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Messages - purespoo

#1
1. Subject says most of it. Have basic, royaly,ideology in no mods.  I created a society expecting slab beds. I went so far as to research Complex Furniture. The list under complex furniture clearly states slab beds would be an option. When I completed the research, I went to the Furniture tab expecting to see an option to build slab beds. Nothing was present. I had every other variant and the basic variant of bed but not slab beds. I looked under every construction option available and no dice.

2. What I expected to see was a slab bed next to normal beds option. Or at the very least normal beds would have drop down to a slab [material] option. But nothing came up.

I did not check stonecutting options at table or smithing table. I could see it being there but it would not be a great idea in my mind for an item as basic as beds.

Moderator Note:

Thanks for the report, but there is not enough information for me to investigate.  Do you have an ideo with slab beds, or did you just think all colonies could have them?  If youa re still experiencing this issue, please read the "How to report a bug" pinned thread, and then make a new report.
#2
Bugs / Animal Zone Causes Massive Slowdown
October 15, 2018, 02:36:38 AM
Just as it says. Created a game. Was doing fine until much later then I had a random slowdown after coming back from a Caravan.

It seems after coming back from a caravan, the specific animal zone I had set up to keep them inside my walls was causing massive slowdown and stops in game. Like 2 seconds of play, 2 seconds of lag, back and forth. Even on the slowest of speeds.  Tried reloading the game and even that doesn't help. If I moved the animals to a zone outside my walls the slowdown disappears. Toggle it back, it comes back.  When the animals on that raid died it eventually let me pick that zone again. But it seems to be a remittant issue.
#3
Bugs / Caravan, Break Bug
September 22, 2018, 03:31:54 PM
Sent a caravan off.
The character suffered from a wandering bug.

She eventually recovered and has the ability to forage for days.
However, she is stuck on resting and won't move despite being 100% rest.
#4
What the circumstances were:
Had a game with a nasty infestation. My villagers accidentally set the base on fire. Beat off the bugs but lost a few and a few dropped to the heat.

What happened & What you expected to happen.
Rescued one villager to a medical bed.  That room caught fire and I couldn't rescue her at all as "No reachable, ..non prisoner beds.  My base literally had about 10 different available bedrooms completely separated that weren't on fire.

Another dropped about 5 squares from any serious flames and again, I couldn't rescue her despite having sooo many rooms available. I unassigned and reassigned rooms. Unflagged and reflagged medical beds. Even unflagged and reflagged prisoner beds.

My base was fully ventilated to get the most out of the AC unit. My only guess is that vents bug the game into thinking the other beds were too hot. I don't see how though as they were literally half my base away from the fire. Perhaps the heat was preventing the rescue. Later I took the save...cut a whole in the wall and was finally able to perform a rescue.

What I expected to happen: Be able to easily rescue my prisoners into another room until I could heal them up. Or at least have an error message that includes that heat is being factored into "unreachable" somehow. I don't see why heat should even be figured into that. At the very least let me Rescue the poor sap that's on fire and put him on the ground outside or something.

My guess is it tried to tell me the


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#5
Ideas / Suggestion: Zone Management Improvements
December 21, 2016, 06:28:12 PM
One thing I wanted to suggest instead of global zone management and limiting us to 5 zones per type the ability to assign and create zones independently around specific (inhabitants/animals).  I.E. have an option when selecting an individual/user to also specify a zone I want them to work in independently instead of limiting us to the 5 universal zones. Universal zones work fine if i have a class of worker than I want in a specific area of the map but are horrendous at trying to seperate the work.

Think in terms of Rollercoaster tycoon.

In Rollercoaster Tycoon, I can create several park attendants that pick up trash.  With your system they'd be limited to one of 5 configurable zones. Fine if I have 5, but when I get 6 and want to divy up the area further it becomes a problem and for the bigger maps to be feasible it becomes necessary. If you had an option to specify zones and assign them around specific attendants I could give them each their own zone to focus clean up efforts. Now this is only one class of worker. Rimworld has many types of workers. In which case it would be awesome if I could split up miners to focus on different zones as well ..lets say farmers.  You could ideally raise the limits on zones. But I honestly think it would be easier to allow each individual worker to be assigned their own zone.