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RimWorld => General Discussion => Topic started by: Halinder on December 27, 2014, 09:35:50 AM

Title: The Most Annoying Thing In Rimworld
Post by: Halinder on December 27, 2014, 09:35:50 AM
What do you find to be extremely frustrating or otherwise mildly annoying in Rimworld?

Inferno cannons. What's that, you managed to kill the heavy charge blaster mechanoid doing all the actual damage? We'll now send these fuckers at you! You'll have to micromanage your colonists to unmilitarize them and manually extinguish so they have enough time to react, but even that doesn't matter because they shoot further than your /goddamned snipers/. You wanted to move closer? Please enjoy watching your colonist run twenty feet in a complete U-turn as they try to escape fire only to be pain-incapped a few moments later!

...screw those things.
Title: Re: The Most Annoying Thing In Rimworld
Post by: llunauk on December 27, 2014, 11:09:02 AM
I will add to this, but only after I say how much I love rimworld... I LOVE RIMWORLD!!!

I think my biggest problem is that my colonists hate sharing rooms!?  I'm like seriously... David does not want to share a room with Mary? Whats wrong with him!?  Or my soldiers do not like the barracks I made them... ugh!  If your stranded on a alien world I think the problem of sharing a room would probably so far down the list it would probably never even pop into your head!  Infact the idea you actually had any kinda room with walls to keep the cold out would in itself be somewhat amazing! :D


Title: Re: The Most Annoying Thing In Rimworld
Post by: Col_Jessep on December 27, 2014, 11:34:09 AM
The M-24.

Because raider with 0 skill level in shooting can kill, cripple or incapacitate one of your colonists with a single shot. Attacking a siege camp becomes a lottery of life and death.
(Yes, I had that happen to my double-flame lvl 11 sniper. The raider had lvl 0, I checked. 0_o WTF)
Title: Re: The Most Annoying Thing In Rimworld
Post by: Menuhin on December 27, 2014, 12:09:11 PM
Quote from: Col_Jessep on December 27, 2014, 11:34:09 AM
The M-24.

Because raider with 0 skill level in shooting can kill, cripple or incapacitate one of your colonists with a single shot. Attacking a siege camp becomes a lottery of life and death.
(Yes, I had that happen to my double-flame lvl 11 sniper. The raider had lvl 0, I checked. 0_o WTF)

I know what you mean.  Those Brawlers with M-24s are deadly, and it just doesn't seem right.  Sometimes colonists vs. raiders just doesn't seem right.  similar to how much damage a low skilled melee raider will do when faced against 3 colonists in melee range.
Title: Re: The Most Annoying Thing In Rimworld
Post by: nuschler22 on December 27, 2014, 12:24:03 PM
Quote from: Thravid on December 27, 2014, 10:58:18 AM
Annoying? That there are animals from Earth on an "Alien" planet. And that I have to micromanage my drafted soldiers, why can i just set they place somewhere, and if i press a button, if an attack happens, they would all be drafted at once and go to the places i set for them.

Also, when i set my "home" area, i would like another button which doesn't let the prisoners to walk/go outside the Home area, lets say there is a mayor fire or crazy animals outside, etc.

There's a convenient mod for this.  I believe it's called "Miscellaneous w/o MAE" and it sets three draft positions using the 7, 8 and 9 buttons.  It can also force a colonist to eat or sleep.

It's not my mod but it should be easily found in the mod section.  I removed most of the other parts of the mod and just have it used for this specific purpose.  It's pretty amazing.

You do have to start a new colony for it to work.  But I have quite a few mods with it and there haven't been any conflicts.
Title: Re: The Most Annoying Thing In Rimworld
Post by: KDStudios on December 27, 2014, 01:50:34 PM
Colonists when putting out fires.
They will ignore the fire next to them in favour of someone half way across the map.
When that someone finally gets there to put out the fire they were "assigned".
They're STOOD inside the fire that has obviously spread in the time it took to walk up.
So the idiots get burned and just stand there while burning.

The rage is strong when that happens.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Cimanyd on December 27, 2014, 02:43:09 PM
Quote from: Halinder on December 27, 2014, 09:35:50 AMbut even that doesn't matter because they shoot further than your /goddamned snipers/.

Inferno cannons have a shorter range than M24s, so with the slow movement of centipedes you can get a shot off and move back again, if you're careful with managing your snipers.

Quote from: Thravid on December 27, 2014, 10:58:18 AM
Annoying? That there are animals from Earth on an "Alien" planet.

You must be really annoyed by all those humans on the planet, too, then? :D

Quote from: KDStudios on December 27, 2014, 01:50:34 PM
Colonists when putting out fires.

Drafted colonists will automatically put out fires next to them, so you can draft nearby colonists to manually put out fires (without worrying about prioritization) if necessary, if it's something important on fire or one of the fires got reserved by someone halfway across the map.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Summin on December 27, 2014, 02:52:40 PM
The fact that there isn't really much diversity to the technology, despite the game's theme being diversity
Title: Re: The Most Annoying Thing In Rimworld
Post by: Geertje123 on December 27, 2014, 03:01:44 PM
Quote from: Summin on December 27, 2014, 02:52:40 PM
The fact that there isn't really much diversity to the technology, despite the game's theme being diversity

I vouch for more tech!

The research bench isn't used much since you can basically research everything within a year or two
Title: Re: The Most Annoying Thing In Rimworld
Post by: KDStudios on December 27, 2014, 03:13:53 PM
Quote
Drafted colonists will automatically put out fires next to them, so you can draft nearby colonists to manually put out fires (without worrying about prioritization) if necessary, if it's something important on fire or one of the fires got reserved by someone halfway across the map.

I know, but I've got more important things to deal with than a petty little fires during a dry thunderstorm. Some of which I'm unaware of and only become aware of when the game tells me someone is injured due to this, thus being the most annoying thing in RimWorld and will remain so until addressed.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Wulfik on December 27, 2014, 03:14:35 PM
1x What I hate is, when there is attack that is based on mortars ( I play on biggest map only BTW so its far away) . They bring food and stuff, after I fight them off by my mortars or snipers I select the food they have brought with them to be pick-able, and as soon as my colonists arrive there they eat 1 piece of it and return back home instead of eating one and carrying it OR carrying it and then eat it in base. This is not only when there is attack but random food scattered all over the map is same problem. Like ... guuuuys ? + Sharing bedroom between BOYS & GIRLS is problem ? There should be characteristics like HOMO/HETERO/BI/ASEXUAL to change this tho. I understand frustration behind 2 guys in one room ( which isn't bad actually like roommates etc. ) but when there is boy and girl like whats the problem ? You sleep whole night anyway.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Shinzy on December 27, 2014, 03:46:30 PM
have you guys ever had to share a room with anyone
because people get on your nerves rrrrreaallly fast when you have to live with them
(could be a cultural thing I don't know)

But I'd still love to see some extra variety in pawns reactions to different things
not just the ones provided by the traits
-> Pawn Momondo doesn't mind sharing a room as much as Pawn Xavier and Pawn Isabelladonna-sharon von van flygt just can't stand sharing a room with anyone unless it's a poodle

Edit:
Also! survival meals are the most annoying thing ever =P
Title: Re: The Most Annoying Thing In Rimworld
Post by: Menuhin on December 27, 2014, 04:05:02 PM
I've lived in dorms where I had to share a room with others for 4 years of my life.  In all honesty its not bad, and with the right people quite fun.  Now... certain people can be a pain to live with.  But imo that is more of a problem with the people (abrasive personality) not as much something with actually sharing a room.

I think sharing a room along with alot of positive and negative mood affects would be better if they had more variability between different colonists.  Like having colonists share a room wouldn't be a negative mood affect but a positive one.  But sharing a room with someone incapable of social having a larger impact.
Title: Re: The Most Annoying Thing In Rimworld
Post by: ZebioLizard2 on December 27, 2014, 05:00:49 PM
Quote from: Thravid on December 27, 2014, 10:58:18 AM
Annoying? That there are animals from Earth on an "Alien" planet.

Well humans do things like bringing animals to area's so they can use them in some fashion, horses introduced to North America along with Cows etc.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Scotty on December 27, 2014, 05:02:31 PM
Attempting to assault an enemy mortor position with snipers. And getting your colonists instantly snipered :(
Title: Re: The Most Annoying Thing In Rimworld
Post by: nuschler22 on December 27, 2014, 05:28:41 PM
Two things come to mind.  One a game issue, the other a "the way I play" issue.

First, the hunting friendly fire issue.  I don't have my colonists hunt anymore because hunters tend to shoot each other and other colonists who are hauling.  I have been force firing turrets to get my animals lately which have worked very well.

Second, enemies dropping down right on my colony without warning.  I sort of corrected this by adding a big area where my trade beacon is and walling it in, then opening and closing the roof when I want to trade.  I also use this area as my "kill room" so that I don't have to haul the bodies anywhere else, strip them, and then haul the clothes to the trade area.  It feels a little cheap, but it's well worth it in the long run.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Tynan on December 27, 2014, 06:12:10 PM
This is a very useful thread for me!
Title: Re: The Most Annoying Thing In Rimworld
Post by: mbos14 on December 27, 2014, 06:29:55 PM
a thing that i find anoying is the blood and dirt outside. I mean why isnt it either washing away with the rain or get blow away(the dirt ofcourse) with the wind over time.
Also the hauling in hunting thing is anoying especially on the larger maps.
Hunting thing might be resolved with either using traps that need to be set up and baited or making it early game only and adding something like animal caretaking for you meat late game.
Hauling can be solved like some said by adding a robot (it ads the extra research) that only does hauling.
but the most anoying thing in the whole game is stil the fires. There is one mod that added a weapon version of the fire extinguisher so that might help us for now tought.

i do apologise that i sound frustrated and i think the once's above will agrea with me that we love this game and we want it to be great.
Title: Re: The Most Annoying Thing In Rimworld
Post by: xlockeed on December 27, 2014, 08:16:56 PM
Summary

