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Messages - XrypticPyro

#1
I noticed that the colonists don't receive a "Prisoner sold" mood modifier when using transport pods. I used a transport pod to send BOTH a prisoner and an unwanted colonist as a "gift" to a nearby settlement. It increased relations and caused an alliance but no one in my colony seemed to notice. There were absolutely no negative modifiers from the interaction, none for the prisoner, none for the colonist, and I wasn't checking psychopaths. Not sure if this is an intended feature, cheers! (Definitely on the latest build as of this post).
#2
Bugs / Hunted Turtle "bleeds" vomit instead of blood
April 10, 2016, 04:36:52 AM
I'm playing a jungle map. There was a mad animal alert, so I zoomed to it and set the mad turtle to be hunted. After that, I drafted my two hunters and positioned them to intercept the rabid turtle. As my hunters shot at the turtle, every time they landed a hit, instead of bleeding, the turtle "bled" vomit from Elena. In the save file, you can even see where the turtle left a "trail of blood" that is textured as and named 'Vomit of Elena x1' There is some blood of tortoise in the area from after its death and being hauled to become a delicious simple meal.

I would reproduce the bug for you but every time I load a previous save, the events get randomized, so unfortunately I can only show the aftermath.

Here is the log file and the save file:
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 10.18.13.6143]
    Renderer: NVIDIA GeForce GTX 760
    Vendor:   NVIDIA
    VRAM:     1989 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.042 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1680x1050 60Hz; virtual: 3600x1080 at -1920,-27
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
UnloadTime: 0.719616 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 5524.
Total: 8.985100 ms (FindLiveObjects: 0.097024 ms CreateObjectMapping: 0.166144 ms MarkObjects: 8.407818 ms  DeleteObjects: 0.027392 ms)

Platform assembly: C:\Users\Xrypt\Desktop\Rimworld\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file Autosave-2 with mods Core

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Elena tried to reserve destroyed thing Thing_PlantPotato418267 for maxPawns 1 doing job Sow A=Thing_PlantPotato418267

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[attachment deleted by admin - too old]
#3
Bugs / Re: Crashed ship part insurmountable
December 21, 2014, 04:51:36 AM
It's not a bug, the ship part has psychic anomalies until destroyed, but when first struck it will summon some mechanoids. You have to deal with it quickly from a distance and handle it as you would any other mechanoid raid.
#4
I had built a base in the mountains and had a small turret defense at the front door as a first line of defense. When trouble would come, I would scurry everyone inside and undraft them after locking the door and unfortunately, while some who couldn't reach their usual tasks of Cooking, Growing, or Hauling, would start to clean here and there to show they will do something, others just stood there completely lost. They weren't stuck, they weren't forbidden, they cleaned when I commanded them to but only one tile and then would stop.

I thought perhaps they were trying to get outside to perform more primary tasks and I was partially correct. The bug I found seemed to exist within the "Clearing Snow" command. My colonists would have the status of Standing and I would try to bugfix them by draft/undraft and then it would change to Trying to Clear Snow. The bug of them not working behind closed doors seemed to be resolved by removing all the tasks of clearing snow from my map.

I can recreate the bug on my saves if additional information or help is needed.

*Update*
After recreating the bug several more times, I discovered the conflict is not with all work but rather only with the "Cleaning" task. Colonists that are able to cook or grow if they have it available to them will continue to do so, however colonists that have dirty areas around them that can be cleaned (assuming they can only clean) will instead stand there attempting to clear the snow outside the locked door. If the area inside is entirely clean, the colonist will stand there attempting to clear snow rather than idling and wandering in place.

