When will you update this mod on github?
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#2
Bugs / Nutrient paste dispenser priority food
April 15, 2020, 05:13:13 PM
I think it's better posting on BUGS thread this.
I have 2 hoppers filled with vegetables and meat as the image below:
The nutrient paste uses only vegetables as raw food and using meat only after the hopper with vegetable is empty. Nothing wrong with this except that many times the amount of let's say, tomato (modded food) are the last amount of raw vegetable I have but I have other type of raw food to fill. Many times it consumes food so I only have left around 1-2 items per hopper, not having enough nutrients for another meal.
To avoid this I suggest forcing nutrient paste prioritize consuming raw food with least amount first.
69 Tomatos, 4 Meat --> 67 Tomatos, 0 meat. So my pawn can automatically fill the empty hopper with another type of meat or vegetable.
The same thing happens if I have 3 hoppers, Once I got 1 hopper with 1 potato, another hopper with 2 meat and last one with 1 rice and I had to manually remove the item from the hopper and fill with another type to continue the distribution of food.
In my case, 69 Tomato and 4 Meat it's gonna be a problem once it consumes all tomatos just to have only 3 tomatos left which will be completed with 3 meat to have one last meal and by resulting 1 empty hopper to be filled with another thing and a useless hopper with 1 meat.
I have 2 hoppers filled with vegetables and meat as the image below:
The nutrient paste uses only vegetables as raw food and using meat only after the hopper with vegetable is empty. Nothing wrong with this except that many times the amount of let's say, tomato (modded food) are the last amount of raw vegetable I have but I have other type of raw food to fill. Many times it consumes food so I only have left around 1-2 items per hopper, not having enough nutrients for another meal.
To avoid this I suggest forcing nutrient paste prioritize consuming raw food with least amount first.
69 Tomatos, 4 Meat --> 67 Tomatos, 0 meat. So my pawn can automatically fill the empty hopper with another type of meat or vegetable.
The same thing happens if I have 3 hoppers, Once I got 1 hopper with 1 potato, another hopper with 2 meat and last one with 1 rice and I had to manually remove the item from the hopper and fill with another type to continue the distribution of food.
In my case, 69 Tomato and 4 Meat it's gonna be a problem once it consumes all tomatos just to have only 3 tomatos left which will be completed with 3 meat to have one last meal and by resulting 1 empty hopper to be filled with another thing and a useless hopper with 1 meat.
#3
Ideas / Re: Your Cheapest Ideas
April 13, 2020, 05:28:19 PMQuote from: rinin on April 05, 2020, 12:58:48 PMOr taking a drug could increase chance to spawn an inspiration. Making hard drugs like flake more interesting to use, not just selling for profit.
Inspiration mech serum and/or inspiring assistant.
Pretty straightforward. Serum could cause specific or random inspiration. Assistant could just increase probability of inspirations for a colonist.
#4
General Discussion / Re: Can't Get My Nutrient Past Dispenser to Work (This Time)
April 05, 2020, 02:17:47 AM
Try removing the chair. As far as I know there should be nothing in front of it blocking the way.
#5
Unfinished / Re: [1.0][WIP] Real Ruins
April 03, 2020, 11:12:56 AM
I just encountered a bug when I tried to send my pawn with transport pod to the ruin that was discovered. Once the transport pod reach there it simply disappear my pawn and my other pawns don't even get upset/happy for it.
my transport pod was filled with 110 steel, 30 fuel and 2 components
EDIT: here a video of the bug:
https://streamable.com/xqv7ju
my transport pod was filled with 110 steel, 30 fuel and 2 components
EDIT: here a video of the bug:
https://streamable.com/xqv7ju
#6
Ideas / Re: Death Acidifier skeletonizes the user.
April 02, 2020, 11:46:37 AM
Death Acidifier is kinda useless if you ask me.
If a pawn dies, all outfit disappears. Even if he did not have the death acidifier and dies, why would I use any tainted outfit anyway? I cannot sell it, it gives mood debuff unless it's cannibal/psychopath.
