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Messages - dogthinker

#1
Bugs / Re: [1.1.2618] Family ages
May 01, 2020, 07:03:32 AM
As long as the grandmother's chronological age was in the 90s or more, then this is all plausible.
#2
1/2) What happened:

  • Fabia was a Shattered Empire champion under my temporary control, as part of an quest (Podswarm).
  • Fabia had a mental break "Run Wild" before the quest was resolved, causing her to lose her affiliation with the Shattered Empire.
  • The quest was completed, and all the other temporary pawns reverted to Shattered Empire control and departed.
  • Fabia remained wild, but did start to walk towards the map edge.
  • Fabia collapsed from blood loss, and was rescued by the colony.
  • Fabia joined the colony out of gratitude for being rescued! (note: she no longer has the dual-affiliation that the temporary pawns originally had)
  • Fabia's clothing is all still locked :(

3) What did I expect to happen:
That my new (permanent) colony member would not have locked clothing.

I suspect that by design lodger pawns aren't supposed to be recruitable under any circumstances... However, from a story perspective, this emergent sequence of events was actually very satisfying! Poor Fabia was being used as a gladiator, sent to fight >60 bugs in melee for the Stellarch's amusement. Three of her squadmates were dead. The other two survivors pretty much crawled off the map, pouring blood. She rejected that life, going wild... Until the colony saved and showed her kindness.

Bonus bug: out of curiosity I also tried arresting her while she was still wild, and as a prisoner she had no recruit options. Releasing her put her back into the wild state.

4) How to reproduce. I haven't tested it, but I imagine that forcing any lodger to run wild, downing, then rescuing them, should do the trick.

5) Three saves and the log in one archive at: https://drive.google.com/open?id=1jp7Pnd-z2JTePeB9xtXaFRyzxANjcXsW

  • "save1.zip" -- an autosave that occurred during the event, before Fabia's mental break
  • "save2.zip" -- a save while Fabia is Wild, but walking towards the map edge
  • "save3.zip" -- a save immediately after Fabia joined the colony

P.S. cool quest, I loved it. I enjoyed that the Insects didn't all fixate on my colonists, and some went to start smashing up A/C units and vents instead, forcing me to make some tough decisions.
#3
Randy, Merciless, flat temperate, commitment, no mods, 258 days, ~2 hours

Had some time to sit down an play again after a busy week. I can't say I'm enjoying centipedes at the moment, at all.


  • Inferno - I've mentioned before, the 'pawn on fire' mechanic is really frustrating. The pawns choose absurd paths. In the hope of not having to play tower-defense, I tried a new strategy tonight - armouring up, and fighting them waist deep in the river. It didn't go so well. The pawns that tried this got 'stunlocked', permanently running around trying to put out their minor burns as the cendipedes showered them with fire. Ironically, the river actually made it worse, as the slow movement in the water caused them to take longer to find somewhere to put themselves out (even though they were already waist deep in water...)
  • Heavy charge blaster - this feels far too random. I had my pawns spread out, behind brick walls and sandbags, with ceilings to get the dark bonus. In other words, the minimum chance of getting hit without resorting to cheesing the AI into not shooting at all.... Then fluke heart shots killed two colonists a few seconds apart, straight through power armour.

Honestly, it was 'not fun' enough to make me just stop playing.

I really don't want to play tower defense, and I don't want to cheese the AI into not firing back. I could bait them away with snipers and spend an hour or so of real time micromanaging that, but that's not fun, and feels like an exploit.

I enjoy a difficult game, and interesting losses, but I need to feel like I have an impact as a player. RNG heart shots and lemming like pawn behavior take that away from me.

I suggest:

  • Pawns on fire probably shouldn't move, just beat out the fire on the spot. It's already enough that they're interrupted and hurt, and the terrain is on fire, imo. If they must move, make them move into cover, not out of it. I feel like the inferno is probably intended to counter fixed defenses (by setting them on fire), but as it's currently implemented, they're actually much more of a problem for dynamic defenses.
  • Vital organs should be a bit less... Vital. Yeah, I know, hear me out on this... 0/15 heart? Give me a short (3h game time?) window of opportunity to pull them out to safety and operate / throw them in cryosleep. That'd be FUN to do in the middle of combat. I'd really enjoy having the dilemma of whether or not to make a difficult, urgent, rescue in the middle of a firefight. Trying but failing to save them in time would leave a much less bitter taste in the mouth than knowing that an unlucky dice roll was all it took to delete my colonist. In Rimworld, we have bionic organs and glitterworld meds -- lets put them to use :)

Quote from: ScrapyardBob on August 24, 2018, 06:36:21 AM
My suggestion for the floor wealth counts, even floors that were on the map at the start would be to introduce a new floor type for pre-existing structures.

