Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - That Homeless Guy

#1
Releases / Re: [A17] Expanded Incidents (2017-7-16)
November 01, 2017, 12:42:43 AM
There's a few things to bring up after using this for a while.
This mod has been a real balancing on the fence sort of deal for me. I've so nearly uninstalled it so many times. Though I haven't (yet).

1. The thief is bugged or at least the invisibility is.
a) The thief becomes visible but cannot be clicked on when spotted.
b) The thief can be seen by Wild animals. (The last one was eaten by spiders)
c) After being spotted the thief vanishes when attacked. He becomes clickable at that point but if he is holding your loot then that becomes invisible and then drops on the floor. (Single stack Items don't all have text below them either so they basically vanish until you reload the game).
d) His corpse remains invisible.

Personal Notes/Opinion:
1. I don't see any reason for the thief to be invisible in the first place.
2. I certainly don't see a good reason for him to stay invisible in a brightly lit hallway with a colonist at each door and nothing to hide behind.
a) Maybe make his visibility dependent on if he can be seen by a colonist altogether and then increase his chance of staying invisible if he's beside a tree or bush or standing in crops or something.
3. To be more clear on my first point. Since the game doesn't notify you of his presence and he can't be selected I find it hard to find him even after someone spots him. The fact that the game notifies you to where he is when spotted makes sense as if you didn't spot him yourself you can then locate him by clicking the message.

It just feels broken and he showed up and stole my handful of components 3 times in a row within the first 10 minutes of starting a save. I ended up just giving myself double components to get past that first event. It feels really unbalanced as it is. There is no reasonable way to deal with it like you need to be doubly lucky, lucky enough to get within visible range and lucky if he becomes revealed. But even eliminating the lucky to get within visible range still leaves the frustrating lucky if he becomes revealed. It seems to me that a thief isn't going to get past an open area surrounded by turrets with a single entrance and no cover for 20 blocks but hey there goes most of my glitterworld medicine I just payed for.

I haven't encountered the rest of the incidents yet except for the sabotage one. Never found out who it is though. Though I don't know if this is intended but I think I watched my ONLY colonist break his own shit and then repair it right away after. Is it possible for your only colonist to be a sabateur? Or was this just a coincidence?
#2
I'm calling this a bug and I'm not even kidding. My colonist got food poisoning from freshly baked bread.
#3
So I have a badass soldier who was my starting colonist and laid the foundation for the colony to survive. He also happens to be the founder of the cult as well as the colony Leader and Cook. Despite being the leader he is also enemy #1 from both offending other people beliefs (Or lack thereof) and from the group beat downs. The literally decide to take actions into their own hands against a NON PRACTICING cult leader and immediately all gang up when the negative moodlet expires. (I guess this is so they can all keep feeling bad for beating him up?) He has been forced to accidentally kill 3 colonists over these beatings and is also now blind in one eye because it was destroyed during a beat down.

He has so far recruited an extra Psycho and is working on recruiting another. He will be leaving with them and bringing the Grimmore all the muffalo and all the silver with him to create a new tribe. Considering the two psycho's pretty much carry the whole colony I can't see this going well for them. Just gotta recruit that prisoner and then they will be left fight for themselves against the raiders.

This is not how I imagined it.

May I suggest changing the whole group beatdown as soon as the negative beat up preacher moodlet is removed? I'm not against group beatdowns don't get me wrong but it's straight up predictable to once every 7 days on the dot and even if I recruit and unrecruit everyone before they get their hands on him preventing the fight they still get the moodlet. Also considering this dude is the victim of curiosity getting the better of him and does not even research or practice the cult (yet) it seems a little broken. I mean this man homes and feeds them and he may talk a bit of smack but he doesn't deserve a weekly scheduled beatdown from the ENTIRE colony at once. (Well not for being a cult founder anyway, Maybe the chopping up bodies from time to time bit he deserves a smack every now and again).