Also if is downed, i can strip before he dies and I still can recovery the outfit. To make death acidifier useful it should rot instantly the pawn once he dies and if is downed, just the outfit disappear.
If a pawn dies, all outfit disappears. Even if he did not have the death acidifier and dies, why would I use any tainted outfit anyway? I cannot sell it, it gives mood debuff unless it's cannibal/psychopath.
Also if is downed, i can strip before he dies and I still can recovery the outfit. To make death acidifier useful it should rot instantly the pawn once he dies and if is downed, just the outfit disappear.
#7
Ideas / Re: Your Cheapest Ideas
April 02, 2020, 11:36:42 AM
Similar frostbite if the temperature is too low from the comfort of the pawn, make sunburn a thing if the pawn is outside and is too hot for the comfortable temperature.
#8
Bugs / [1.1.2289]Item less heavy than materials from deconstruct which can be exploited
April 02, 2020, 11:02:34 AM
Steel mini-turret have 8kg
If I deconstruct the mini-turret I obtain 75 Steel and 2 components
75 steel = 37.5kg
2 components = 1.2kg
Total: 38.7kg
This doesn't make any sense and it's easy to exploit when you attack a faction instead of deconstructing to obtain materials, simply I uninstall, form a caravan which have only 8kg, return to my base and then deconstruct it for the materials. It's can be exploited expecially when someone play a scenario like ice sheet or sea ice where the building items are so rare.
This is just an example of one item. The same issue is for other items like electric smelter, electric stove, etc..
If I deconstruct the mini-turret I obtain 75 Steel and 2 components
75 steel = 37.5kg
2 components = 1.2kg
Total: 38.7kg
This doesn't make any sense and it's easy to exploit when you attack a faction instead of deconstructing to obtain materials, simply I uninstall, form a caravan which have only 8kg, return to my base and then deconstruct it for the materials. It's can be exploited expecially when someone play a scenario like ice sheet or sea ice where the building items are so rare.
This is just an example of one item. The same issue is for other items like electric smelter, electric stove, etc..
#9
Bugs / [1.1.2289] butchered humanlike bad opinion to wanderers joined or other
April 02, 2020, 07:44:40 AM
Hello,
As title says. I made a few test with dev mode activated. I have a pawn butchering a humanlike then I triggered a wanderer join event. The pawn start with already bad opinion of my pawn that butchered a humanlike like he knows already what he did. Shouldn't the bad opinion appears only for existing pawns? and any other pawns that did not 'witness' this thing should have a neutral opinion until the first meeting?
As title says. I made a few test with dev mode activated. I have a pawn butchering a humanlike then I triggered a wanderer join event. The pawn start with already bad opinion of my pawn that butchered a humanlike like he knows already what he did. Shouldn't the bad opinion appears only for existing pawns? and any other pawns that did not 'witness' this thing should have a neutral opinion until the first meeting?
#10
Bugs / [1.1]Old bug still exist on new rimworld version (caravan lack of joy)
March 31, 2020, 03:52:12 PM
So, I hoped that with the new fixes the Caravan would be improved, unfortunatelly not even on changelog I haven't seen any fix for caravans lack of joy. Basically if I send a caravan to a long distance and I give a rollbed, a beer and a smokeleaf, at certain point they get bored of solitary relaxation and start complaining of lack of joy.
I set social drugs policy with both beer and smokeleaf to use but no matter if they walk or rest, they don't touch it and keep complaining.
Below I'll attach a few screenshots of mine. Also take note that my pawn is not a teetotaller!
I hope in the next version the caravan thing is get improved by adding even more joy stuff like horseshoe joy and why not, a kind of horse cart to craft so we can carry even more stuff in one trip
Another suggestion thing is...let us forcing our pawn walking even if they are well rested and not moving until early morning.
I set social drugs policy with both beer and smokeleaf to use but no matter if they walk or rest, they don't touch it and keep complaining.
Below I'll attach a few screenshots of mine. Also take note that my pawn is not a teetotaller!