- Crumbling stone
- Rusty steel flooring
- Rusty/Corroded steel wall

Give them a lower cost value and less resources returned.

I like this idea. I'd give them a zero value, but make them slightly ugly. That way they're still there as a source of resources and emergency shelter, but the player will want to claim and recycle them fairly early in the game.
#4
Quote from: podium86 on August 21, 2018, 12:37:37 AM
Sorry, let me elaborate on my point
I understand that the default temps for a pawn is 16-26 naked
With a tribal wear in tribal start it is -9.9 min/+9.9max

So i started a tribal run on a regular temperate forest map which starts at 6 degrees, filled in a room and built a campfire which took it to 28 degrees interior.
Now this is the question, whether it is intended behavior to require BOTH a cooler and campfire just to fix the interior temps for a 6 degree exterior environment for a tribal start?

Three existing solutions I use for managing heat in early game:

  • Use torches instead of campfires, they raise the temperature less
  • Or use a campfire, but leave the front door open to let some of the heat escape
  • Use vents and/or open doors to share the heat from one heat source amongst multiple rooms. Vents are more efficient and avoid disturbed sleep debuff, but cost metal that might be in short supply (e.g. if you play NB.)
#5
Randy, Merciless, Flat temperate river, 240 days in. ~10 hours recently.

A colonist was fatally shot in the heart while out raiding an outpost. Back home, his three bonded dogs instantly went beserk/manhunter (even though they're not even on the same map.)

This means I now have to try to play out two fights simultaneously, on completely different maps... While I enjoy the combat in this game, trying to keep track of two fights at the same time isn't really fun, to me. (Split screen might make it at least plausible... But it's probably better just to prevent it occurring in the first place.)



#6
Randy, Merciless, Flat temperate river, 233 days in. ~5 hours recently.

I like sending out caravans, but discovered recently that after approximately (I wasn't keeping track) a quadrum the nearby settlements haven't restocked (not even 1 silver.) This feels a bit awkward, as I really don't want to invest in the time and risk of sending out a caravan if I can't actually trade.

It'd be nice if there was some signal to the player when nearby colonies had restocked (or make it a gradual process.)

Quote from: Tass237 on August 09, 2018, 03:20:01 PM
Counterpoint, but unless you have Greedy, Jealous, or Ascetic colonists to worry about, why do the room assignments matter?

Lovers. It's pointless micromanagement having to reassign them to a double bed when one or both return.

It seems almost trivial to fix (just don't automatically unassign the bed in the first place. If the player urgent needed the bed for something, it's very easy to manually reassign it.)

#7
Bugs / [0.19.1987] Enhanced hearing not used by skills
August 08, 2018, 10:19:42 AM
Pawn has hearing 119%, but all social skills are using a value of 100%.

The wording of the skill calculation information implies to me that this is probably unintended. The wording is ambiguous, but I interpret it as meaning that if the hearing is below 80%, then the skill is capped at 100%. It would be weird to cap it at 100% all the time. So... either the skill is bugged, or the description is, one of the two.

My 2c... It's really weird to have an item (bionic ear) that gives superior hearing, but have no skills that actually benefit from exceeding 100%.

[attachment deleted due to age]
#8
A Spelopede cut Anya's waist. I don't think I've seen an injury there before.

