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Messages - Pickle

#1
Bugs / [1.1.2647] Incapacited trader
May 29, 2020, 10:10:19 AM
Hi
I just had a bug probably quite rare. A trade caravan came into my map, but the trader was in really poor condition. I noticed that no one had the "?" to trade and find him lying on the ground on the corner of the map. He couldn't move.
The traders came on the 15 Sep, now it's the 2nd Dec and only a few have left the map. I saved three of them, one cut himself and collapse, one probably went berserk and was shot by the others, and the last one attack her dromedary. I still have eight of them wandering, the trader guy is dead from hypothermia (I didn't save him because he couldn't leave the map anyway, and he had a nice parka). The others are not leaving even if they're all starving to death.

I have mods but I don't think that's what is causing the issue. It's more likely because of the trader.
#2
General Discussion / Re: How do you deal with addicts?
August 14, 2017, 04:20:23 PM
I thought the drugs was meant to be used, not avoided xD

Personally I don't mind having addicts around, in early game, when I can't get their drugs, they can be annoying for a while but it draw off eventually. Later, I just provide them what they need, and replace their organs when they get damaged. I had a yayo addict with bionic legs and spine, and it was fun to watch him flying around among the much slower pawns. Wake-up addics are cool too, go-juice is a bit harder to deal with, I accidentally killed one addict who went berserk because he was almost impossible to stop.

I even had a luciferium addict who arrived as a wanderer in a really young tribal colony, and it was interresting to try and find the pills to keep him alive.

Nontheless I have never forced a pawn to use drugs, I sometime plan to do so, but I sell all the drug I don't need each time a trade ship/caravan appears, I like money better.
#3
I just began to use this mod and it's one of my favorite already. Great job !
Some random stuff I noticed so far :

- Babies need clothes, really, I'm playing on an ice sheet and I'm just lucky to have some geothermal generators inside of my base, so I can throw the baby in the room when there is a solar flare and it stays more or less warm, but it's stressful.
- Every women is able to breastfeed the baby, which is weird.
- There is no mood penalty when a woman miscarried due to poor health.
- Raiders are sending children in the battlefield with no weapons, but I'm using Combat Extended so perhaps this is causing the issue ? I'll make some tests.
- The baby I have did a alcohol binge and try to go outside, as it was -30°C I arrested her and she goes into jail (she is one year old). The game became really laggy all of a sudden. I didn't undersand and thought I just had too many mods, but when the baby has been released the fps went back to normal instantly.
#4
General Discussion / Re: Being Picky
June 25, 2017, 04:51:20 PM
For a while I looked for people who was able to do everything because when I wanted something to be done like, right now, I really hated choosing a random colonist, asking him to do it, and get a « Nope ! ».

Now I changed my strategie, I give my pawns less different jobs so they get really good at one or two things (which can be a real issue if loose THE miner or THE cook, but well), so it's not that much of an issue anymore. I even like having one or two pawns who do only combat, art and research, so that they are concentrated in researching/making money, and don't quit their jobs for days to "haul urgently" dead man cloth on the other side of the map.

The only thing I look for is people with a passion in some interesting jobs, no matter the level they have. I also tend to be indulgent with families and teenagers. And for the traits, well, pyromaniac are really annoying, I haven't paid attention to them at first and got a colony with five of them, since then I just destroy them each time they do their « crisis », no micromanagement anymore. (Fun fact : a pyromaniac with no ams can't help you in any way, but can still set fire on the only cable between your base and your main power source).

I avoid Ugly and Staggeringly Ugly traits as much as I can too, I have nothing against them, but colonists do. In addition I'm using a mod that improve the social stuff a bit (I think it's Rumor and Deception) and whoa, the ugly 14 yo girl I bought from a pirate merchant just because I felt pity for her is so sad, she wants to leave because she has no friends, she goes in sad wanders because people insult her. That's so harsh, why ?
#5
General Discussion / Re: Bionics in A17
June 25, 2017, 04:05:31 PM
Same for me, I couldn't play without EPOE or at least Harvest Everything mods installed. Last time I played in vanilla I had to remove the bionic eye of a pawn to give it to an other who lost his two eyes in combat. I got only one bionic eye in five years.

On the other hand I had a girl who got her arm torn off by an mad iguana, their is a huge lack of balance between how easily you can loose a limb or an eye and the difficulties you have to get it back.
#6
I really enjoy this mod so far, I can't imagined all the work needed to make such a change in the game, but it's great.

The only little flaw I noticed is that pawns seems too eager to take ammunition as soon as they have a weapon.
For example, when I have a medic, I want him to pick up a weapon, pick up medicine, and then take the ammunition. Because otherwise they will take so many they can't have medicine anymore. But when they have the weapon on hand, they rush to the ammunition and don't even listen the order I give them to take the medicine. I have to wait till they have taken them, ask them to drop the ammunition, and finally they can go and take the medicine.

An other case is after a battle, everybody rush to the stockpile for ammunition, the last time it happens I insisted to have one guy rescuing a wounded pawn, and a other to haul his weapon. After a few attempts they did it, but dropped the wounded and the weapon in front of the door to go and take ammunition, I have to order them again to do what I wanted.
#7
Do you have mods like More vanilla turrets or Rimsenal activated ? I've noticed an error about multibarrel weapons research while I was using them. That's all I can tell, I don't understand much this error log screen.

Could not resolve cross-reference to Verse.ResearchProjectDef named MultibarrelWeapons
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
#8
It happens to me quite often too (i'm using a lot of mod though), the explanation I found on a steam discussion is that mechanoids in undiscovered ancient danger rooms are « attacking » your pawns even if they can't reach them. Using the dev tool "Destroy" to open the ancient danger and get rid of the mechanoids make the music go back to normal. Worked for me, but on mountainous map you can't always find the ancient danger rooms.
#9
Kidnap your mother, be attacked by your father and kill him accidentaly, then wander in your garden throwing your clothes away.

I'm sure someone wrote a story like that long ago, but it's in the public domain now. It should be ok 8)
#10
Nope. I wish I could call the ennemy faction and pay to have them back, that would be cool.
#11
General Discussion / Re: Slaver Protocol
May 01, 2016, 04:24:47 AM
I captured two slaves with extreme hypothermia once, and it was very easy to convinced them to join the colony, but I don't know if it was because of their slavery, or the faction relationship.

I hope we'll be able to help them one day, that sound fun !
#12
I use it all the time, at the beginning it helps because my 3/4 colonists are busy and I don't have a dedicated cook. After it's good to not have people eating raw food when there is no meal ( worst mood debuff, gut worms too). On ice sheets I use it till I have a reliable food production, so two or three years.
#13
Quote from: ReZpawner on April 17, 2016, 08:33:26 PM
Muffalo if you're playing on icesheet at VERY cold temperatures. Their wool offers (on a normal parka) -120C resistance, which should cover pretty much all cold-problems.

They're great but need a lot of vegetables, which are not that easy to get on ice sheet.

I like wargs, I put a bit of human meat in a corner and they dispose of it. And they are good to protect my colonists in close combat.
#14
General Discussion / Re: coldest seed in A13?
April 18, 2016, 03:38:20 AM
pa0l has a -94C map in January, I'm playing on it and it's nice because there is plenty of marble (I like the look of it for a base). But, wow, -96C will be hard to beat. What's the name of the streamer ?
#15
For the same reason they burn the farms, to destroy the resources. But yeah, it can be a bit weird sometime. One day a whole pack of tribals passed right in front of my base's door, ignoring all the colonists ready to fight, just to beat one dog.