1.Raiders with no sniping skill killing in one shoot. Current 50/50 even when wall cover is being used.
2.Alien world has Earth animals. Mix it up and make stuff up, pink terror-monkey but pink sprite. Rock crawler-turtle but with chunk sprite and has limbs. Vine worm - snake. Tree rats - squirrels. Then again I have no idea how hard it would be to go back through and rename all the line code to reflect changes to names.
3.Stains outside do not wash away. I like how dragging and walking through mess tracks it everywhere. But if it rains it should wash away if outside.
4. Survival meals, aka ai choosing farthest meal. Being looked into.
5. Fires that are not fully put out relighting into a blaze again. Small sparks that get ignored and begin making a large scale fire again.
6. Trade interface. Personal one of mine. Needs number input, really difficult moving mouse left and right when you want a specific amount.
7. Hunting / friendly fire. Ai taking it's fullest range of current held item to setup. So I use to have sniper hunters and I found the ai would go find a spot, and in the mean time the targeted animal would roam away from or behind a rock area. The hunter then moves to yet another location and begins to fire. So I switched them to pistols, now they run in between each other while hunting resulting in medical needs. Friendly fire is one thing but I've had this happen when a normal colonist will be in between ques and assist in shooting hostiles this can be dicey if in the middle of a colony. Do not get me started on visiting idiots and their enemies popping in to visit as well. Nothing like having ten neighbors floating around your base and your tribal friends pop in only to start a fire fight in the middle of your town!
8. Can not help downed allies. Would be nice if there was a rescue so n so and get a plus to relations if they make it alive. Really hate watching blues slowly die and bleed all over my clean floors!
Title: Re: The Most Annoying Thing In Rimworld
Post by: llunauk on December 27, 2014, 09:37:13 PM
9.  Colonists being angry about "Sharing Rooms!"  :P

I get quite frustrated when I'm starting a new Colony that I have to randomize my colonists over and over until I find the 'right ones' and then by accident skip past one I like and being unable to 'go back' .... in fact the whole lack of 'customizable colonists' frustrates me because I would like to pick them and tailor make them down to their specific outfits and colours to meet my specific requirements.  Each colony usually has a set purpose and say I want to have them all as cannibals that would take considerable clicking with the character randomizer.  I understand people have come up with character creators in the mods and such but it seems they are all out of date currently. 

Title: Re: The Most Annoying Thing In Rimworld
Post by: Drahkon on December 28, 2014, 02:24:57 AM
Edb's Prepare Carefully should fit your needs llunauk. I'd love to have a 'Pick 3' mode for colonist selection at start. Twenty people trying to scramble off the failing ship? I'll go with these three.

As for most annoying part? Crazy unlucky RNG. Four of your highly skilled snipers in excellent cover vs their 0 skill brawler and 2 skill trigger-happy fella standing in the open.. and three of yours get oneshot. Or 1/2 of your colonists cleaning up a previous raid, and mechanoid one drops in right between them and your base picking off the ones moving through before you can even move them out. A Little more warning would be nice, even if it was only 'incoming around here in 20 seconds'
Title: Re: The Most Annoying Thing In Rimworld
Post by: lokarn on December 28, 2014, 03:09:38 AM
After roughly 15 colonies and about 50 hours of game time I have these issues to gripe about, some seem to be frustrating others as well.

1. Colonists choosing the "best" meal based on nutrition with zero regard as to distance. IMO it should have more math. IE choose the meal closest to them to eat that is also the highest nutrition coders need some if then coding in there.

2. Friendly fire while hunting. While adding some entertaining moments, it's very annoying to have your colonist blow off the other's leg while hunting a squirrel.....

3. Hunting related; Why do they stand at max range? Have them move to 80% range for hunting at least. I HATE having a colonist go nuts because they took forever hunting due to them aiming, then moving then aiming then moving then aiming then moving.......... repeat 50 more times.

4. The sharing a bedroom debuff is too large, and needs a rework. Do you know how hard it is to get a room for every single colonist? You run out of room so fast, and it's a nightmare keeping them all cooled/heated/both at all times.

5. In the trade interface sometimes my mouse interacts with a line a few lower than the one I am hovering over, and it's even lit up, no idea why.

6. The tribal faction attacks with far too many numbers. I was playing on Phobe hardest setting and I had to defend from 30 of them. I was able to defend just fine, but then I had to make 30 graves for one attack, then they attacked again right after with even more! I restarted because making graves isn't really fun and I had a feeling that was going to be what I did all game. Or burn corpses all day every day.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Cimanyd on December 28, 2014, 04:10:51 AM
Quote from: KDStudios on December 27, 2014, 03:13:53 PMSome of which I'm unaware of and only become aware of when the game tells me someone is injured due to this

Dec 12 changelog

Quote from: lokarn on December 28, 2014, 03:09:38 AM
6. The tribal faction attacks with far too many numbers. I was playing on Phobe hardest setting and I had to defend from 30 of them. I was able to defend just fine, but then I had to make 30 graves for one attack, then they attacked again right after with even more! I restarted because making graves isn't really fun and I had a feeling that was going to be what I did all game. Or burn corpses all day every day.

You get more enemies per attack with the higher difficulty settings. That's what they do.

Quote from: xlockeed on December 27, 2014, 08:16:56 PM
2.Alien world has Earth animals. Mix it up and make stuff up, pink terror-monkey but pink sprite. Rock crawler-turtle but with chunk sprite and has limbs. Vine worm - snake. Tree rats - squirrels. Then again I have no idea how hard it would be to go back through and rename all the line code to reflect changes to names.

I don't really understand the point of this... you want some of the animals (snakes, squirrels) to be the same, but renamed? Why?

(You might want to read the RimWorld Universe Quick Primer (https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub) and Longsleep Revival Briefing (https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub))

I would like even more different and unusual animals and plants, whether genetically modified (like alphabeavers and boomrats) or even some more "normal" animal characteristics, like carnivores that eat other animals instead of grass, or snakes that are actually venomous. But this isn't really annoying, any more than having only normal humans when that says there are lots of different kinds of humans, modified one way or another.

How did normal non-alien animals get to other planets? It's part of the terraforming process, apparently:
(Not that the game's rimworld is an animal world; it's had humans on it for a long time to have the ruins, cryptosleep shrines, and compacted steel and plasteel. And of course it has at least those five human factions.)

I want whip cacti guarding my colonies now. Tynan?
Title: Re: The Most Annoying Thing In Rimworld
Post by: lokarn on December 28, 2014, 04:41:07 AM
Quote from: Cimanyd on December 28, 2014, 04:10:51 AM


Quote from: lokarn on December 28, 2014, 03:09:38 AM
6. The tribal faction attacks with far too many numbers. I was playing on Phobe hardest setting and I had to defend from 30 of them. I was able to defend just fine, but then I had to make 30 graves for one attack, then they attacked again right after with even more! I restarted because making graves isn't really fun and I had a feeling that was going to be what I did all game. Or burn corpses all day every day.

You get more enemies per attack with the higher difficulty settings. That's what they do.


  You say that as if it answers my point. Again, they have too many. Not because it's hard, because it isn't. They are simply annoying. Why are they annoying? Because making 75 graves for two attacks has a zero fun rating. I understood the numbers would be 160% of what "challenge" would send. My point was it's too many. The other factions are ok. Pirates sent about 15-22 but these guys sent 30+ then about 40.  literally 5 mins apart in real time.

You could say my actual problem/complaint is with the grave making. I just don't see any value at all in fun terms with having to deal with the dead that are forced upon you. Yes I know you can research the incinerator, again zero fun unless you're a weirdo.  Plus these were the first two attacks ever sent. I wasn't planning to research incinerators so soon.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Coolrah on December 28, 2014, 06:24:20 AM
Honestly my only gripe with this game are certain events that you can't prepare for or minimize the damage from such as the random battery explosion. But honestly I can't say I'm annoyed because most of the time if I don't like or feel as though its not right the feeling is quickly replaced by this game is not even in beta but for what it does have and the thriving modding community gives this game a lot of more replayability than some games people go out and pay $60+ for so I just look at it as its a growing process and we can go our own way of trying to make the game better for ourselves. Plenty of the gripes other people before me have can be eased or fixed by some mods we have now.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Pathing on December 28, 2014, 07:37:15 AM
There are 2 things that I think they are ones of most annoying.
1. When I tried to send someone to extinguish the fire, it said... the fire was reserved by.... xxx and where was this xxx? after a while, I found xxx at the other side of colony... and the fire was burning!!!
:'(
2. visitors from other towns killed my prisoners! I had no choice but to attack them and their entire faction became my enemies! now only thing I can do is shooting at visitors on sight if they are going into my colony  :)
Title: Re: The Most Annoying Thing In Rimworld
Post by: bullwinkle on December 28, 2014, 08:52:09 AM
I feel like the shooting skill should mean more. A level 15 shooter should hit a lvl 1 shooter 5 times before they get even a near hit. Especially when your outnumbered 5-1 at times. That I think would make late game raids easier without a kill zone or without burying into a mountain.

Another annoying thing which has been said already is the fact that colonists will walk across the map to eat a meal, get nothing done then start to lose their minds by the time they get back. When there's food ready and available in the colony.

Prisoners that tend to always have mental breaks should be able to be put in hand cuffs or a straight jacket of sorts to stop them from incaping my guy in full power armour.

I agree with the shared bedroom debuff being to strong as in early game it's hard to get everything done and make separate rooms for everyone.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Shinzy on December 28, 2014, 09:03:30 AM
Quote from: bullwinkle on December 28, 2014, 08:52:09 AMI agree with the shared bedroom debuff being to strong as in early game it's hard to get everything done and make separate rooms for everyone.

I don't really find it too strong at all (I've never had any issues with that except with some really volatile pawns but =P)
maybe it could be made as a stacking effect though
sort of like cupla days is okay but then the need for some privacy starts to kick in
and the amount of discomfort coming per day would depend on the pawn itself or something like this
Title: Re: The Most Annoying Thing In Rimworld
Post by: llunauk on December 28, 2014, 09:36:54 AM
Quote from: Drahkon on December 28, 2014, 02:24:57 AM
Edb's Prepare Carefully should fit your needs llunauk.

I seen images from it posted before but there was no mention of the mod name, I tried searching "Pawn Editor, Character Editor, Colonist Changer.. " ...all kinds of stuff.   Thank You!  :D
Title: Re: The Most Annoying Thing In Rimworld
Post by: Asero on December 28, 2014, 10:51:09 AM
Want an option to turn 'disasters off' without having to mod the game files. I can deal with raids and diseases, but my crops constantly being 'blighted' and 'blackouts' really get on my nerves.

Mods that completely clutter up the build interface. Maybe include an option for smaller icons?
Title: Re: The Most Annoying Thing In Rimworld
Post by: Col_Jessep on December 28, 2014, 11:49:35 AM
Quote from: lokarn on December 28, 2014, 03:09:38 AM
2. Friendly fire while hunting. While adding some entertaining moments, it's very annoying to have your colonist blow off the other's leg while hunting a squirrel.....
Oh yeah, I forgot about that! It would be really nice if the hunters would not shoot when there are friendlies in the line of fire. It's really aggravating if you have to patch up a colonists with 5 holes in him courtesy of Urist McShortsighted's carelessness. =3

Btw, brawlers hitting with M-24 doesn't seem to be a rare occurrence as I believed. Is it possible that there is a bug that gives those brawlers a higher chance to hit than they should have? Or are we just biased because that is stuff you will remember for a long time?

