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Messages - Zoppa

#1
I'm moving my pawns to new (larger) bedrooms anyway, so no tables and an extra flower seems a reasonable approach to check out.

Yeah, locking the doors when sleeping would make sense...but indeed that might become tricky with the animals. Although they pretty much keep the same sleeping schedule anyway, might as well lock the animals in for the night.

Thanks for the feedback everyone :)
#2
From a coding/performance perspective that might make -sense-, but that doesn't make it less annoying though. Imagine a pawn running around a mountain to grab some wood because it happended to be 1 cell closer "as the crow flies" than the pile of wood that was actually already in the same room as the pawn.

So it comes down to restructuring my base so that the closest table actually has the closest path...but that won't stop them from entering random rooms whenever they get hungry and happen to be closer to a bedroom than the common room.

No tables in bedrooms...I was literally just thinking that :) Would that have any disadvantages towards rooms stats?
#3
Quote from: Zeneth on September 10, 2016, 07:10:02 PM
This doesn't really relate to the thread, but do you have a pet turtle for all of your colonists?

Euhm, kind of yeah...I had (or still have) a couple of adult turtles that recently had some baby turtles...7 or so minus the one eaten by a random timber wolf ^^




It seems that they indeed choose the closest table, regardless of the path to it...sounds more like a bug then...
#4
I can't say anything about the mods as I play vanilla, but that said: I had a similar experience.

The first v15 can out and I got the famous notice about "things might break". I though something like 'meh, how bad can it be?' and just started the game and load my v14 savegame. ^^ bäM: no UI, alarm sounds and I couldn't do anything...had to kill the process in task manager o.O

I reverted the version back to v14 in steam > Rimworld properties > Betas (see screenshot). No automatic updates since then and the savegame could be load and played without a hickup.

This is different from the "don't upgrade" option, however I have used that before too, without problems either...

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#5
Since the beginning of my game, I noticed a lot of "interrupted sleep" debuffs on my colonists. After a short observation, I noticed that colonists were using the tables in other colonists rooms to have a meal.

At first, I though this was just because the rooms being used were right across the fridge/kitchen. So I reversed the rooms and put the doors on the other side. Then I created a common/rec room closer to the fridge. But strangely, this didn't help. I even started barring of the bedrooms even more (see screenshot), but to no avail :(

It almost looks like some colonists are 'bound' to certain tables?! Whereas I would assume they'd choose the closest table available? I.e. in the screenshot: I would assume Snap to run to the red marked area, but instead he runs a huge detour to a seemingly random bedroom pretty far away. Is he still thinking the bedroom is closer and ignores the detour to reach it?

Anyone seen similar behaviour? Am I missing something here or does this qualify as a bug?

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#6
Hello there!

First off, this might be the same or very close related to this issue: https://ludeon.com/forums/index.php?topic=24429.msg250733#msg250733

I just noticed something odd just now. The "toxic fallout" event triggered for me, so I set up a restricted area which covered the part of my base that was connected through roofs. A similar area was set up for my domestic animals and both pawns and animals complied to this. I.e. when trying to prioritize hauling something that was outside of this zone, the game wouldn't let me. The command message says something like "Cannot prioritize ( ... is outside of allowed area)".

However, there were some traders passing by, so I thought a quick peek into the fallout to trade some stuff might come in handy. Without any restriction, I could tell my pawn to trade with someone well outside of the allowed zone. "Proof" of this, is that the pawn was unable to haul the new items because of the zone restriction. I showed the above message and yes, I'm sure it was a pawn capable of hauling ;)

Seeing this from the perspective of the pawns being restricted to an area, this looks like a bug to me...although to be fair: I wanted them to move out of that zone anyway for this trade...but I guess in other situations that would be a problem.

I was playing on RimWorld 0.14.1249 rev942, savegame and logs as attachment.


Regards,

Zoppa

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