-XrypticPyro
#5
Ideas / Re: Alternate metal sources
August 23, 2014, 12:43:48 AM
Well if you really desire flat maps, the new world creator gives you the options of selecting a non-mountain or hill location. This gives you a very flat and very exposed area from my experiences so far.
#6
Ideas / Re: Passing/Visiting - moods
August 22, 2014, 04:24:18 PM
From my understanding, your suggestion is to improve or avoid the overall "psychotic blob of death" that occurs, many times, inside your colony and can get pretty crazy. With the addition of passing moods, perhaps corpses could actually decay after a few hundred days, or maybe skeletons not giving a "rotting corpse" bonus the same way an actual rotting corpse would (terrible smell and appearance compared to seeing a skeleton which is frightening at worst).
#7
Ideas / Re: Extra Body Parts?
August 22, 2014, 03:49:51 PM
While I understand what you're saying, RimWorld for being a sci-fi story game, tries to keep to realism with stuff like injuries, hunger, mental toughness, etc. I know for a fact as a Biologist that adding extra parts doesn't increase efficiency, so if this measure was something to be taken into consideration, it would need a lore to go with it to explain why it works.

Edit: for Litlbear, I assume that the mechanical heart was to compensate for the original and the original no longer functions, as the body doesn't have enough proper blood vessels to connect to two hearts, nor would the circulation remain directional. Did you mean he had mechanical parts added to his heart?
#8
Ideas / Re: Extra Body Parts?
August 22, 2014, 03:10:12 PM
Would you by chance be implying to give your colonist two hearts? I don't think the human system could handle that very efficiently >.>... However, if there was organ transplant, stuff like being susceptible to disease from immune-depressants would be an interesting feature. It basically gives your colonist a chance to survive a "death" situation, but be on borrowed or shorter time.
#9
Ideas / Re: New Method for Conducting Research
August 22, 2014, 01:31:13 AM
Actually ApexPredator has a good point, one that I was aware of well in advance.

While i'm not a game coder myself, I can only imagine that coding the fact that each item, interaction, combat phase, entity, etc, essentially every action that requires brainpower (Even dreams during sleep); would be an incredibly difficult and taxing process to come by. That alone is the one drawback that I think my idea would have and could be doomed to fail with.

However, I think RimWorld's uniqueness in being a game that is about the story of your settlement, the individuals within, not any goals of conquest, not a strategy rts or a simulator, but being about the individuals themselves, makes RimWorld probably the only game where this would be a step in the right direction.

I wholeheartedly believe and understand that if this process went into effect, it would be incredibly difficult. However, I also believe if it is at all possible, this community can find a way and it would lead to the best RimWorld experience available.

Also to note; Major, I didn't intend technology to be random packets that can be found from interaction. I intended there to be an individual resource similar to hunger, sleep, or injuries, that isn't dictated by a % or a bar, that hold's an individual's curiosity, their previous ideas, even perhaps their memories. If the correct algorithm of ideas and colonists that ideas are shared with combine and detect a possible technological advancement, then the colony sets forth to trying to achieve this goal by experimentation and resource allocation.

Remember it can be something as simple as someone watching lightning strike and discovering fire, requiring one person to observe and think of the idea, research it (hopefully within seconds in their mind) apply it and advance the colony. It could also be as complex as a space ship for escaping the world, requiring vast resources and manpower in the colony, forcing some ideas to be shared for success since a character that hoards their idea would be doomed to never completing it on their own. Perhaps other colonists could see them trying to and learn from that.

The suggestion has endless potential, but ultimately it does come down to what can be applied in game and what can not. Hopefully the suggestion garners enough attention that people can propose much better methods than I originally did myself so that it can enter the game in a lightweight fashion and advance the experience for all.
#10
Ideas / Re: New Method for Conducting Research
August 22, 2014, 12:59:27 AM
What a fabulous contribution, I hadn't even thought of captured people at the time. But again, that'd be a new avenue for learning ideas. The hacking would be an excellent way to integrate mechanoids for the idea as well. Having disabled mechanoids for incapacitated over all of them being dead (non-recruitable of course) but captured to learn new ideas.

An excellent thought, thank you. It's fantastic to think of what more people could bring to advance the idea.
#11
Ideas / New Method for Conducting Research
August 22, 2014, 12:04:04 AM
Hello All,

I'm fairly new to these forums but have spent some time lurking the suggestions tabs after having sparked an idea. While I've come across some ideas that mention elements of what I had in mind, no one seemed to be hitting the nail for me, so I've decided to contribute my ideas to see how the community would view them.