Anyway, maybe the M-24 should require a shooting skill of 5 or 6 just to be usable? From my experience in the military I'd say somebody without any training is more likely to injure himself than to hit anybody with a sharpshooter weapon. To a "brawler" it would be more useful as a club, imo.  ;)
Title: Re: The Most Annoying Thing In Rimworld
Post by: Menuhin on December 28, 2014, 12:24:37 PM
So although I understand a lot of the complaints about the hunting friendly fire.  In some ways I like that it is a possibility and will note that I find it currently playable. 

I primarily don't use burst weapons and have careful shooters as my hunters which on most larger animals gives them a 99% chance to hit.  This normally makes hunting much quicker and much safer. 

There also seems to be a lot of people who really dislike having items forbidden for hauling.  But using that to control what area of the map your haulers are moving around is a very useful tool.  Then not selecting all the animals on the map to be hunted at the same time.  By doing that I do not have any problem supporting a fair sized colony (10'ish colonists) with meat.

I would like to see some minor tweaks to hunting though.  But more along the line of not standing at max range to hunt.  Maybe a small buff to accuracy when hunting instead of being drafted.  And I'm not sure if really possible, but having animals run away from people unless they're hunting. 
Title: Re: The Most Annoying Thing In Rimworld
Post by: Col_Jessep on December 28, 2014, 01:29:13 PM
I tend to hunt with my worst shooters and pistols. Why? Training. They gain 10x as much XP as if I have them shooting a wall and are doing something productive (sorta). Max range is even a nice thing since they will need A LOT of shots to hit anything which trains them even faster. The only problem is that there are a lot of stray bullets and they will happily shoot each other in the back...  ;D
Title: Re: The Most Annoying Thing In Rimworld
Post by: Lochar on December 28, 2014, 02:58:26 PM
I agree with the following:

Travelling across map for food. Survival Rations shouldn't be higher than simple meals anyways, they don't spoil and would think a step above nutrient paste. But aside from that I hate that I unforbid to try to get them to haul it into storage only to have them go and eat it on ground and not bring any back unless I start micromanaging. Maybe need 2nd forbid to eat option.

Friendly fire - have to keep my hunters down to a few because way too many shooting accidents.

Shooting skill of Colony vs NPC - they are way more accurate and deadly with lesser skill than my colonists. Also master shooters still take about 10 shots to kill a squirell/boar sometimes....

Lack of good ranged commands. A hunter can auto range a target but during combat I have to manually try to find gun range and then move them into a cover spot to open fire, then keep moving them if AI moves out of range.

Lack of assigning stations - way too many lower skilled folks always steal the crafting stations.

that's my main list anyways




Title: Re: The Most Annoying Thing In Rimworld
Post by: keylocke on December 28, 2014, 03:41:32 PM
my pet peeves would be :

-inadequate self-preservation system : (suggested fix) eat first before sleep -> take care of self first before others -> take care of fellow colonist first before prisoners -> take care of prisoners -> if low morale but not hungry or sleepy and no one to take care of, go to area with highest beauty value

-food distance vs quality + flaws in the hauling mechanics : as others mentioned, distance of food from pawn should be considered vs quality, when looking for something to eat. the hauling system for stacks is also annoying.

-static traits and lack of psychological adaptation : current traits system doesn't seem to allow a colonist to "grow" as a person, so i think the traits system really needs a revamp and make it more dynamic so that people will gain or lose some traits based on their activity. (divide traits into several categories like : physical, mental, psychological.. so physical activities will mostly affect physical traits, etc..)

-accidentally destroying apparel : cremate/butcher should auto remove equipped items of a corpse in front of craft station.

-hunting tedium and lack of animal prioritization : i usually hunt for largest animals first so they don't wander off, before exterminating the vermin. problem with this is too much micromanagement. i'd rather just create a bill on the butcher's table that says : hunt X (animal type) within Y range of butcher table.. this would allow me to create multiple hunting bills and sort them however i like, without having to constantly scan the entire map searching for animals..

Title: Re: The Most Annoying Thing In Rimworld
Post by: Cimanyd on December 28, 2014, 05:45:59 PM
Quote from: Pathing on December 28, 2014, 07:37:15 AM
1. When I tried to send someone to extinguish the fire, it said... the fire was reserved by.... xxx and where was this xxx? after a while, I found xxx at the other side of colony... and the fire was burning!!!

(copying and pasting)
Drafted colonists will automatically put out fires next to them, so you can draft nearby colonists to manually put out fires (without worrying about prioritization) if necessary, if it's something important on fire or one of the fires got reserved by someone halfway across the map.

Quote from: Lochar on December 28, 2014, 02:58:26 PM
Lack of assigning stations - way too many lower skilled folks always steal the crafting stations.

I think the crafting/bill system should be redone. I was going to talk about it here but it would probably fit better in the What do you want in alpha 9/10? (https://ludeon.com/forums/index.php?topic=8372.0) thread...
Title: Re: The Most Annoying Thing In Rimworld
Post by: thefinn on December 29, 2014, 02:33:43 AM
1. My Favourite mods take too long to update.
That is all...
Title: Re: The Most Annoying Thing In Rimworld
Post by: thefinn on December 29, 2014, 02:35:43 AM
Quote from: Cimanyd on December 28, 2014, 05:45:59 PM
I think the crafting/bill system should be redone. I was going to talk about it here but it would probably fit better in the What do you want in alpha 9/10? (https://ludeon.com/forums/index.php?topic=8372.0) thread...

Agree with that too. love to have individual assignations for each table (including mods).

Same with the medical skill. Too often the main doctor needs treatment so u need to assign 2, but that also means the low-skilled guy ends up treating other people... annoying.
Title: Re: The Most Annoying Thing In Rimworld
Post by: ZestyLemons on December 29, 2014, 02:50:02 AM
Quote from: keylocke on December 28, 2014, 03:41:32 PM
my pet peeves would be :

-inadequate self-preservation system : (suggested fix) eat first before sleep -> take care of self first before others -> take care of fellow colonist first before prisoners -> take care of prisoners -> if low morale but not hungry or sleepy and no one to take care of, go to area with highest beauty value

-food distance vs quality + flaws in the hauling mechanics : as others mentioned, distance of food from pawn should be considered vs quality, when looking for something to eat. the hauling system for stacks is also annoying.

-static traits and lack of psychological adaptation : current traits system doesn't seem to allow a colonist to "grow" as a person, so i think the traits system really needs a revamp and make it more dynamic so that people will gain or lose some traits based on their activity. (divide traits into several categories like : physical, mental, psychological.. so physical activities will mostly affect physical traits, etc..)

-accidentally destroying apparel : cremate/butcher should auto remove equipped items of a corpse in front of craft station.

-hunting tedium and lack of animal prioritization : i usually hunt for largest animals first so they don't wander off, before exterminating the vermin. problem with this is too much micromanagement. i'd rather just create a bill on the butcher's table that says : hunt X (animal type) within Y range of butcher table.. this would allow me to create multiple hunting bills and sort them however i like, without having to constantly scan the entire map searching for animals..

I think I have to agree with all of this. The AI is kinda annoying a lot of the time, reserving stuff even though other people are closer and going across the map to eat packaged survival meals (that are totally not meant to be eaten 'just because I'm hungry').
Title: Re: The Most Annoying Thing In Rimworld
Post by: llunauk on December 29, 2014, 09:10:53 AM
Lack of Alien content.

It feels like Rimworld is pretty much just a part of Earth , perhaps like some unexplored region of it.  The plants and wildlife are pretty Earth like / similar and nothing has really yelled at me "ALIEN!" yet.  I don't feel like I'm on an alien world and the so called Alien stuff acts Earthy and not alien. 

Title: Re: The Most Annoying Thing In Rimworld
Post by: Amaror on December 29, 2014, 09:27:44 AM
Quote from: lokarn on December 28, 2014, 04:41:07 AM
Quote from: Cimanyd on December 28, 2014, 04:10:51 AM


Quote from: lokarn on December 28, 2014, 03:09:38 AM
6. The tribal faction attacks with far too many numbers. I was playing on Phobe hardest setting and I had to defend from 30 of them. I was able to defend just fine, but then I had to make 30 graves for one attack, then they attacked again right after with even more! I restarted because making graves isn't really fun and I had a feeling that was going to be what I did all game. Or burn corpses all day every day.

You get more enemies per attack with the higher difficulty settings. That's what they do.


  You say that as if it answers my point. Again, they have too many. Not because it's hard, because it isn't. They are simply annoying. Why are they annoying? Because making 75 graves for two attacks has a zero fun rating. I understood the numbers would be 160% of what "challenge" would send. My point was it's too many. The other factions are ok. Pirates sent about 15-22 but these guys sent 30+ then about 40.  literally 5 mins apart in real time.

You could say my actual problem/complaint is with the grave making. I just don't see any value at all in fun terms with having to deal with the dead that are forced upon you. Yes I know you can research the incinerator, again zero fun unless you're a weirdo.  Plus these were the first two attacks ever sent. I wasn't planning to research incinerators so soon.

It's literally impossible that the "first two attacks" have 30 guys plus. It's hardcoded that the first attack consists of one guy and they only slowly go up from there.
I usually just put them all in a dumping stockpile around a rock, were my colonists don't see them until i have the cremator and then it's usually no problem at all. I think you problem might be a bug that currently allows the "saw corpse" mood penalty to stack up more than the 3 times it's supposed to and drive all colonists insane form a large amount of bodies.