version: 0.19.1987 rev1048

Added injury to Waist but it should be impossible to hit it. pawn=Anya dinfo=(def=Cut, amount= 6.004532, instigator=Spelopede423747, angle=225.0)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Hediff_Injury:PostAdd(Nullable`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\Hediff\Hediff_Injury.cs:218)
Verse.HediffSet:AddDirect(Hediff, Nullable`1, DamageResult) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\HediffSet.cs:165)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1, DamageResult) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Trackers\Pawn_HealthTracker.cs:103)
Verse.DamageWorker_AddInjury:FinalizeAndAddInjury(Pawn, Hediff_Injury, DamageInfo, DamageResult) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\DamageWorkers\AddInjury\DamageWorker_AddInjury.cs:296)
Verse.DamageWorker_AddInjury:FinalizeAndAddInjury(Pawn, Single, DamageInfo, DamageResult) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\DamageWorkers\AddInjury\DamageWorker_AddInjury.cs:284)
Verse.DamageWorker_Cut:ApplySpecialEffectsToPart(Pawn, Single, DamageInfo, DamageResult) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\DamageWorkers\AddInjury\DamageWorker_Cut.cs:85)
Verse.DamageWorker_AddInjury:ApplyDamageToPart(DamageInfo, Pawn, DamageResult) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\DamageWorkers\AddInjury\DamageWorker_AddInjury.cs:241)
Verse.DamageWorker_AddInjury:ApplyToPawn(DamageInfo, Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\DamageWorkers\AddInjury\DamageWorker_AddInjury.cs:60)
Verse.DamageWorker_AddInjury:Apply(DamageInfo, Thing) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Health\DamageWorkers\AddInjury\DamageWorker_AddInjury.cs:26)
Verse.Thing:TakeDamage(DamageInfo) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:1002)
RimWorld.Verb_MeleeAttackDamage:ApplyMeleeDamageToTarget(LocalTargetInfo) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Verbs\Verb_MeleeAttackDamage.cs:97)
RimWorld.Verb_MeleeAttack:TryCastShot() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Verbs\Verb_MeleeAttack.cs:79)
Verse.Verb:TryCastNextBurstShot() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Verbs\Verb.cs:255)
Verse.Verb:WarmupComplete() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Verbs\Verb.cs:211)
Verse.Verb:TryStartCastOn(LocalTargetInfo, Boolean, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Verbs\Verb.cs:201)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack(Thing, Verb, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Trackers\Pawn_MeleeVerbs.cs:135)
Verse.AI.<MakeNewToils>c__Iterator0:<>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\Casting\JobDriver_AttackMelee.cs:54)
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey3:<>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\Toils\Toils_Combat.cs:117)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:559)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
#9
Quote from: Greep on August 06, 2018, 04:00:02 AM
Yup.  To be clear, wealth is the main factor.  It's just bionics/organs and flooring don't count towards wealth.  And combat animals and pawns also have their own additional factoring that has nothing to do with their actual market value.  Except animals where part of that is their market value (:D), and part of it isn't.  It's why even though sculptures are better for room beauty, if you just want extremely impressive, silver flooring is not a bad option.

... and all this time I've even avoided using too much sterile tile, because of how expensive it is... I feel like this could do with a bit more transparency. I guess it makes sense (unless a new raid type 'floor thieves' was introduced. 8))

Thanks for the info. Seems I need to do more research!
#10
Quote from: Greep on August 06, 2018, 03:42:31 AM
Well the thing about haulo-dogs is that 5 haulodogs is ~100 raid points, and an installed bionic arm is 0.  So if you're at a point where you can't afford things but can stand the raid, the dogs make sense.  But usually it's the other way around.

Really? I (incorrectly?) assumed it was based on wealth? A pawn with installed mods is worth a *lot* more than a pawn without. i.e. One of my pawns has an archotech eye. In wealth terms, she has value comparable to ~20 dogs. Are you sure that doesn't translate to raid points? If not, then I clearly need to invest a lot more in making supersoldiers.
#11
Quote from: bbqftw on August 05, 2018, 08:22:52 PM
Now for those of you who are actually wealth managing and ethical players, thus cannot afford the raid point boost from haul-doggos, what is your corpse disposal mechanism? I feel like this and ultra wealth control are the true hallmarks differentiating idiots like me and true masters of the game

I get the impression that haul-doggos are far cheaper than using colonists to haul. One bionic limb ~= 5 doggos, I think. I wouldn't skimp on the bionics, but the doggos are an even bigger multiplier to the colony's overall efficiency. I think armour (and excess weapons) is probably the most obvious thing you can skimp on, although I've recently decided that my colony is going to have to invest in ~4 suits of power armour, to beef up the melee frontline (after a disaster story described earlier in this thread.)

On that note, I'm a little disappointed at how fragile archotech limbs are. From the description I thought they'd be extremely durable. Lost my first archotech leg, and powerclaw, to a scyther in the very first fight since fitting them. It was a bit underwhelming, for something so expensive, to say the least.