Update : He just won a 2 on one fight with two best friends. Now I'm pretty sure the survivor is going to want to avenge his besties death. I honestly am on his side even more now. All of his kills have been self defense. No my fault he can kill a man with his bare hands. I almost want him to just arrest everyone bar his psycho buddies and then harvest their organs at this point.
#4
Stories / Re: Grass seed Anyone else ever see them.
August 01, 2016, 07:59:47 PM
Quote from: Dante King on July 31, 2016, 12:06:01 AM
Same with fire, little sparks spurt from the fire and go around it randomly.
I have noticed the fire thing. How can you miss it when the game tries to burn you down 50 -100+ times a game.
#5
Stories / Re: Hm. You sir are a genius.
July 27, 2016, 08:18:43 PM
I was actually thinking about this and the pathing system should be able to handle this check at less than the cost of pathing a single job nearby. Considering the game also registers rooms, there are checks for if a room is created somewhere which would also make navigation a pinch. Almost seems like it is something I would build in early and by default otherwise I would consider the navigation system critically broken. I don't know how the game is written or structured under the hood but as a programmer and game dev I can take an educated guess and say that if it is structured the way I think it is it would be a 4 hour job tops to just remove this errm "oversight?"
I mean no disrespect to the devs either they have done a great job. I was just chewing on that thought so I thought I'd spit it out here.
#6
Stories / Re: Hm. You sir are a genius.
July 27, 2016, 01:22:37 PM
Quote from: milon on July 27, 2016, 12:52:23 PM
No it doesn't.  And mine is a suggestion, not an in-game-fact.

Alert: 1 colonist idle.

Fact: means either the colonist is stuck or has genuinely run out of jobs.
Fact: Clicking on the message focuses the view on the colonist in question.

#7
Stories / Re: Hm. You sir are a genius.
July 27, 2016, 09:17:11 AM
Quote from: milon on May 17, 2016, 08:46:57 AM
This thread, ;D

It would be great if the game alerted us in the case that a pawn can't path to their bed or food.  That would go a long way to resolving these cases.

The post before yours literally tells you the alert given for a trapped colonist.
#8
Stories / Re: Grass seed Anyone else ever see them.
July 26, 2016, 12:56:57 PM
Quote from: Wex on July 26, 2016, 09:44:29 AM
I discovered the existence of seeds when one flew right in front of something I was trying to click on.
That's exactly what happened.
#9
Stories / Re: Family Problems
July 26, 2016, 12:36:17 PM
Quote from: JRHaggs on July 26, 2016, 11:28:29 AM
I expect it's mainly the human impulse to make sense out of nonsense. But still, it was too lovely a coincidence.

I truly love Dwarf Fortress, but I find it easier to feel connected to my colonists in RimWorld because there are fewer of them. The individual "personalities" stand out a little clearer when there are five or six little buggers knocking around rather than dozens.

I know what you mean. I'm building a dynamically generated game myself and I am extending the "dynamic" part to almost every aspect of the game. One of the systems I am developing is actually partially to combat that issue and involves Dynamic quests and towns being built with completely procedural characters. One of the coolest features is not only that it works on Items like weapons and armour it can generate nicknames and post/pre names for their name parts for example Taking my own name and that of my friend I can select pressures to force a name update. So "Goldilocks and the three bears" becomes "Lukeilocks and the three Homeless Joe's"

The Idea being that the characters can have changes to their names over time based on events or accomplishments making them more memorable by how they gained a nickname like "Twinkie" or they were born Ivan and later became "Ivan the terrible" through some chain of events and eventually becoming "Terrible Ivan the Destroyer" Or even "Ivan the Terrible Coward" or even "Terrible Ivan the Great" etc.. These names may even trigger traits to be created down the line too.