On Topic:
Hands down: Sieges with snipers are the most annoying and frustrating thing in the game right now. The one-hit kills are so random and yet so powerfull, that it's just not fun. If i loose a colonist it should be because i made a mistake, not because a raider, that doesn't know which side bullets come out of, miracously manages a headshot.
Title: Re: The Most Annoying Thing In Rimworld
Post by: RemingtonRyder on December 29, 2014, 11:11:48 AM
Not being able to be a goody-goody and help that wounded outlander. Especially when I'm basically sitting on a pile of herbal medicine that would have them up and about in no time.
Title: Re: The Most Annoying Thing In Rimworld
Post by: mbos14 on December 29, 2014, 04:25:29 PM
Colonist using the tables and chairs in the prison area while there is a perfectly good one just as far not inside the prison
Title: Re: The Most Annoying Thing In Rimworld
Post by: DarknessEyes on December 29, 2014, 06:38:05 PM
My hunters seem to hunt until they starve... Specially if the squirrel hides behind a wall...
Also one of my hunters have a minigun that cause alots of friendly fire while hunting... This happen with all guns but minigun is the worst i have seen so far.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Asero on December 30, 2014, 01:59:04 AM
Quote from: marvinkosh on December 29, 2014, 11:11:48 AM
Not being able to be a goody-goody and help that wounded outlander. Especially when I'm basically sitting on a pile of herbal medicine that would have them up and about in no time.

Agreed. It's not only annoying but somewhat unrealistic, especially if you have good relations with said neighbors. Usually I just help and then edit the save files afterwords to fix up the severed relations...
Title: Re: The Most Annoying Thing In Rimworld
Post by: Vonholtz on December 30, 2014, 02:50:59 AM
Hmm I am new to the game but the most Annoying thing I have found is I have to stop playing Rimworld to work and sleep.  ;D
Title: Re: The Most Annoying Thing In Rimworld
Post by: Matchstick on December 30, 2014, 03:46:46 AM
Quote from: Vonholtz on December 30, 2014, 02:50:59 AM
Hmm I am new to the game but the most Annoying thing I have found is I have to stop playing Rimworld to work and sleep.  ;D

I have to second that.  Soooo addictive  :)
Title: Re: The Most Annoying Thing In Rimworld
Post by: Aporatael on December 30, 2014, 11:39:22 AM
My pawns running half-way across the map to do one bit of work, then running back home to eat because now they are hungry. Then running back out to do a bit more work before running home to sleep. If they had just eaten before leaving home they would have gotten 10 time as much work done. Instead they spent most of their day running back and forth doing nothing useful. Even within my base it gets annoying. They wake up, run past the kitchen to plant a few plants, then run back to the kitchen to eat. It's not as much of a problem inside the base unless you have a large base. But it is still wasted work time.

Trees are affected by crop blights. They should be immune like devilstrand. I hate having to replant a bunch of trees after every crop blight.
Title: Re: The Most Annoying Thing In Rimworld
Post by: ShootyFace on December 30, 2014, 11:54:05 AM
Tons of good points here, good thread. Agree on most.

I am not a fan of how fire is handled in the respect that if the center portion of a geothermal generator or solar panel catches fire, it's just done for. Sure, you can deconstruct, but I feel like with the lack of research options, why not give us one for some sort of fire extinguisher that had a two or three tile reach? Same goes for a research table against a wall, my colonists should be able to put out the side against the wall without having to deconstruct something to do so.

I'm also waiting with baited breath for visitors to have a purpose. When they were first introduced, I absolutely LOVED the idea, but it just feels empty now. I mean, it's fun to watch fights break out between visitors and raiders/mechs, but having the ability to interact on some level with them, perhaps have them bring one or two items for trade, anything would be better that what's there now, which is pretty shallow.

For a game that relies on tactics, I hate having to micro my entire colony every raid. I would love to be able to designate defense positions and also create squads so I can bring my A-team to the fight and not have my brawler/doctor end up getting slaughtered. In the same vein, having an alarm you could sound during a raid that would send colonists to a 'safe' zone you designate would be a huge thing, in my mind.

Otherwise, I'd say I have to echo the need to make the world feel more alien. As of now, it just doesn't feel alien at all, really. Mechanoids were a good step in that direction, but elk? Cobras? Boars? I feel the 'earthiness' takes away from the game. Alien things don't necessarily have to have alien qualities like acid blood or lazer teeth or anything, but a bit of creativity in the realm of the flora and fauna of RimWorld would go a loooong way.

Even with those few quibbles, RimWorld kicks so much ass it's ridiculous.
Title: Re: The Most Annoying Thing In Rimworld
Post by: amul on December 30, 2014, 04:28:07 PM
Quote from: Lochar on December 28, 2014, 02:58:26 PM
...I hate that I unforbid to try to get them to haul it into storage only to have them go and eat it on ground and not bring any back unless I start micromanaging. Maybe need 2nd forbid to eat option.

Lack of assigning stations - way too many lower skilled folks always steal the crafting stations.

Quote from: llunauk on December 29, 2014, 09:10:53 AM
Lack of Alien content....I don't feel like I'm on an alien world and the so called Alien stuff acts Earthy and not alien.

Agreed!

Quote from: thefinn on December 29, 2014, 02:35:43 AM
Same with the medical skill. Too often the main doctor needs treatment so u need to assign 2, but that also means the low-skilled guy ends up treating other people... annoying.

To get around this, I use the manual prioritization mode, and setup my backup doctor with everything set to priority 3 except Doctor, which I set to 4. That way, the backup doctor never self-selects to heal people, but I can assign him to heal my main doctor.

Quote from: mbos14 on December 29, 2014, 04:25:29 PM
Colonist using the tables and chairs in the prison area while there is a perfectly good one just as far not inside the prison

Uncheck the "Gather Spot" option on the table in the prisoner's area. Should do the trick for you.

---

My additions to the list:

* I wish miners who can haul would haul back the stuff they mined when they are ready to return home. This would also emphasize the personality difference between the people who refuse to do Dumb Labor and the ones who will.

* The inability to make "circular" grow zones and stockpiles around my sun lamps and beacons.

* Inability to easily tell what is roofed and what isn't. I lost my entire crop due to a flash-freeze when I thought I had it all roofed in, because one square was too far from a nearby wall to support a roof tile.

Title: Re: The Most Annoying Thing In Rimworld
Post by: EscapeZeppelin on December 30, 2014, 04:53:03 PM
Quote from: amul on December 30, 2014, 04:28:07 PMI wish miners who can haul would haul back the stuff they mined when they are ready to return home. This would also emphasize the personality difference between the people who refuse to do Dumb Labor and the ones who will.

On a similar note I hate colonists who can build but not haul. They have no problem carrying all that material to the build site on the other side of the map but when I cancel the work they refuse to carry it back.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Mihsan on December 30, 2014, 08:25:16 PM
1) Solar panels on fire.
2) Colonists on fire.
3) Devilstrand + hydroponics + solar flare (and solar flares in general).
4) Nontreatable wounds (scar, old gunshot, brain damage... they are fun, but i want to do at least something with them).
5) Explosions of MG turrets.
6) Trading interface (how to sell 5000 potatoes: drag 150 potatoes, drag 150 potatoes...).
7) Searching for my 6 soldiers in tight base with 30+ people (some "soldier" profession and "draft soldiers" button, maybe? please?)
8) Large mechanoids (too much of them).
9) Mortars when i use them.
10) Survival meals.
11) Roofs that i can not remove.
12) Friendly fire.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Avis on December 30, 2014, 09:13:09 PM
When i send out some colonists to go mine, they go out accost the map, mine some ore and then walk all the way back empty handed. I end up manually forcing them to carry the ore on there way back. Had this problem for a while now. The other things I do not quite care for are: Solar flares, Having your turret based deference turn off and then being completely wiped out isn't much fun to me, for a while i actually just stopped using turrets because of it. And the ship part crashing early game. For the most part i agree with the rest of the thread.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Stannis on December 30, 2014, 11:18:21 PM
1. Prioritizing something and only getting the "blueprint" complete.

2. Friendly fire

3. Dismissing a notification with right click and having no archive

4. Idle hungry, tired and hot pawns not eating and going to a cool environment.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Drahkon on December 30, 2014, 11:51:34 PM
right clicking to dismiss a note I don't care about, only for a new one to appear under my cursor at that exact moment...
Title: Re: The Most Annoying Thing In Rimworld
Post by: praetor156 on December 30, 2014, 11:54:38 PM
No livestock for making better meals hunting is nice but once all animals are dead you end up waiting for the next group from the edge of the map
Title: Re: The Most Annoying Thing In Rimworld
Post by: Raufgar on December 31, 2014, 03:03:11 AM
Quote from: Asero on December 30, 2014, 01:59:04 AM
Quote from: marvinkosh on December 29, 2014, 11:11:48 AM
Not being able to be a goody-goody and help that wounded outlander. Especially when I'm basically sitting on a pile of herbal medicine that would have them up and about in no time.

Agreed. It's not only annoying but somewhat unrealistic, especially if you have good relations with said neighbors. Usually I just help and then edit the save files afterwords to fix up the severed relations...

I understand the need for this in the vanilla game, but The Miscellaneous w MAI Mod (https://ludeon.com/forums/index.php?topic=3612.0) (actually 2 mods in one) should help with this, amongst other things.

Quote from: amul on December 30, 2014, 04:28:07 PM
Quote from: mbos14 on December 29, 2014, 04:25:29 PM
Colonist using the tables and chairs in the prison area while there is a perfectly good one just as far not inside the prison

Uncheck the "Gather Spot" option on the table in the prisoner's area. Should do the trick for you.


Hey, TIL, thanks!
Title: Re: The Most Annoying Thing In Rimworld
Post by: mbos14 on December 31, 2014, 06:32:45 AM
Quote from: mbos14 on December 29, 2014, 04:25:29 PM
Colonist using the tables and chairs in the prison area while there is a perfectly good one just as far not inside the prison

Uncheck the "Gather Spot" option on the table in the prisoner's area. Should do the trick for you.

---

My additions to the list:

* I wish miners who can haul would haul back the stuff they mined when they are ready to return home. This would also emphasize the personality difference between the people who refuse to do Dumb Labor and the ones who will.

* Inability to easily tell what is roofed and what isn't. I lost my entire crop due to a flash-freeze when I thought I had it all roofed in, because one square was too far from a nearby wall to support a roof tile.
[/quote]

the gather spot thing does not work. they stil go there when its unchecked and dont go to the one thats checked.

also like the miner things would reduce extra hauling.

and the roof things if you hoover your cursor inside the room and it says that its outdoors then your missing a roof somehwere.(shame it doesnt tell where.)
Title: Re: The Most Annoying Thing In Rimworld
Post by: Grey_Mako on December 31, 2014, 09:41:13 AM
Lots of these all stand true for me, but my number one bug bear is this:

Not being able to overrule the auto slow down when an effing rodent is biting someone.