Corpse (and unwanted equipment) disposal, are simply stockpiles (near to the most common combat areas), surrounded by a 3 tile concrete firebreak, and a molotov cocktail. If the fight's particularly big I might set all the colonists to (priority 1) haul for a bit to get the corpses piled up, otherwise the colonists (priority 1) clean the blood off the streets while the doggos do the hauling. It's ok if the colonists to see a few corpses while they haul - they're probably already corpse debuffed from the battle itself anyway. If they get too stressed, then they can always have a nice cup of tea and a sit down.
#12
Quote from: mlzovozlm on August 04, 2018, 03:51:47 PM
on the chemfuel, 'd chemfuel from simple meal be more efficient or boomalope?
's boomalope worth it? especially in mid/late game when simple meals 're abundant, not to mention the tameness reduction, last run there was a period of time when i've got ~40 animals, including huskies, retrievers, boomalopes, alpacas, muffalos, even with a team of 30-something colonists, all of which can do handle, there were still 'defecting' animals (mostly muffalo+boomalope) every couple of days

I've got a similar size herd, in a much smaller colony. I think 'can do' is not the same as 'should do' in this case. I think one or two high level animal skill colonists doing all the handling on a high priority should be able to manage a herd of that size. You don't want low skill colonists assigned to the work, because they'll fail the training attempts, while still denying the high level colonists the chance to do the job properly (since there's a per animal cooldown on training attempts).
#13
Quote from: 5thHorseman on August 04, 2018, 01:59:15 PM
Quote from: Dargaron on August 04, 2018, 11:02:51 AM
I think if you stand 1-2 tiles away from a downed enemy, you get something like a +400% "Execution" accuracy buff.
Maybe 2 tiles, but if you stand 1 tile away your people lose all ability to shoot at the defenseless creature lying in front of them.

Can you flag insects for hunting? (I've been on flat maps for the last few patches, so, no insects)

If so, you can have a hunter run around slitting throats.
#14
Storyteller: Randy
Difficulty: Merciless
Biome/hilliness:  Temperate Forest, flat (river, road)
Commitment mode: Yes
Current colony age: 193 days
Hours played in the last 2 days: ~10
Complete mod list: None

OK, finally something bad actually happened to the colony. See cliff-like 'fun' graph... It's about how I feel about it too, haha.

Psychic ship part. The colony had already destroyed two of them, easily. This one though... About 8 scythers, 8 lancers, 8 centipedes (2 with inferno). I had 4 colonists killed outright within about 10 seconds, and it got worse from there... The screenshot is after tactically advancing in a retrograde direction, to stabilise the situation, followed by a couple of raids (on go-juice) to try to retreive the most critically injured downed pawns before they bled out.

Sounds fun, right? It is, it would be. Except...

Feedback 1: two of my animals went beserk (bonded master died?). Cute reaction, except... They were on the other side of the map. This felt a bit weird. Maybe this reaction should only happen if the animals are actually drafted and/or can see their master go down.

Feedback 2: rescuing pawns from an active firefight is very frustrating, as it's very difficult to manipulate the pawn's pathing. Specifically, I had some pawns that would be very easy to rescue if I could choose the route the rescuer would take once carrying the pawn. They could've dragged the pawn into cover, and then taken a safe path to the base. Instead, they pick the shortest path to a bed... Even though that path is basically suicide. Ideally I'd like drafted pawns to have 'pick up downed pawn' and 'drop downed pawn' orders, so I can choose the pathing manually in these sorts of situations.

Feedback 3: Inferno cannons... I find them SO unfun to play against. I like them in principle... But the pathing that burning colonists choose to use is much too frustrating. See the screenshot for an extreme example. Fitz was hit by inferno cannon in the doorway. Instead of diving back into cover (or towards the two colonists standing in arms reach, trying to put the fire out), he has instead decided to run 15 tiles north, go through a closed door, then come another 12 tiles back south, so that he can stand next to his attacker, THEN beat the fire out.

Earlier in the fight, another colonist caught fire. He was relatively safe in cover, near another colonist that could help, and even close to a river. Nope, run directly out of cover, straight across a continuous hail of charge blaster fire that the centipedes were already putting down. It was basically instant death.

I don't mind how hard the encounter was. I misplayed it. I was a bit too blase because I'd dealt with the previous two ship parts so easily (i.e. without even losing a limb), one of which had been very recently. There's definitely counterplay
- If I'd just armed two colonists with EMP grenades instead just one
- If I'd built one of the new turrets (although I try to play without turrets or traps, there's enough tactical depth in this game that I enjoy trying to play positionally instead of relying on overpowered fixed positions)
- If I'd popped firefoam on my positions before opening the ship

So, that's fine, I don't mind the initial slaughter, that's a good lesson. But suicides from minor burns, and the brave but insane rescue paths make me feel a bit salty :)


[attachment deleted due to age]
#15
Quote from: Awe on August 02, 2018, 09:35:19 AM
Lol. That was rude. 1.0.1982

Yeah, I just came to post the same bug. Also a pawn in a caravan.

Maybe it's just her band's name.



[attachment deleted due to age]