New Method of Conducting Research:

One aspect of Rimworld is that the original colonists are mid-tech level people crashing into a world on the fringe of the galaxy that get visits from both low and high technology beings. When you think back on research and technology, besides the most recent era, it's hardly ever someone sitting at a table and discovering a pre-set group of ideas. Most of the time it's experimentation and accident that lead to the birth of an idea that usually fails and gets refined over several generations into a working successful idea. The most important thing about research is probably that it doesn't stop, scientific ideas can always be rejected to give rise to more appropriate ideas.

So, on to my suggestion, instead of having a predetermined group or "tech tree" of ideas people expect to unlock, you could have a cloud of ideas that could be explored by colonists according to items and people they discover and interact with. Instead of having a Research Table where a colonist sits and discovers new advances, all colonists could be researchers at all times, constantly discovering new things and having ideas (Success and variety determined by "research" or intelligence and limited by, say, the lovable Farm Oaf).


Some Examples:

Colonists are crash survivors from a mid-tech level society, so they should start off with mid-tech level ideas, such as creating fertile land or trying to generate new sources of power.

Tribespeople are much lower tech-level societies that could bring a new wave of ideas by meeting or even fighting them. A colonist could have a tribesperson visiting the colony tell them of their religion or practices, thus giving the colonist ideas that could eventually develop and be researched into concrete applicable devices such as: Cremation, Methods of Worship, Farming Techniques, Hunting Techniques

Mechanoids are the higher tech-level society that are always violent in my experiences. It could be from hauling or disassembling or even combat with mechanoids that the ideas could one day form into technology such as: Shipbuilding, Pneumatic Picks, Gun Turret Cooling.

Pirates and other Colonists would be the Mid or Equal tech-level society that would bring ideas such as Carpets, Colored Lights, etc.


Note: I've gone through the forums and I've seen several posts on new research that could come to Rimworld and most of those are absolutely fantastic posts. I am not proposing any new research per say in this, merely how research is conducted, so of course I am only using the research that exists within Rimworld now, but the ideas could be endless!

I think it's imperative that several ideas be limited by the cultures or technological entities they come in contact with, and that research never gets sorted into an "Already Researched" tab. There is always a way to improve an idea, even a mix and match of cultures such as discovering a way to harvest moonlight from observing mechanoids never losing power, or finding a more durable, efficient way of constructing solar panels from pirates, to even studying tribespeople for finding ways to perform power hungry activities with less energy demand (such as animal fertilizer over sunlamps).


Rimworld is an engine for story telling, the colonists having individualistic ideas could have grand or dire consequences for a colony. Research is always seen in video games as a linear method of gaining an advantage that was previously a challenge, or making a hassle into something simple. This method of research makes it about the colonists. A colonist could be hunting in the wilds and learn a new idea on how to capture squirrels alive to keep them fresh, and on his way back to the colony, a pirate drop pod lands on his head and he is killed. This idea could be lost for the entirety of your playthrough or could perhaps be independently re-discovered by another colonist later. Some ideas could also be too complicated or lack materials available to follow through, causing colonists to lose sanity or go to great lengths to try and bring their ideas to life (such as sacrifice, or stealing, or provoking a horde of mechanoids). Ideas could be shared in society, or hoarded by an individual depending on their personality. A curious farm oaf could mention a silly notion to a navy researcher that suddenly becomes applicable. A vatgrown assassin might have several great ideas, but never being a social fellow, keeps them to himself and dies, never advancing the good of the colony.

I hope you all enjoy my suggestion for Rimworld, but I believe the most important part of my suggestion is that it's a rough idea that could use a lot of work. Any and all posts that could alter the idea or improve it to the point where the community finds the best answer for RimWorld as a whole, is the reason I brought it to you all. Please feel free to critique and share your ideas!

Best Wishes
~Xryptic