I play on super speed, and I just pause the game when I need to think. I like the auto slowdown as a sign that something's going down, but I find it so damned annoying that the game refuses to let me overrule it's judgement when I know that everything will be fine.
Title: Re: The Most Annoying Thing In Rimworld
Post by: rrooster on December 31, 2014, 10:34:10 AM
As the food distance vs. quality and hauling efficiency related topics have already been covered, what comes to mind is being able to limit each colonists movements to selected areas (could possibly be handled in similar manner as setting the home zone, but on individual basis). This way it would be possible, for example, to only have one specific guy or gal haul stuff from outside the base and having other haulers function within the safety of one's walls.

This function could additionally allow a separate set of limitations for when enemy is present (so, staying with the example, the lone long-distance hauler would automatically know to say within the walls at these times).

Even further, this would allow a system for setting up separate subcolonies within the same map. For example to have the more abrasive folk live on their own little hut on the other end of the map.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Spoonikle on December 31, 2014, 03:53:36 PM
Fire in general.

Colonists "reserve" a fire when they are like 40 min away preventing colonists on the scene from putting it out.
Plus we need extinguishers, make a gun that removes fire.

Colonists pathing through flames like complete doofuses and then they catch fire and run around like they have a death wish.

Nobody has a lunch box!

colonists starve to death in 2-1/2 ingame days without food :/

No colonist gets happy about not dieing to raiders and successfully defending without casualties... they are obviously not human because humans love killing people and getting away with it.
Title: Re: The Most Annoying Thing In Rimworld
Post by: prosims on January 02, 2015, 10:45:06 AM
1. When the colonost gets in fire he runs away with random direction sometimes under fire. The problem is that you can't change this direction until he reaches the point of his destination and colonist sometimes gets killed. Make it please able to chache his direction.
2. If you have parkas you do not need any heaters anymore. So winter makes no sence. You can sleep in parkas in cold. Please make the colonist undress them when they sleep or when they get inside the room.
3. Please make parkas be broken or colonists get bad mood if they have a parka from a killed person. Otherwise crafting parkas has no sence.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Stannis on January 02, 2015, 12:44:33 PM
It's incredibly annoying that a bed cannot be adjacent to a wall to get the spacious mood bonus. Every bed I have ever known has been placed against a wall.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Menuhin on January 02, 2015, 01:09:34 PM
Quote from: Stannis on January 02, 2015, 12:44:33 PM
It's incredibly annoying that a bed cannot be adjacent to a wall to get the spacious mood bonus. Every bed I have ever known has been placed against a wall.

I completely agree.  It's just kind of weird to have beds in the middle of a room.
Title: Re: The Most Annoying Thing In Rimworld
Post by: milon on January 02, 2015, 01:24:28 PM
Quote from: prosims on January 02, 2015, 10:45:06 AM
1. When the colonost gets in fire he runs away with random direction sometimes under fire. The problem is that you can't change this direction until he reaches the point of his destination and colonist sometimes gets killed. Make it please able to chache his direction.

That's a panic.  A panicking person cannot be controlled, which is exactly what's happening here.  The same thing happens to AI-controlled pawns (raiders, animals, visitors...) when they get lit on fire.  Use it to your advantage!  :D
Title: Re: The Most Annoying Thing In Rimworld
Post by: giannikampa on January 02, 2015, 02:53:43 PM
of course i agree with most of the above.

One more: when i micromanage and order someone to do something, like haul a thing just nearby and "it is reserved by someone else.." what? i said he must haul the thing, no debate!
*beats the desk*
Title: Re: The Most Annoying Thing In Rimworld
Post by: MikhailBoho on January 02, 2015, 04:21:19 PM
When I have to micromanage the cremation and stripping of 25+ raider bodies after a huge raid. Please colonists, learn the drill!

When you have +5 prisoners and are waiting to sell a few, yet the AI has decided you have too many potential colonists, so they refuse to send a slave ship. Oh, but don't worry. If you begrudgingly release four of the five valuable prisoners to avoid the execution hit, then and only then will the AI send a slaver. Wow, thanks for being so thoughtful Cass!

On the subject of trade, it's incredibly annoying when you have two or three beacons worth of apparel and art to sell, yet the exotic goods merchant is nowhere to be found. Having trade be entirely reliant on the ship's which seem to intentionally disappear late game when you need them most is infuriating.

Title: Re: The Most Annoying Thing In Rimworld
Post by: UrbanBourbon on January 02, 2015, 06:49:40 PM
Do this.
I said do this.
No, finish what you started.
Goddamnit, no, you are not allowed to sleep just yet, finish the damn wall. It's just 8 blocks!
*sigh*
Fine... Go to sleep... Finish the wall in the morning...
Title: Re: The Most Annoying Thing In Rimworld
Post by: Stannis on January 02, 2015, 08:25:22 PM
Being able to teleport prisoners off RimWorld for a profit, but having to build an elaborate space ship at huge expense for the colonists. Why not just buy a ticket?

It's a jarring discontinuity between the lore and the game. It would be better to move all trade to the planet surface as part of an overall enrichment of the "metagame" including the world map and other colonies and visitors.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Morrigi on January 03, 2015, 03:09:48 AM
Quote from: Stannis on January 02, 2015, 08:25:22 PM
Being able to teleport prisoners off RimWorld for a profit, but having to build an elaborate space ship at huge expense for the colonists. Why not just buy a ticket?

It's a jarring discontinuity between the lore and the game. It would be better to move all trade to the planet surface as part of an overall enrichment of the "metagame" including the world map and other colonies and visitors.
This.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Drahkon on January 03, 2015, 04:33:37 AM
Quote from: Stannis on January 02, 2015, 08:25:22 PM
Being able to teleport prisoners off RimWorld for a profit, but having to build an elaborate space ship at huge expense for the colonists. Why not just buy a ticket?

It's a jarring discontinuity between the lore and the game. It would be better to move all trade to the planet surface as part of an overall enrichment of the "metagame" including the world map and other colonies and visitors.

This is already intended as I recall, it's just.. 'filler' till the real deal is put in. Far better than no trade at all until then.
Title: Re: The Most Annoying Thing In Rimworld
Post by: mbos14 on January 03, 2015, 09:20:22 AM
Quote from: UrbanBourbon on January 02, 2015, 06:49:40 PM
Do this.
I said do this.
No, finish what you started.
Goddamnit, no, you are not allowed to sleep just yet, finish the damn wall. It's just 8 blocks!
*sigh*
Fine... Go to sleep... Finish the wall in the morning...

add on to this is.

Build that wall.
wait why are you haling that metal to the workbench i said build the wall.
wait why are you just dumping al that metal in that workbench.
I said build the wall.

Repeat until the workbench has al the metal it needs. :(

also i would like if the stuf system for clothing also worked for the stockpile zones. I would like to not have to dump al my clothes near the baecon and be able to say i want to keep al devilstrand t-shirt in stockpile 1. while dumping al the other stuf near the beacon.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Aporatael on January 03, 2015, 10:43:31 AM
Quote from: Stannis on December 30, 2014, 11:18:21 PM
1. Prioritizing something and only getting the "blueprint" complete.

3. Dismissing a notification with right click and having no archive

Quote from: Drahkon on December 30, 2014, 11:51:34 PM
right clicking to dismiss a note I don't care about, only for a new one to appear under my cursor at that exact moment...

People have appeared on map and are going to attack. Click go to location to see how many. Then check to see if they are attacking immediately or... the note is gone.

Adding an archive of the notes would be wonderful.
Title: Re: The Most Annoying Thing In Rimworld
Post by: giannikampa on January 03, 2015, 11:07:35 AM
One more:
i assign a group of animals for hunt, the hunter goes there and kill many of them while trying to kill the one he choose, and all that fresh meat on the ground is forbidden for haul, just because was not intentionally killed by the hunter.
So i'm forced to personally inspect for fresh dead animals all around and unforbid manually (the most goes rotten).

Easy improvement would be to unforbid dead animals if they were assigned for hunt regardless of the reason of the death.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Scotty on January 03, 2015, 12:43:35 PM
large mech armys.....
mechs....why did it have to be mechs xD
Title: Re: The Most Annoying Thing In Rimworld
Post by: MikhailBoho on January 03, 2015, 04:40:04 PM
Quote from: UrbanBourbon on January 02, 2015, 06:49:40 PM
Do this.
I said do this.
No, finish what you started.
Goddamnit, no, you are not allowed to sleep just yet, finish the damn wall. It's just 8 blocks!
*sigh*
Fine... Go to sleep... Finish the wall in the morning...

Found a trick to get around this. Just lock the pawn out of the base. They will work without sleep until exhaustion/starvation hits but finishing that last piece of the perimeter or laying down some essential conduit wouldn't take that long. Just unlock the doors when they've finished. :D
Title: Re: The Most Annoying Thing In Rimworld
Post by: arodian on January 03, 2015, 07:43:01 PM
Unrealistic/Retarded AI

Scenarios:

1) I will keep trying to kill this animal even if I starve to death with plenty of food at home. Or even better! Let's keep shooting an animal when a raider is attacking you.

2) I will run across the world to eat a survival meal. Food priorities in general are really frustrating and don't factor in any distance. If you are starving and there are simple meals beside you, WHY  would you run and risk death for higher quality meals that don't out weight the starving cost? These colonists should use some basic distance heuristics when making decisions.

3) I will run across the world to FEED a survival meal to a patient. Yeah, take you're time! There not in critical condition or anything...

4)  I will choose to starve to death while doctoring. Seriously, so many times I have to manually uncheck/micro-manage doctoring because they are about to die or have a mental break. Your life should be higher precedence than a patient. Especially when there are other doctors.

5) Roofing is completely useless/broken. I can't even see the roofing but I have to manage it? That is frustrating! I have enclosed rooms that still show an outdoor temperature despite several heating or AC units. I am assuming this is a roofing problem? Who knows... Either way roofing and roof management should be reworked.

6) I will ignore raiders shots and continue to work or run by them even when being harmed. It's like they aren't even there! They should either run away if not drafted or at least attack back.

The AI is just really quite dumb and could use improvements to be more realistic. Very frustrating!
Title: Re: The Most Annoying Thing In Rimworld
Post by: Mihsan on January 03, 2015, 09:54:18 PM
My new #1:

I made peace with all tribes and pirates: now i have to fight with countless waves of mechanoids instead (which is much harder). Is this some kind of punishment for peace-loving people? Is there some AI that hunt down particularly those who have no one to fight?
Title: Re: The Most Annoying Thing In Rimworld
Post by: Cimanyd on January 03, 2015, 10:44:23 PM
Quote from: arodian on January 03, 2015, 07:43:01 PM
[stuff]

Dec 19 changelog

Dec 31 changelog

To see the roof, try removing all of it with a no roof zone and then remove the zone and let the roof come back. You might need to add a wall somewhere to support the roof.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Lostfighter01 on January 04, 2015, 12:34:03 AM
When you assign your hunters a task and they end up shooting a colonist, or an allied clan provoking a war.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Stannis on January 04, 2015, 01:40:42 AM
Quote from: Lostfighter01 on January 04, 2015, 12:34:03 AM
When you assign your hunters a task and they end up shooting a colonist, or an allied clan provoking a war.

