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Topics - dd0029

#1
I have an old flat screen monitor on one of the PCs I use occasionally. It's locked to an annoying 1366x768 resolution. This is only a problem when starting the game. The AI Storyteller select window, the Create World window, Review World (not sure on this one as the title is cut off) window, Select World window, Select Landing site window, and the Create Characters windows do not scale. They seem to be permanently sized and the top and bottom of the windows and often the buttons are cut off. I do not play full screen and my windowed resolution is set to 1280x692.
#2
Bugs / [W|0.7.581] Window focus
October 01, 2014, 03:10:54 PM
Rimworld seems to maintain focus when trying to click on a window behind the game window.

Expected behavior: When I click on a window behind the Rimworld window, that window should come to the fore.

Actual results: Rimworld loses focus, but the focused window does not come to the fore. I have to manually minimize the Rimworld window.

#3
Ideas / Ranges
April 18, 2014, 11:04:58 AM
I like the removal of launch pads for trade. However, my minor OCD is really bothered by the fact that it's quite so tedious to place a "perfect" stockpile under the beacon.

Would it be possible to get an automagic stockpile zone on the trade beacon? Or could the beacon show it's range circle when you are placing a stockpile zone?

Further on ranges - the only time you get to see bill range circles is when you are actively modifying the range. However, the bill window itself mostly obscures the useful radius sizes. For example, I found that the cook stove needs a small bill radius. Otherwise your little weeble spends more time running for ingredients than actually cooking. My solution to that is a dedicated stockpile zone near the cook stove and then setting the radius to just include that. Getting that radius right when the bill screen obscures the circle can be a bit hit or miss.

Help me Obi Wan Kenobi! You're my only hope!
#4
Bugs / Odd colonist behavior
March 08, 2014, 04:52:00 PM
I don't know that this is a bug, but I can't figure out what is happening or why for that matter. It's a fairly common occurrence when I build a table and chairs in the prison room it turns into a semi gathering spot for my colonists, even when there are no prisoners to convince.

You can see it here with Jimmy and Sheng in the upper left. There's actually a stack of people up there under Jimmy. Maybe there's some sort of table dancing going on that table, but I don't get it.

Here's the save: https://drive.google.com/file/d/0B-BdyVaGMRziekxkdE93RmV0RDg/edit?usp=sharing

#5
Ideas / Moar spreadsheet
March 03, 2014, 11:13:25 AM
I'd like some reporting tools. Something which shows and breaks down energy and food usage at the least.

I know you can get energy information if you click on various electrical things, but it'd still be handy to have something tell me that x doors are consuming y energy and w lamps are consuming z energy, etc.. For the food information, what I'd like would be w colonists + x prisoners consume y food and production is z.

Both of these would be best case numbers. It's up to me to plan for when those best cases fall apart due to events.

Graphs would be cool too, but that's just pretty. The numbers are good enough.

It'd be handy if it gave an idea of where goods were stored. IE, w items in hoppers, x items on landing pads, y items in storage.

Some furniture pieces for this information would be neat. It could work like the coms console where you need to task a colonist to use it.
#6
General Discussion / Early Alpha 2 impressions
February 26, 2014, 03:55:17 PM
The stone mason thing rocks, pun intended. The bill system really fits in this instance. Well done!

Butchering and cooking is more of a mixed bag. I like the idea and how it plays out in production. However, it's long term use is more of a mixed bag. It's very, very micro intensive for something that you need to do essentially forever. The bill system for stone masonry works because of the task oriented nature of building things, it's mostly a one and done deal. With cooking, I found myself paranoid about running out of MREs. If you set an infinite bill for meals, you end up swimming in them. This really needs some more automation.
#7
Bugs / [W|0.1.334] Corpse in prison room [mantis]
February 01, 2014, 09:40:12 AM
Version Found - 334 Windows

Title - Corpses in rooms with marked prison beds can't be prioritized for hauling

Steps to reproduce - Kill an arrested colonist who goes berserk after being dropped off in the prison room.

Expected results - I would be able to click a colonist, right click the corpse and select Prioritize.

Actual results - Right clicking the corpse produced no prioritize menu. As you can see from the SS, there are available graves so that's not the problem. If I switch the beds to non prison status, I can then prioritize the corpse for hauling.

Notes -