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RimWorld => General Discussion => Topic started by: Yoshida Keiji on October 17, 2018, 06:27:50 PM

Title: RimWorld Inconsistencies
Post by: Yoshida Keiji on October 17, 2018, 06:27:50 PM
You plant cotton and with "Carpet making" you can lay carpets in 5 colors: Red, Green, Blue, Cream and Dark. However, when you tailor clothing with cotton... apparels can only be made...cream color...

What happened with the dyes used to color the carpets?
Title: Re: RimWorld Inconsistencies
Post by: 5thHorseman on October 17, 2018, 06:34:31 PM
If fully grown corn gets too cold, it is destroyed by the temperature. Unless you pick it. Then it lasts forever because it's frozen.

Title: Re: RimWorld Inconsistencies
Post by: Shurp on October 17, 2018, 06:37:28 PM

^--- LOL

I also wonder how anyone cooks anything with frozen eggs.  I can't imagine they're edible after they're defrosted.
Title: Re: RimWorld Inconsistencies
Post by: Dark_Inquisitor on October 17, 2018, 06:53:28 PM
Well, I always liked how RimWorld colonists store things - neat storages with 1 square meter cells, even for literally one pill or other small item.
Also, most of them are kind-of magicians too; i mean, can you hide ALL of your hair under hats too?
Title: Re: RimWorld Inconsistencies
Post by: AileTheAlien on October 17, 2018, 08:01:03 PM
can you hide ALL of your hair under hats too?
The Five-Man Electric Band says yes. (https://www.youtube.com/watch?v=oeT5otk2R1g)
Title: Re: RimWorld Inconsistencies
Post by: Serenity on October 17, 2018, 08:12:36 PM
Also, most of them are kind-of magicians too; i mean, can you hide ALL of your hair under hats too?
There is a cool mod that allows you to show hair with hats:

https://steamcommunity.com/sharedfiles/filedetails/?id=1180826364
Title: Re: RimWorld Inconsistencies
Post by: [email protected] on October 18, 2018, 01:40:50 AM
I like how infinite chemreactor plus chemfuel powered generator combo defies Energy Conservation Law, one of the most fundamental laws of Universe. Infinite chemreactor requires 300 watt to produce 75 fuels in 10 days from air which is 40 watt-days per fuel unit. And chemfuel powered generator takes 30 units of fuel to produce 1000 watt during 6.7 days which is 223 watt-days per fuel unit. Isn't it wonderful?! You can place one next to another and always have 700W of free power and spare 30 units of fuel every 10 days. These all just come from air! It's unnatural but I think this is how the game should really be.
Title: Re: RimWorld Inconsistencies
Post by: ruckenhof on October 18, 2018, 03:27:28 AM
I believe Infinite chemreactor is supposed to be "magical". Sorta like Vanometric power cell, which does the same thing in a more straightforward fashion - here's your 1000W of energy from nowhere.
Title: Re: RimWorld Inconsistencies
Post by: PatrykSzczescie on October 18, 2018, 06:25:37 AM
When a family member is attacking us during raid, it's a great chance of killing the member during fight, assuring a morale loss for colonists affected by their killed family member. But they fight as normally.
Title: Re: RimWorld Inconsistencies
Post by: TheMeInTeam on October 18, 2018, 04:35:53 PM
I like how infinite chemreactor plus chemfuel powered generator combo defies Energy Conservation Law, one of the most fundamental laws of Universe. Infinite chemreactor requires 300 watt to produce 75 fuels in 10 days from air which is 40 watt-days per fuel unit. And chemfuel powered generator takes 30 units of fuel to produce 1000 watt during 6.7 days which is 223 watt-days per fuel unit. Isn't it wonderful?! You can place one next to another and always have 700W of free power and spare 30 units of fuel every 10 days. These all just come from air! It's unnatural but I think this is how the game should really be.

Hans Lemurson was already breaking thermodynamics over a year ago with trees + fueled generator math.
Title: Re: RimWorld Inconsistencies
Post by: Yoshida Keiji on November 08, 2018, 07:30:37 AM
* Mortars: require shells to fire.

* Turrets: require "steel" rearming.