Is that what happened?

I lost a good colony start to that I think. I'm not sure, but my dude was hunting and all of a sudden 5 visitors rage my colony down. I though they were just being smartly aggressive.
Title: Re: The Most Annoying Thing In Rimworld
Post by: PotatoeTater on January 04, 2015, 02:01:29 AM
Quote from: Menuhin on January 02, 2015, 01:09:34 PM
Quote from: Stannis on January 02, 2015, 12:44:33 PM
It's incredibly annoying that a bed cannot be adjacent to a wall to get the spacious mood bonus. Every bed I have ever known has been placed against a wall.

I completely agree.  It's just kind of weird to have beds in the middle of a room.

Not if you share a bed.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Zerkuran on January 04, 2015, 08:14:36 AM
Quote from: EscapeZeppelin on December 30, 2014, 04:53:03 PM
Quote from: amul on December 30, 2014, 04:28:07 PMI wish miners who can haul would haul back the stuff they mined when they are ready to return home. This would also emphasize the personality difference between the people who refuse to do Dumb Labor and the ones who will.

On a similar note I hate colonists who can build but not haul. They have no problem carrying all that material to the build site on the other side of the map but when I cancel the work they refuse to carry it back.

I think it is not really annoying. I got some Co-Workers who are exactly like this. They will take all the material to the job but when its done they refuse to carry it back.

but to topic:

I think I schould be able to force open Auto-doors. I think its annoying, that my colonists get heatstrokes because they are not able to put a stone at the opened door.

Additionally it is annoying, that I get Mech raids every 5 Minutes when I got to friendly with all factions. There should be other attacks like raids from space pirates and other stuff like that.
Title: Re: The Most Annoying Thing In Rimworld
Post by: giannikampa on January 10, 2015, 04:27:10 AM
EMP grenades and mortars are too underpowered, does anyone use them?
Title: Re: The Most Annoying Thing In Rimworld
Post by: MikhailBoho on January 10, 2015, 04:29:27 AM
Quote from: giannikampa on January 10, 2015, 04:27:10 AM
EMP grenades and mortars are too underpowered, does anyone use them?

Nope, I never bother with them. I would much rather have the person manning an EMP mortar or wielding an EMP grenade to be on something that does damage. There's no need to stun what's dead.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Numar on January 10, 2015, 07:05:34 AM
Doesn't happen too often (mostly later in game), but I wish I could move a production table to another place with identical bill setup. Additionally, copying production tables with identical bill setup (cooking stoves, I look at you!!).

And yes, a lot of other things already mentioned in this thread, e.g. Hunters hitting colonists and other factions. Thank god the fire problem will be solved next Alpha.
Title: Re: The Most Annoying Thing In Rimworld
Post by: kola777 on January 13, 2015, 02:18:07 AM
One thing that gets annoying is having to constantly right click things and prioritize them when Im trying to get me colonist to haul a group of items or build a set of building or walls. I would propose a way to select a group of items, unbuilt things, or un-mined areas to have prioritized over other things on the map. Say a group of items items have dropped you could drag over the items and select prioritize hauling and the colonist would haul all the items before hauling anything else.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Arenji on January 13, 2015, 05:42:02 AM
Quote from: MikhailBoho on January 10, 2015, 04:29:27 AM
Quote from: giannikampa on January 10, 2015, 04:27:10 AM
EMP grenades and mortars are too underpowered, does anyone use them?

Nope, I never bother with them. I would much rather have the person manning an EMP mortar or wielding an EMP grenade to be on something that does damage. There's no need to stun what's dead.

In my turret kill box I find having two or three pawns in doorways wielding EMP grenades to be quite useful at preventing the 'mess' of turret explosions and incendiary fires. They just keep stunning the mechs to let the mass of turrets wear them down. Once I have a perma-stun in place I let the R-4s come out and finish the job. Seems to work fine on 4 or 5 centipedes even if they do adapt rapidly in borg fashion. I've not had to try it on larger numbers yet.

Mortars on the other hand seem infuriatingly inaccurate even with skilled shooters. I hit a scyther once with an emp mortar after about 800 shots. What joy. I was so shocked I didn't reach it in time before it came back to life.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Arenji on January 13, 2015, 05:47:24 AM
My two most annoying things are:-
1) Needing to repeatedly click "prioritise this job" every time a pawn hauls only part of the required resources to a building location. This is especially irritating if I want them to do a quick line of power conduits during a siege when they'd rather go to bed. "Please just do all the conduits - it'll only take you 5 seconds!"
2) I really wish there was a 'DO NOT LEAVE HOME ZONE' button I could toggle during attacks.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Wex on January 13, 2015, 02:41:37 PM
The body temperature of colonists not raising the temperature in a room.
I have been into a airplane hangar, filled with people in winter. You could be in t-shirt there.
Title: Re: The Most Annoying Thing In Rimworld
Post by: poulsen78 on January 13, 2015, 03:05:08 PM
You are being attacked and the few remaining non drafted colonists thinks its a good idea to walk right into the middle of the fight to repair a wall next to 20 pirates.
Title: Re: The Most Annoying Thing In Rimworld
Post by: runetrantor on January 13, 2015, 10:57:22 PM
The AI crashing down so early on, I really wished the endgame boss had a trigger, rather than a luck roll. Like, make it fall, yes, but dont start physic attacking unless provoked like the release of the mechs, so I can leave it be for a while.

My last one was 100 days into the game (I was playing casual cassandra), needless to say, it went badly as my base was not finished.

Also the fact that the one time I did beat the AI, I was like 'god, finally! Now I can play at peace without the dread of the AI...' then a couple of weeks later another drops down. IN MY FRONT YARD. (As in, two tiles from the door).

Security stuff needs some love too... more turrets, fortifications like DF's, to better defend. (Mortars being more accurate if manned by my super assassin?).

Also, last but not least, the idea that traders start coming less often as the game goes on, which is exactly when I will start relying on them for non renewables like iron. 
I had 6 prisoners in my prison for over two seasons waiting for a slaver, then I had to force him to come with the developer mode tools.
Then my colony collapsed from the negative mood thing of selling people. You guys are AWFULLY attached to some random people that are there because they tried to KILL you all. They act like I stole some poor babies from their mothers' corpses. (Also, why cant I harvest organs from dead people? If done before rotting they should be okay unless they got hit in the battle or something).
Title: Re: The Most Annoying Thing In Rimworld
Post by: loc978 on January 18, 2015, 02:22:17 AM
my #1:
"Haul that survival meal drop from the other side of the map"
"...no, the whole thing"
"Not one, not two, all five!"
"...fine, haul two"


Thankfully, it's being taken care of:
Quote from: RimWorld changelog Jan 13Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can't hold it all.

My #2 is more complex.
When I build some sort of satellite outpost to my main base (generally a walled-in geothermal generator with a power conduit leading to some innocuous portion of my outer wall), I would very much like to be able to fight fires and effect repairs on it without including it in my home zone. I hate watching my designated janitor sprint out the front gate because a squirrel tracked dirt on my power line. I don't care if my power station is dirty, I only care if it's on fire!
Title: Re: The Most Annoying Thing In Rimworld
Post by: MrWiggles on January 18, 2015, 03:26:03 AM
Hunting not taking meat value and distance into account for hunting selection.

Pawns not taking into account distance when selecting a meal to eat. For this one, probably travel time would be more important.

"Gotta go starve the prisoners so I can get that pre package food."

Not understanding the moral defaults of the colonists community.

Parka being over powered.

Parka micro management.

AC losing power for no understandable reason.

Plamssteel being flammable, and overall work then granite.

No clear way to see how much power your base is consuming.
Title: Re: The Most Annoying Thing In Rimworld
Post by: rbos on January 18, 2015, 03:36:40 AM
A small annoyance I have - is that when a cooler is chilling a room to -1, and the "hot zone" is -20, it still uses power. Surely the cooler could just open a vent to the outside and use no power at all.
Title: Re: The Most Annoying Thing In Rimworld
Post by: milon on January 18, 2015, 11:47:11 AM
^ Your thermostat takes power even when at the right temp. It has to keep monitoring the temp to know when to switch on again.
Title: Re: The Most Annoying Thing In Rimworld
Post by: monkeystyxx on January 26, 2015, 02:26:55 PM
Non-combatants running through a battlefield to do something mundane and unimportant (like haul a stone chunk, or repair a wall). So much friendly fire...

IMO there should be a zone created around someone who's recently fired a weapon, extending the range of the weapon in all directions. If you're not drafted, those zones become impassible for pathing purposes unless the player has specifically asked you to prioritise a task that involves entering one.

That's the simplest way I can think of of avoiding unnecessary injuries. I mean, some collateral damage is expected, and can be fun and lead to great stories. Running through a firefight to automatically repair a wall/sandbag is not fun, that's just stupid. It's not just repairs, either. I've seen guys run straight through a firefight to haul a chunk of stone...
Title: Re: The Most Annoying Thing In Rimworld
Post by: milon on January 26, 2015, 02:41:51 PM
^ I agree that it is a problem.  Your solution (I think) wouldn't be hard to implement, but it has a major drawback: As soon as your defenders open fire, all non-drafted colonists are going to crowd into the back of your base or run right out the back.  This would be especially annoying if you have snipers with long-range weapons.  Then you'd be stuck prioritizing/micromanaging all of your colonists for the duration of the fight.  Which is no better than the current system, unfortunately.
Title: Re: The Most Annoying Thing In Rimworld
Post by: RemingtonRyder on January 26, 2015, 03:20:40 PM
How about extending a hostile bubble outwards from the attackers and if your undrafted colonists can't find a route through that bubble which uses cover, then they do something else.

I'm fine with colonists repairing a defensive wall, as long as they're in cover.
Title: Re: The Most Annoying Thing In Rimworld
Post by: BoogieMan on January 26, 2015, 06:23:51 PM
Before I say was bothers me, I want to first say that I love this game. Immensely. It's one of the most enjoyable games I've played in a long, long time and I eager to see it evolve.