Similarly if it were a tool or weapon it could change the name based on the tools use. You could jokingly change the name of the players sword or pick to "Shovel" If they repeatedly used it for digging. Or "Venom" if you used it to kill allot of spiders or snakes. Venom might even gain a poison chance property from it and someday become known as a Legendary item. I love this kind of stuff and I feel it's needed more in games these days.
#10
Stories / Re: Family Problems
July 25, 2016, 05:38:13 PM
This is gold I love this game. I wonder how much influence the story teller has on relationship factors or is it possible this is all just an amazing flow of events driven by the storyteller throwing up an ex.
#11
Stories / The Lone Psycho
July 25, 2016, 04:41:44 PM
You awake to the sound of the atmosphere trying to eat your drop pod in a blaze of white hot heat. Soon you feel the retro burners contorting your organs as you are slowed to a "safe" stop. You emerge from you pod disoriented. You don't know why you're here but you do know you signed up for it. Better make the best of the situation and resources you have about you. It looks like there is allot of debris lying around like something big exploded overhead.

Day 1: Landing
I'm not sure why I'm here, I know I signed up for something but what? Was it simply this? Marooned, fuck knows where? No I think I was on my way to a job of some sort. I found a sniper rifle and an "Orion Corp : Defense Rifle" Maybe that has something to do with it.
I found a tablet with a nuclear battery and it still reads full so I can't have been in cryosleep for more than 500 years. The name inscribed on the back is "Lola Smith", Is that my name? I've decided to use it to keep this diary so I have some sort of timeline of my hopefully visit to this place.

I was naked in my pod so I stripped some cloth from the inside to make some almost tribal like clothing to protect me from the elements. It's hot out here, I've landed in the mountains. Pretty Arid. But there's an abandoned structure on the edge of that small desert over there. I think I'll inspect it and maybe use it as shelter for now. At least until I can figure out if I'm alone or not on some distant uncharted planet a hundred light years from nowhere it seems. The Landing pod had no record of this planet in it's data banks. Hopefully I'm not alone.
Or hopefully I am depending on how you look at it.

Day 1 : End

I worked hard and got a bed and door put up in the structure. I hesitate to call this place home but at least now I have a roof over my head. I finished off the day moving stuff inside that might perish easily or be gobbled up by the wild life, I'll get the rest in the morning. Speaking of which there are some Elephants near by so I need to be careful. It seems there is also 2 tame wargs here with me. I decided to name them Jane and Suffering. Morbid I know. Still no sign of "intelligent" life on this planet but this structure gives me hope. It's not like these planets are built by some sort of procedural algorithm or something. Someone had to have been here to build it. It doesn't look like anyone's been here for a while though. I had to repair part of the roof to make it livable.

I think I'll go for a walk and get my head together before I go to sleep.

[attachment deleted by admin - too old]
#12
Quote from: BlueWinds on July 25, 2016, 03:13:42 AM
Just stopping by to say that I too enjoy your narration. If imitation is the sincerest form of flattery, well, I hope you enjoy having your idea taken into my thread and run with. :)
Not necessarily his Idea  :P I used to do this for Fallout and other games. Though it's fair to say you have drawn inspiration from t. I'm even thinking of restarting my lone survivor world and doing this with it. I love this sort of story telling and it's what this game is made for. As a game dev I strive to achieve that level of self involvement and creativity that comes from the imagination of the player. Like a book if you tell a great story that stimulates the imagination instead of feeding all the details to the reader then you have something the reader will remember.
#13
I kinda like the way this is narrated already.
#14
Stories / Re: Grass seed Anyone else ever see them.
July 24, 2016, 08:57:30 PM
Quote from: Shian on July 24, 2016, 08:26:13 PM
Yes. They are very tiny floating seeds.
I'm amazed I've only ever seen them now.
I knew the grass and trees repopulated so long as you didn't torch the lot but I never realised there was a sprite associated with the action.
#15
Stories / Grass seed Anyone else ever see them.
July 24, 2016, 08:15:46 PM
It was so fast I couldn't screenshot it but in the couple of years I've played this I have never seen them before. Has anyone else seen them?

It's hard to say what it looked like I was more bemused than anything else. I clicked on a rotting boar corpse and I guess a seed was spawned or flew by at the same time and a little white box flew across the screen and planted some grass. The info box said grass seed which is what bemused me then I noticed the white selection box moving.