I hope in the next version the caravan thing is get improved by adding even more joy stuff like horseshoe joy and why not, a kind of horse cart to craft so we can carry even more stuff in one trip
Another suggestion thing is...let us forcing our pawn walking even if they are well rested and not moving until early morning.
#11
Bugs / Re: [1.1] Only pawn during caravan consumes food when downed
March 31, 2020, 02:10:55 PMQuote from: Canute on March 31, 2020, 01:42:59 PM
What happen the to mechanic that the caravan is lost when all pawn are downed ?
JaJe, could you please include what exact version you use ?
You can find it at the main menu top left corner, or when you open the logwindow, it should be the first line.
It's 1.1.2587
#12
Bugs / [1.1] Only pawn during caravan consumes food when downed
March 31, 2020, 01:07:32 PM
So I started my sea ice scenario, after 3 years my only pawn got sick with BOTH fibrous mechanites and sensory mechanites in a day difference (which actually is a bullshit and ruined completelly the scenario).
The only way to survive in sea ice is caravan, a lot of caravan for steel because nobody ever visit me, or if they visit me, they never sell steel.
Anyway, I found out that in one of my caravan trip my pawn got downed because of intense pain caused by both diseases as you see in the screenshot below.
The BUG i noticed is that my pawn keep consuming food even if is downed. If I haven't sent him to caravan, he'd be death by startving. Shouldn't consume any food if is downed?
Should I get hit with 2 diseases in a day distance? I know it's rng (Cassandra, rough) but still, this doesn't give any choice for a 1 pawn challenge to survive without even try to recover.
Also, my pawn have a psychic amplifier which ironically can reduce the pain of the target. It would be nice if the pawn that have this ability to self-use it when downed too.
The only way to survive in sea ice is caravan, a lot of caravan for steel because nobody ever visit me, or if they visit me, they never sell steel.
Anyway, I found out that in one of my caravan trip my pawn got downed because of intense pain caused by both diseases as you see in the screenshot below.
The BUG i noticed is that my pawn keep consuming food even if is downed. If I haven't sent him to caravan, he'd be death by startving. Shouldn't consume any food if is downed?
Should I get hit with 2 diseases in a day distance? I know it's rng (Cassandra, rough) but still, this doesn't give any choice for a 1 pawn challenge to survive without even try to recover.
Also, my pawn have a psychic amplifier which ironically can reduce the pain of the target. It would be nice if the pawn that have this ability to self-use it when downed too.
#13
Bugs / Re: [1.1]Caravan trading won't increase social skill and other improvements
March 31, 2020, 12:20:52 PM
No, it doesn't happen aswell..
I think it should increase a bit everytime a trade is complete, dependent of the total value of the item traded (to avoid exploitation). If I play a scenario with one pawn, how else I can increase the social skill if the only way to interract is trading? more trading = better social skill -> better prices.
I think it should increase a bit everytime a trade is complete, dependent of the total value of the item traded (to avoid exploitation). If I play a scenario with one pawn, how else I can increase the social skill if the only way to interract is trading? more trading = better social skill -> better prices.
#14
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
March 30, 2020, 10:04:40 AM
Happened long time ago.
After few days of starting my brutal naked scenario. My first ever event was a meteorite landing to my pawn and killing him.
The end.
After few days of starting my brutal naked scenario. My first ever event was a meteorite landing to my pawn and killing him.
The end.
#15
Bugs / [1.1]Nutrient paste meal mixing with human meat bug
March 30, 2020, 08:38:11 AM
I thought this was fixed but looks like not. It's can either be annoying or exploitative if you play as a cannibal pawn.
Farm nutrient paste meals using common ingredients, then place human meat and farm just 1 nutrient paste meal and then merge all nutrient paste meals. Now all nutrient paste meals contains human meat as ingredient.
Is it possible prevent stacking meals that uses specific ingredients?
Farm nutrient paste meals using common ingredients, then place human meat and farm just 1 nutrient paste meal and then merge all nutrient paste meals. Now all nutrient paste meals contains human meat as ingredient.
Is it possible prevent stacking meals that uses specific ingredients?