* Firearms: ...on the other hand...have infinite ammunitions.
Title: Re: RimWorld Inconsistencies
Post by: Bozobub on November 08, 2018, 09:23:03 PM
Hans Lemurson was already breaking thermodynamics over a year ago with trees + fueled generator math.
Ha!  I remember that thread.  It was a very interesting deconstruction of game mechanics; Hans is very good at that.
Title: Re: RimWorld Inconsistencies
Post by: walleras on November 09, 2018, 11:25:05 AM
I am hungry, oh look, the freezer is on fire, let me go there and not the kitchen where there is also food.-Soon to be dead
Title: Re: RimWorld Inconsistencies
Post by: Daimonin on November 10, 2018, 02:47:22 PM
I am hungry, oh look, the freezer is on fire, let me go there and not the kitchen where there is also food.-Soon to be dead

Even better: I'm hungry. Like really really hungry. Good thing I got to the kitchen, and found a fine meal I'm in the process of ea... On second thought, let me just go into a mental break coma due to hunger.
Title: Re: RimWorld Inconsistencies
Post by: 5thHorseman on November 10, 2018, 04:01:21 PM
I am hungry, oh look, the freezer is on fire, let me go there and not the kitchen where there is also food.-Soon to be dead

Even better: I'm hungry. Like really really hungry. Good thing I got to the kitchen, and found a fine meal I'm in the process of ea... On second thought, let me just go into a mental break coma due to hunger.

Or my personal favorite: I'm getting kinda peckish but there are no prepared meals. Let me go into the kitchen, grab some raw meat from the stack right next to the stove, and carry it to the table to eat. Not, you know, cook it or anything.

Though, none of these are inconsistencies, merely boneheaded moves by pawns.
Title: Re: RimWorld Inconsistencies
Post by: Shurp on November 10, 2018, 04:26:51 PM
Going into a mental break due to hunger *while eating* is far worse than merely boneheaded... especially when now he's a "sad wanderer" who refuses to eat for days...

...and then goes berserk the moment his mental break ends because now he's *starving*!!!

But let's face it, if pawns weren't so retarded, they wouldn't be so much fun!
Title: Re: RimWorld Inconsistencies
Post by: Daimonin on November 21, 2018, 02:59:25 AM
Fun? I just had a pawn break while defending from a pirate raid. And wonder out into the firing line to grab some drugs a pirate dropped....

I didn't even try to save him from being kidnapped. Colonies better off without someone that dumb. :p

I do wonder about the thought process of the pawn whose response to a colonist dying is to GO AND DIG UP THE CORPSE AND LEAVE IT IN THE DINING ROOM! "Oh no, Joe can't be dead, see he's right here. Say good morning Joe."
Title: Re: RimWorld Inconsistencies
Post by: Shurp on November 21, 2018, 07:21:51 AM
Maybe we need a "taxidermy" task so that a pawn with medical and tailoring skill can properly preserve Joe and set him up in the dining room.  "Nope, I'm not going to let you bury my Joe.  I'm going to keep him right here so he can watch over our colony!"

I keep telling you, this isn't Rimworld we're playing.  It's Suicide Cult Architect.
Title: Re: RimWorld Inconsistencies
Post by: Yoshida Keiji on January 31, 2019, 08:14:53 AM
While playing in Lost Tribe scenario, you will oftenly receive calls from "Chased refugees" asking for help... when you still haven't even built the Comms Console yourself yet...
Title: Re: RimWorld Inconsistencies
Post by: TheMeInTeam on January 31, 2019, 10:25:23 AM
While playing in Lost Tribe scenario, you will oftenly receive calls from "Chased refugees" asking for help... when you still haven't even built the Comms Console yourself yet...

Crash landed can also get this event before having the technology or actual comm console.  The AI ship can also contact you and give its location across the world (with a detailed map) seemingly without any means for you to receive communication.
Title: Re: RimWorld Inconsistencies
Post by: Shurp on January 31, 2019, 09:32:52 PM
Maybe you're getting smoke signals instead of a radio transmission.

