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Messages - Aszh

#1
Ideas / Re: core engine limitations
October 19, 2018, 04:25:46 PM
"Please do this 5 year, multi-million dollar project to the following specifications"

I hope you're a rich investor!   ;D
#2
Ideas / Re: Your Cheapest Ideas
October 14, 2018, 01:32:27 PM
It shouldn't be possible to "disturb sleep" for someone who is anesthetized.  That's literally the entire point of anesthetic.
#3
1) Circumstances:  It's late game and I'm rich.  Whenever I complete an away mission, killing a pirate base or whatever, I have prisoners.  I usually build a transport pod hub to get back to base quicker, and send the prisoners back one or two at a time.

2) The Bug: When prisoners land at my base, they are hostile instead of passive.  They try to fight again.  If I also happen to send one of my pawns back with a prisoner, my pawn instantly one-shots the prisoner when they land, because the prisoner is hostile.

3) What I expected to happen: they should still be prisoners.  This is how it was in previous versions, and also it makes sense.  I restrained them before launching them via pod, the restraints would still be in place when they arrived.

4) How to make this bug appear quickly: Start a game.  Spawn a pirate base via console.  Form a caravan with 1-2 of your starting pawns and dev console travel to the pirate base, leaving at least one pawn at your base.  Dev console down/kill all the pirates.  Capture some.  Spawn some resources so you can build a pod launcher.  Build it, fuel it up.  Heal a pirate enough so he can be transported.  Put him on the pod, launch him back to base.  When he arrives, he will be hostile instead of captured.
#4
Ideas / Re: Your Cheapest Ideas
October 13, 2018, 03:29:08 PM
A way to copy and paste ALL bills at a station, instead of just one bill at a time, would be nice.
#5
Ideas / Re: Your Cheapest Ideas
October 13, 2018, 03:02:00 PM
Mortars should automatically clear forced target once someone stops operating it.
#6
Damaged yes, tainted no.
#7
Ideas / Re: Your Cheapest Ideas
October 07, 2018, 12:50:02 PM
I had a colonist addicted to smokeleaf with a huge smokeleaf tolerance.  She got carcinoma in both lungs.  I grabbed some new lungs from prisoners and gave them to her.  A few days later, she got carcinoma again from Smokeleaf Dependence (large), even though she had smoked nothing since and had new lungs.

Replacing lungs, kidneys, or what have you depending on the drug should probably halve or in some other way reduce their dependence, OR the chance for cancer shouldn't be based on the dependence.  Makes no sense she gets totally new lungs and gets carcinoma again.
#8
Ideas / Re: Your Cheapest Ideas
October 05, 2018, 06:55:55 PM
When you draft a pawn with a meal out, make them put it back in their inventory instead of on the ground.
#9
Ideas / Re: Your Cheapest Ideas
September 25, 2018, 10:11:55 PM
Quote from: vzoxz0 on September 24, 2018, 08:29:08 AM
I'm not sure I understand why you need them to be alphabetical, but they definitely should follow the order given by the "colonist bar". It's not like it's a lot of effort to sort it for the player should they want to.

Okay, let me rephrase.  I would like for the Assign and Restrict tabs to have options to re-arrange them that are separate from the colonist bar.  Similar to how there are different sorting options on the caravan screen.  If one of those options happened to be alphabetical, like on the caravan screen, that would also be nice.
#10
Ideas / Re: Your Cheapest Ideas
September 23, 2018, 10:35:32 PM
Quote from: 5thHorseman on September 23, 2018, 03:36:17 PM
The Assign and Restrict tabs order the colonists based on the order of pawns up top on the screen

Yeah, I know they do, and it should be alphabetical instead, or at least an option to make it so.  The pawns at the top I have in a specific order for a reason and it's not gettin' changed.  I have a few groups of important pawns at the front, then after that it's the order they arrived in.