(http://new2.fjcdn.com/comments/I+_d000067254b4c6c61afa1302dbae3d81.jpg)




But since constructive feedback is such a useful thing to have: From most to least, and not counting things I think are getting fixed:

-1-
Mortar Raiders - I hate these guys. Sometimes you can take them out with careful positioning while you build, but other times they're in a position you cant get any cover. And if you have a lot of colonists, it's just to much to manage out in the open. And Mortars are vastly more useful to raiders than the colony. Your mortars have to hit in a small area to be of any use, while theirs can shoot a very large area of your base and be productive. I once built 6 mortars that I used instead of rushing out to meet the invaders, and maybe 1 in 3 attacks did they barely help enough to be worthwhile.

-2-
Friendly fire being so common, especially for those out hunting. I think my colonists are a bunch of Dick Cheney clones.

-3-
(mood) Psychic Drones that are off map. You're just going to sit there, take it, and like it!

-4-
Some people having near mental breakdowns almost daily because they are hungry or tired. I don't care if you're depressive or neurotic just eat something, lay down, and STFU!

-5-
Medicine being used to treat bruises and other minor injuries.

-6-
That the small and benign animals can do damage to people in power armor.

-7-
People with severe brain damage being ULTRA slow moving. Just restrict them to simple tasks or something. I once had one that was so slow, she starved to death before she finished one operation and she had just eaten before starting it.

-8-
Mountains of clothing and gear not getting hauled in ages.

-9-
Lack of resources available for mining or trade late game.

-10-
Clothing micromanagement in areas with wide temperature variance.

-11-
Objects made of things like steel, plasteel, stone, etc burning. MAYBE from the initial blast area (napalm) but not fire that spreads.

-12-
Ancient Cryocasket blind lottery. They have viewports, afterall!



Title: Re: The Most Annoying Thing In Rimworld
Post by: FridayBiology on January 26, 2015, 06:39:25 PM
Stalling Tribesmen attack late game. Tribesmen arrive and then wait around.
Just out side base, end up having half my group in defensive positions a whole day.
Title: Re: The Most Annoying Thing In Rimworld
Post by: monkeystyxx on January 26, 2015, 09:41:03 PM
Quote from: milon on January 26, 2015, 02:41:51 PM
^ I agree that it is a problem.  Your solution (I think) wouldn't be hard to implement, but it has a major drawback: As soon as your defenders open fire, all non-drafted colonists are going to crowd into the back of your base or run right out the back.  This would be especially annoying if you have snipers with long-range weapons.  Then you'd be stuck prioritizing/micromanaging all of your colonists for the duration of the fight.  Which is no better than the current system, unfortunately.

Good point... perhaps a bubble which extends towards hostiles, then, instead of in all directions?
Title: Re: The Most Annoying Thing In Rimworld
Post by: milon on January 27, 2015, 09:48:43 AM
Quote from: MarvinKosh on January 26, 2015, 03:20:40 PM
How about extending a hostile bubble outwards from the attackers and if your undrafted colonists can't find a route through that bubble which uses cover, then they do something else.

I'm fine with colonists repairing a defensive wall, as long as they're in cover.

That's a good idea.  The system can paint a line-of-sight danger zone for the raiders and have non-drafted colonists avoid the area.  Drafted colonists can path-find in such a way as to minimize the number of steps within the danger zone.  And the danger zone would only have to be updated if a raider moves, drops their weapon, or gets killed/incap.  Not a big performance hit, but definitely safer for colonists.  (And maybe this same danger zone could include colonists who are actively hunting.)

Quote from: Feirfec on January 26, 2015, 06:39:25 PM
Stalling Tribesmen attack late game. Tribesmen arrive and then wait around.
Just out side base, end up having half my group in defensive positions a whole day.

There's a mortar for that.  Preferably incendiary.  ;)
Title: Re: The Most Annoying Thing In Rimworld
Post by: Boboid on January 27, 2015, 06:55:07 PM
Dunno about anyone else but I find it *incredibly* frustrating to work around Overhead Mountains when you run into pockets of "outside" in the middle of mountains.

I like that they're there, but the interface just isn't up to the task when it comes to making sure you only create things in the mortar-free zones. You can draw no-roof zones over these pockets which will highlight all the non-mountain sections but you can't overlay that interface when you're placing walls or.. well doing anything else. In addition the roof display in the bottom left of your screen is obscured when you're placing walls or mining :(

All in all it's just too hard to make sure you don't accidentally place something that's not under cover when you're battling with these pockets.

Also clothing micromanagement is a freaking nightmare when you get 15+ colonists, like almost every colony management game out there Rimworld would really benefit from a uniform system whereby you can easily tell your colonists to wear particular things without individually requesting they put them all on piece by piece.

Also you can't assign stockpile restrictions by material type, you can tell them to stockpile T-shirts, but not to only stockpile for example.. Synthread, Devilstrand, and Hyperweave shirts.


Oh.. and you can't change hydroponic plants in bulk.. you have to do .. each.. freaking.. one. It's incredibly tedious to click on the hydroponic.. select the potato instead.. then click again for the hydro, then click the grow butting, change the plant, and repeat... 30 times.

Heh.. and drafted colonists with melee weapons just... stand there. I've run some very successful colonies using ONLY melee weapons but as the population increases it's just far too annoying to tell each and every one to attack.

On the subject of melee - colonists will walk to where the target * was * then wait their weapons ENTIRE cooldown timer before continuing to chase the target, it's incredibly stupid to watch someone armed with a club ( Which iirc has like a 3 second cooldown timer if it's made out of stone ) unable to catch someone who's got a busted up leg.

Edit: And the freaking way deconstruct works on like.. furniture. "I want to move this chair from this side of the room to the other, time to get out the hammer and smash it into kindling, then recreate the chair minus all the wasted timber"
Beds.. tables.. chairs.. coolers.. heaters, frankly most objects ought to deconstruct into items that can be placed rather than their component parts.

And the way you can't extinguish fires on large objects like.. solar panels -.-
Title: Re: The Most Annoying Thing In Rimworld
Post by: akiceabear on January 27, 2015, 07:18:07 PM
I find evaluating new apparel and weaponry a huge pain - wish there was a way to compare two items side by side, rather than info'ing one after another and trying to keep it all in mind. Usually in those cases I just remember the market value...
Title: Re: The Most Annoying Thing In Rimworld
Post by: Shinzy on January 28, 2015, 03:39:49 AM
Quote from: akiceabear on January 27, 2015, 07:18:07 PM
I find evaluating new apparel and weaponry a huge pain - wish there was a way to compare two items side by side, rather than info'ing one after another and trying to keep it all in mind. Usually in those cases I just remember the market value...

the way like WoW does it?
while ruggedy rags of raggedness are worn looking at Chest of breastholding of the push-upped perkiness you see them both!
that was done very nicely
and I agree the info tab is really unwieldy! (especially if modded)
it's not so big of a problem in vanilla
most of the vanilla stuff are clearly in the order of this is better than this in every way
and you learn them pretty fast

Title: Re: The Most Annoying Thing In Rimworld
Post by: muffins on January 28, 2015, 04:44:12 AM
1 - When the colonists search for resources or a place to dump a rock chunk they go for the closest as the bird flies, not the closest on foot. For instance, a colonist is in a mountain and either needs materials or a dumping location for chunks. What he needs is just 15 blocks away inside the mountain, however 6 blocks away outside the mountain there is the same type of materials/dump so he walks 50 blocks in one direction to the mountain exit, then 50 blocks in the other direction to get to the materials/dump.

2 - If you need a specific bunch of items hauled you have to collar passing colonists in hallways etc to haul it one item/stack at a time. It would be nice if you could just select everything with a "ATTENTION ALL HAULERS!! HAUL THIS IMMEDIATELY OR YOU WILL BE EXECUTED!!!" tool.

3 - Your doctor just rescued an injured colonist/pirate/tribal etc from the battlefield. He's bleeding all over the hospital bed, two of his limbs are just shredded, bloody stumps, and several of his important organs are in a jar. Your doctor yawns and says "Meh, I'm a little tired. I'll fix you tomorrow," and goes off to bed.

The number of times I've had to frog-march my medics back to the hospital  ::)
Title: Re: The Most Annoying Thing In Rimworld
Post by: FridayBiology on January 28, 2015, 09:35:05 PM
Quote from: muffins on January 28, 2015, 04:44:12 AM
1 - When the colonists search for resources or a place to dump a rock chunk they go for the closest as the bird flies, not the closest on foot. For instance, a colonist is in a mountain and either needs materials or a dumping location for chunks. What he needs is just 15 blocks away inside the mountain, however 6 blocks away outside the mountain there is the same type of materials/dump so he walks 50 blocks in one direction to the mountain exit, then 50 blocks in the other direction to get to the materials/dump.

2 - If you need a specific bunch of items hauled you have to collar passing colonists in hallways etc to haul it one item/stack at a time. It would be nice if you could just select everything with a "ATTENTION ALL HAULERS!! HAUL THIS IMMEDIATELY OR YOU WILL BE EXECUTED!!!" tool.

3 - Your doctor just rescued an injured colonist/pirate/tribal etc from the battlefield. He's bleeding all over the hospital bed, two of his limbs are just shredded, bloody stumps, and several of his important organs are in a jar. Your doctor yawns and says "Meh, I'm a little tired. I'll fix you tomorrow," and goes off to bed.

The number of times I've had to frog-march my medics back to the hospital  ::)

1. Wasn't this fixed?
> Tynan youtube :) http://youtu.be/RMBQn_sg7DA

2. set hallway or areas that you don't wish to have items in (area around [strike]organ farm[/strike] prison) with dumpling zone with nothing selected and max priority. It'll force haulers to stay "close" to colony though should sort your clutter issue
> you'll need to check what you've set your priorities at.
> 78 year old double peg leg minstrel has a bad back though still hasn't managed to learn how to read minds yet (maybe in the next alpha :P)

3. No idea
> Battle fatigue?
> Maybe let them sleep for abit and then draft and undraft to wake them up again, as tiredness may effect their ability to provide good medical care and no-one likes treating infections
Title: Re: The Most Annoying Thing In Rimworld
Post by: muffins on January 28, 2015, 11:00:40 PM
1 - Not fixed. I noticed they do this in my current game.

2 - It's more a problem of massive over-production of cotton and potatoes in my case. I have thousands of spuds laying in the fields because the haulers would rather haul other items lol

I probably don't have enough haulers.