Hmmm, then again, my colony is on an ice sheet, not much wood around to send smoke signals with.
Title: Re: RimWorld Inconsistencies
Post by: Farje on February 02, 2019, 11:46:30 AM
All this just goes to show that you cannot take your eyes off your pawns..... ever. :)
Title: Re: RimWorld Inconsistencies
Post by: Ukas on February 05, 2019, 06:28:45 AM
Going into a mental break due to hunger *while eating* is far worse than merely boneheaded... especially when now he's a "sad wanderer" who refuses to eat for days...

...and then goes berserk the moment his mental break ends because now he's *starving*!!!

See you're thinking in terms of what is rational while you should be thinking in terms of mental breakdown.

When you're really hungry, starving, you start to develop hallucinations, which can lead to a psychosis, and you're not so rational anymore. Psychosis then can lead to several outcomes. You might think the food in front of you is poisoned, because the huge black bat standing beside you just said so. And next thing you know, your world suddenly becomes filled with rainbow colored spiders who you perceive are out there to get you. Obviously your mind & body has a really hard time making sense of this, because there is no sense, the outcome can be something total - like aggressively violent rage, or passively almost total shutdown.
Title: Re: RimWorld Inconsistencies
Post by: Yoshida Keiji on February 19, 2019, 05:14:20 PM
When you build structures, you need materials.

* Lost Tribe players may start with wooden walls.
* You may build doors of wood.
* In tribal Ice Sheet, you build structures with steel, which is more resistant and due to lack of trees.
* Eventually everybody upgrades to walls and doors of stone which are fire proof and are largely available.
* The most extremist will even build walls and doors of rare materials, it becomes expensive and probably not able to complete in one single shot.

* However...roofs are for free and require no materials... ... ...
* But flooring does... ... ...
Title: Re: RimWorld Inconsistencies
Post by: Canute on February 20, 2019, 03:28:29 AM
Now you want that roofing need resources too ?
And after 20 version of Rimworld you notice this, the roofing thing is nearly since the beginning. At early stages a room became auto-roofed when it was an enclosed room.
So basicly the build roof (even without resources) is want you wanted, made it more difficult.

Title: Re: RimWorld Inconsistencies
Post by: Yoshida Keiji on February 20, 2019, 06:22:53 AM
Did I explicitly said that I want it?

I was just reporting it objectively, pretty much like a bug report.

I did however said countless of times that I started RW since Alpha 16, so I don't have the experience of 20 versions. The earliest version I ever played was Alpha 4 and I am very well aware that any room with more than three doors would NOT get a roof.

Now, I don't know exactly why you misunderstood me. But if you want to ask me what I "do" want with inclusion of historical content... at the moment that would be the Gibbet Cages.

http://ludeon.com/forums/index.php?topic=47038.0

I know the mechanics have changed but to me it looks totally possible to bring it back, which technically it would just be "recycling". And I have even been fantasizing about it for a while. Content related:

* We now in v1.0 we have "Give-up" event... and I would really love to see more depth in-game by including this character behavior in Visitors, Caravans and even Raids. It would be "THE" way to get into your colonist roster, that relative without causing foreign relation problems. Why pawns would only leave from the player side out, but no outer colony towards the player side? We even have character background "Defector".

To me it would be completely hilarious to have the Gibbet Cage back, that could even be used for those circumstances when a player doesn't have a Prison built yet, and instead of going for the hassle of building an extra room, just build the cage. In Alpha 4, I can see that you could only place a corpse there... but I would totally love to be able to place alive prisoners in there, with a chance of Prison Break as well. Then what reaction we could get from the next visitors, traders or raid if another relative sees a Gibbet Cage prisoner and are actually related and what interactions could generate.

So far...we can get relatives in trade caravans...and those members might very well pass by an acquaintance but in v1.0 have no interaction whatsoever...

Back then, there used to be Fear, Loyalty and Happiness, I don't see how that could not be handled by the current mood system. I want a Gibbet Caged corpse to generate mood debuff for future raiders. As well as I would love to see my colonists who are Sociopaths get a mood bonus whenever wandering nearby a cage, and even have it provide Joy by taunting a live prisoner. In the early Alphas, traits had no impact to the Gibbet Cages but now we can...but we have nothing...

I would love to see the Handful of Stones back as well, I don't know why it was removed.

But back to this topic, I don't regard roofs as a high priority to fix...it's just odd. Why can't I just point it out without generating a drama?