It's not really a problem when you have like, 10 pawns, but when you get up to 50+ it's a real pain to not be able to re-order things how you want.
#11
Ideas / Re: Your Cheapest Ideas
September 23, 2018, 01:25:23 PM
Very cheap things that would make the game way less annoying:

1) The Assign tab needs to be alphabetized.
2) The Restrict tab needs to be alphabetized.
3) Set Owner for beds and anything else with owners needs to be alphabetized.
4) Set Worker on bills being sorted by highest skill is usually fine, but it'd be helpful if I could also sort it by alphabet for those times I instead need the cannibal to butcher humans into kibble and so on.
#12
It's an edit to one variable in a single xml file.  Find your Rimworld folder, navigate to Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Social.xml, open that up in a text editor, ctrl+f to find "failedromance", then change the baseOpinionOffset value to whatever you'd like.

#9 isn't required for #7, they won't fight unless they weren't compatible anyway.  It just speeds up the process a bit, and prevents situations where they each have 3-4x rebuff on each other, which actually happens irritatingly often.  I've done #7 forever, but I only just started #9 in my newest game. It always feels like romances stop almost completely once your base gets big enough, simply because they don't have enough opportunities to meet and chat with each other unless they're both cooks, etc.  And that's no fun.
#13
Ideas / Re: Your Cheapest Ideas
September 22, 2018, 02:49:16 PM
Quote from: Oszilgath on September 22, 2018, 01:31:05 PM
My favourite part in Rimworld is building epic bases and designing the area. So i´d love to have a tool that creates a time lapse video or single bitmaps like in "Prison Architect". It takes one picture per ingame day (maybe adjustable to choose shorter intervalls) and saves it in a choosable folder. So after you finished the game, you can watch how you influenced the area and how your base grew.

I love this idea.  I play the same way.
#14
1) I don't do unnecessary surgeries to train medical, too micro-y and boring, and also unnecessary because of #2
2) I allow surgery fails, but I don't allow surgery fails that also consume the body part.
3) I don't use traps and use very few turrets, but still make heavy use of walls and killboxes.  I can't be asked to do combat the "challenging" way anymore; been there done that, and after 1000 hours it's just way too micro-y, boring and RNG.
4) I don't allow social fights to do permanent damage.  If somebody loses a toe in a social fight, it gets dev consoled back.  Wasn't a rule before B19, it's just way too common now, and completely unrealistic of actual social fights
5) I don't hunt with groups of drafted colonists, way too micro-y and boring.  Thusly, I also don't allow full herd animal revenge--if they do, they get console removed like they were never there in the first place.  The compromise is I don't get that meat and leather.  Single animal revenge is ok, even though that's also kinda bullshit because the AI governing hunting sucks.
6) I don't build the spaceship
7) Mid to late game, I don't allow pawns to choose their own partners (not that they would anyway, because romance is broken after about 10 colonists).  When I can afford to, I build a special "luxury" complex with a bedroom, private fridge, private kitchen, private bathroom, has TV, etc. and lock two single pawns in there until they fuck.  Once they do, they get booted back out to the common rooms and replaced with the next aspiring couple.  Arranged marriages for the win.
8.) If Pawn A hits on Pawn B and gets refused, and then Pawn B hits on Pawn A a short time later and gets refused, they get dev consoled into a relationship because that's nonsense.
9) I changed the value of -15 "Failed to romance me" to +5 to simulate flattery and the principle of successful persistence.  This obviously leads to more romances, but it also tends to lead to more affairs, which IMO is way more fun than the nearly insurmountable monogamous relationship values in vanilla.
10) I almost never use animals for combat.  They're just too precious to me emotionally, and also just way too stupid, bless their little hearts.
11) If I get attacked by manhunting cats, they get console removed because I refuse to kill cats.  I use console to fire a different manhunter event after.
12) I don't accept "Innocent Prisoner Died" mood debuffs, and they get modded to 0--because trying my absolute best to save someone's life but having them bleed out before I can triage them, and then getting a colony-wide debuff for it, is nonsense.  As tradeoff, I never leave anyone to bleed out on the battlefield, friend or foe, and always try to save everyone every time.
13) Until there's at least a *sort of* reliable way to down prisoners without killing or maiming them, I don't play with prison breaks.
#15
Thank you so much for your hard work and the great changes.

I really hope the 64-bit release is an easy fix.  It was the one thing I was looking forward to most by far.