gear, random event chance, and time cycling.
My assumption is that the increased CPU usage stems from raiding pirate bases, stealing, and running, and the game having to track those pawns or bases.
My question is:
Has anyone else experienced a similar issue? LONG caravans/nomadic games bog the CPU horribly while on the world screen? If so, does anyone have any clue as to the exact cause?
Quote from: Limdood on January 23, 2017, 11:04:12 PM
So, in a late game, moving a caravan on the world map bogs down my CPU horribly.
I've noticed that I get significant slow downs when I have certain menus open. Like if I have the needs tab of a pawn open while I am ordering them around the game can get fairly laggy. While the game is paused and the same menus opened I have no lag.
I'm assuming these issues are related. The world map is (as far as I imagine) another type of menu overlay and having it open while the game is running causes the slowdown.
Have you tried closing the world map and having no open menus while the game runs? Just leave the camera watching your long abandoned base while your caravan makes its way across the world.
It was an abandoned base....Like...i hit the abandon button.
The base isn't there anymore.
After you abandon your base, your caravans move much much faster (the triple speed button makes a day go by in seconds instead of minutes, since it doesn't calculate ANY random base events (solar flare, toxic fallout, wanderers, etc.)
Well, if you're not opposed to testing, try backing up your save and settling a new base. Then, just leave the world map closed while you travel and see if there is any sort of improvement.
remember, the game time passes about 10x faster while you DON'T have a base...any actual increase in performance would be completely offset by the immensely reduced simulation time.
Settling a base MIGHT be smoother, but it would also be way way slower, which kind of removes the point of smoothness...