3 - Lazy doctors. I should just lock them permanently in the hospital and have them suck sustenance from a nutrient paste dispenser ... but they all have other skills  ::)
Title: Re: The Most Annoying Thing In Rimworld
Post by: milon on January 29, 2015, 11:01:30 AM
#1 - May be fixed in Alpha 9. Not sure if this was included in the AI optimizations or not.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Solanus on January 29, 2015, 02:24:43 PM
Quote from: rbos on January 18, 2015, 03:36:40 AM
A small annoyance I have - is that when a cooler is chilling a room to -1, and the "hot zone" is -20, it still uses power. Surely the cooler could just open a vent to the outside and use no power at all.
Quote from: milon on January 18, 2015, 11:47:11 AM
^ Your thermostat takes power even when at the right temp. It has to keep monitoring the temp to know when to switch on again.
Then have the cooler/heater have three settings: standby, low, & high
Title: Re: The Most Annoying Thing In Rimworld
Post by: TimTumm on January 29, 2015, 03:02:33 PM
I'll add my own, but I will do 1 better; I will add my proposed solution!
A number of people have talked about hunter shooting each other or haulers.  Other mentioned colonists walking through firefights.  I too am frustrated when my colonists decide they should go out mining, through a current raid and 20+ pirates!  I have to quickly intercept each one and "recruit' them 1-at-time, eventually missing a couple who walk through the firefight to die.

My proposed solution (apologies in advance because as a programmer I dislike unasked-for advice):
Need a concept of "danger".  Much like home-zone or grow-zone.  It is an invisible circle that colonists will not walk through (unless "recruited").  Any shooting created a "danger" circle of X (testing will determine) radius.  Weapon range will increase X radius (so a hunter with M24 will have a higher "danger" radius than pistol). Multiple "danger" zones will add to each other (by some formula) so that a mob of pirates of mechs is more dangerous, and to be given a wider birth than a single mob.  This "danger" zone will follow the source as it moves across the map.

Great game.  I can't wait for the next update.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Naraku on January 29, 2015, 03:33:31 PM
Quote from: TimTumm on January 29, 2015, 03:02:33 PM
I'll add my own, but I will do 1 better; I will add my proposed solution!
A number of people have talked about hunter shooting each other or haulers.  Other mentioned colonists walking through firefights.  I too am frustrated when my colonists decide they should go out mining, through a current raid and 20+ pirates!  I have to quickly intercept each one and "recruit' them 1-at-time, eventually missing a couple who walk through the firefight to die.

My proposed solution (apologies in advance because as a programmer I dislike unasked-for advice):
Need a concept of "danger".  Much like home-zone or grow-zone.  It is an invisible circle that colonists will not walk through (unless "recruited").  Any shooting created a "danger" circle of X (testing will determine) radius.  Weapon range will increase X radius (so a hunter with M24 will have a higher "danger" radius than pistol). Multiple "danger" zones will add to each other (by some formula) so that a mob of pirates of mechs is more dangerous, and to be given a wider birth than a single mob.  This "danger" zone will follow the source as it moves across the map.

Great game.  I can't wait for the next update.

I agree with this solution, and find it to be without any foreseeable problem(s). I'd love this to be added or a similar idea in an update soon(tm)!

The most annoying thing I honestly find in Rimworld, is setting up priorities to be just right. While I cannot think of a solution, my colonists often find little loop holes to do something odd until I set them up just right. Which normally take a week of in-game days. It's mainly repetitive, due to the fact I make a lot of new games. I like the challenges a new colony brings.

But second place would be the fact I can't really choose what stats they start with. While this may not be an issue in other games with randomization, it's an issue here because you CAN get the colonists you want. You just have to randomize a lot. If a person wants a colonists with certain stats, they'll get them, it's just a matter of time. Might as well let the player have the power to personally choose the stats. Though I think like in Sims 2 on the PS2, they have so many points to distribute. The older the colonist is, the more points they get. Of course what they naturally have is still affected by their childhood and adulthood.
Title: Re: The Most Annoying Thing In Rimworld
Post by: GlassDeviant on January 30, 2015, 01:07:58 AM
This is a bit of a mish-mash as it is a response to some ideas as well as a couple of new ones:


Quote from: lokarn on December 28, 2014, 03:09:38 AM1. Colonists choosing the "best" meal based on nutrition with zero regard as to distance. IMO it should have more math. IE choose the meal closest to them to eat that is also the highest nutrition coders need some if then coding in there.

Noooo, if...then...else is far too primitive a construct for this kind of complex decision making. A valuation table would be necessary to make this work properly, where the initial nutritional and subjective values of the food (i.e.: a "noble" character would place more value on an expensive meal, while a scientist would place more value on a more nutritious meal) would be degraded by distance and the resulting table consulted to determine the meal that colonist went for. Reducing all that to if...then...else constructs would be hugely cumbersome and slow as molasses. Even case structures would be inadequate to the task, it needs application of a valuation formula involving all relevant factors (distance, nutritional value and, if it exists, subjective value) to reduce each opportunity to a single value that would be inserted into a table and sorted to find the best option and then act on the choice.

Quote from: lokarn on December 28, 2014, 03:09:38 AM
4. The sharing a bedroom debuff is too large, and needs a rework. Do you know how hard it is to get a room for every single colonist? You run out of room so fast, and it's a nightmare keeping them all cooled/heated/both at all times.

This needs some sort of mitigation, for example making a room with cubbies for each bed so that there is a wall between colonists but the room still only has one door, heater, cooler and light source should be adequate for a while, and then colonists could eventually be moved to private quarters and new colonists would take over the semi-shared accommodations.

Quote from: Lochar on December 28, 2014, 02:58:26 PM
I unforbid to try to get them to haul it into storage only to have them go and eat it on ground and not bring any back unless I start micromanaging. Maybe need 2nd forbid to eat option.

I can totally get behind this, instead of just "permitted/forbidden" there should be three options that you rotate through with the F key, with the third being "haul but do not use". This would be useful for a number of reasons:

* gather food in one place for use when the stuff you are cooking gets low
* gather materials in one place so you know exactly how much you have available for building
* gather original medkits as well as those dropped by escape pods or bought from traders in your storage area to save for building med-beds, while you use herbal medkits to actually treat colonists
* save up certain kinds of food, like "better" meals while ensuring that the basic meals get used up before switching.

Another thing I would add is the ability to assign faster moving colonists to make long-range runs for hauling materials, or to tell my miner that when he's done mining, don't go back to base without bringing as much ore as he can carry, dangit! So many trips wasted because of this lack.

Quote from: Lochar on December 28, 2014, 02:58:26 PM
Friendly fire/Shooting skill

It seems that one of the biggest issues for most people is this one. Perhaps some method of setting range should be implemented, like "always get within 25%/50%/75% of max weapon range before attacking when hunting" and "always make sure there is 5/10/15 degrees of leeway between your target and another colonist". Also higher skill should reduce the incidence of friendly fire, while actually increasing the chance of hitting the target (nobody with shooting skill 10+ should need 20 shots to kill a squiirel, even at max range. Heck, I can kill a squirrel in one shot at 30m (100 feet) with a .22 rifle and I am not particularly good).

Edit: Also, once a target is down, the hunter should move closer to finish it off. It is truly mind-bending to watch these idiots fire 20+ shots at a downed squirrel at maximum range, while their hunger and tiredness grow higher and higher until they are about to have a mental break. Heck I am about to have a mental break when they do that.

Quote from: keylocke on December 28, 2014, 03:41:32 PM
-inadequate self-preservation system : (suggested fix) eat first before sleep -> take care of self first before others -> take care of fellow colonist first before prisoners -> take care of prisoners -> if low morale but not hungry or sleepy and no one to take care of, go to area with highest beauty value

I don't know how the current AI works, but I would implement an influence/proximity based system. For example, being a little hungry and close to food, a colonist might eat first. being farther away would require a greater degree of hunger to make them head to the chow line. Wanting to head home for dinner and being right next to a pile of metal (for instance, because they just mined it) would direct them to grab a full load and haul it in before pigging out.

Quote from: keylocke on December 28, 2014, 03:41:32 PM
-accidentally destroying apparel : cremate/butcher should auto remove equipped items of a corpse in front of craft station.

I would add to this a surgical/cremation prep table that if present will allow removal of bionic parts without destroying them so that they can be reused, assuming the colonist doing the preparation has a certain minimal medical or other appropriate skill (with different skill levels required for more complex bionic parts).

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Crop blights - if you have two different growing areas on complete opposite ends of your base, crop blights should only affect one 95% of the time, though I would leave a 5% chance that some careless colonist managed to cross-contaminate them (perhaps higher chance on higher difficulty levels).

Solar flares powerful enough to completely disable all electrtonics are way too common on these rim worlds. Have you ever once in your life had anything disabled by a solar flare? I am 47 and despite many blackouts I have experienced, I have never had anything disabled by a solar flare.

Lack of a note log.

No ability to capture, domesticate and raise livestock, putting an artificial limit on your ability to produce better food.

I think a lot of fans would agree with me (actually I know, from reading these very forums) that the current "theme" of no aliens of any sort (though there are certainly alien plants and a few animals) places some arbitrary limits on the game that we'd be happier didn't exist. I personally like the Star Frontiers theme, where there are a few playable races and a few non-playable races, but even if only humans were playable, a little alien competition (or cooperation/trading) and maybe some odd creatures/animals would add to the game.

No ability to load a character up with two or three weapons:

Combat weapon: The weapon used to repel invading humans, ideally an assault weapon.

Hunting weapon: Single shot rifle or high damage melee weapon.

Holdout weapon: Pistol or alternate melee weapon for use when disarmed by enemies, or by the fact that when a colonist is "rescued" his or her weapon gets left behind...so this would be used until the main weapon could be retrieved from wherever it got left.
Title: Re: The Most Annoying Thing In Rimworld
Post by: Grey_Mako on March 09, 2015, 08:57:08 AM
My latest gripe is to do with people that are on an alcohol binges starving to death.

I dunno about you, but when I'm cooked up on alcohol/other I have the hunger of 13 dogs, I certainly don't wander around passing up food, not eating it until I die of starvation!

I think binging people should, upon getting hungry, get the munchies and keep eating until they make themselves sick. Makes a lot more sense than showing great restraint and not eating anything!
Title: Re: The Most Annoying Thing In Rimworld
Post by: UMK on March 09, 2015, 06:28:39 PM
Many of things you all mentioned are already solved with mods or should be like alien planets, fireextinguishers, hauling proritizers... And stop complaining about snipers&sieges, you have incindentary mortars for a reason. I'm trying to not turn it to 'Issue tracker' or suggestion thread, but there is my list (in increasing order, only ones which are not mentioned before):

And on top of this pile