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Messages - jacko21297

#1
Ideas / Re: Your Cheapest Ideas
August 13, 2019, 02:16:37 PM
Quote from: Tynan on June 26, 2019, 05:58:24 PM
Quote from: Joshow on June 25, 2019, 03:43:16 AM
I'm not a developer or anything so I don't know what is or isn't cheap - but how about the option of making ships so you can cross oceans?

Or, in the tutorial screen when it suggests where you make your first settlement, it stops letting you do that on a literal island with no other settlements xD

The ships thing is a viable idea, but not exactly a cheap one!

The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.

It could be relatively cheap, just allows caravans to cross water if the caravan party contains enough raft items for the caravan party size. so just like bedrolls being rolled up you can make rafts that allow you to travel across water, albeit a bit slower. i don't know?

Also, i know its in the wrong place, but is there any future for multi core compatibility? nearing late game the game will start to jitter a bit and my PC is pretty damn good spec :/
#2
Off-Topic / Re: What is the future of gaming?
March 24, 2017, 04:31:55 PM
completely in the brain gaming, no monitors, just purely psychological and in the head. So it feels like you are actually in a game because of the signals the game is sending to you. Wear a massive head contraption hooked up to a super computer to make it possible, could be totally rad, completely a theory, but never impossible...
#3
Off-Topic / Re: Count to 9000 before Tynan posts!
March 24, 2017, 04:29:44 PM
16 - The age I lost my virginity...
#4
Additional attachment provided for further reference.

[attachment deleted by admin due to age]
#5
Seige weapons and barricades left behind by AI factions following a seige will be un-removable or destroyable.

STEPS TO REPRODUCE:
1. Load Rimworld Alpha 16 version
2. Initiate a pirate seige raid.
3. Attack the pirates almost immediately after they initiate building their mortars and sandbags.
4. Attempt to destroy or claim sandbags left behind.

Actual Result:
Note how the user will be unable to interact with the seige weapons or sandbags.

Expected Result:
The user should be able to claim or destroy all assets left behind by AI seige pirates.

Additional Information:
It has also been noted that some of the AI pirates that initate building the seige weapons will prefer to build the defenses when they are being attacked.

Please see the attached screenshot's for further reference.

[attachment deleted by admin due to age]
#6
Bugs / [A16] Physical state summary has clipping issues.
December 18, 2016, 10:22:16 AM
When a colonist is downed due to exceptional pain, the physical state bar that typically states 'Healthy' will have clipping issues on the text that states "In Shock due to..". The remaining portion of text from this string is not visible to the user.

Reproduction steps omitted.

[attachment deleted by admin due to age]
#7
It can be noted that selecting a different language from within the options menu will cause the application to display multiple strings that are 'over accented' and incorrect.

Steps to reproduce:
1. Load RimWorld version '0.16.1390'
2. Press the 'Options' button.
3. Left click the 'Choose language' button.
4. Select 'Dansk'.
5. Note results and repeat steps 3-4 with different languages.

Actual Result:
Note how the words displayed with have multiple unnecessary accents above letters.

Expected Result:
Localization should be accurate and correct.


[attachment deleted by admin due to age]
#8
Attempting to upscale the resolution whilst in 'Windowed Fullscreen' mode will prevent the 'Revert' or 'Keep' button's from showing functionality.

Steps To Reproduce:
1. Load RimWorld Version '0.16.1390'.
2. Ensure that the 'Fullscreen' option is unticked.
3. Drag the Window to the top of the screen to make it 'partially fullscreen'.
4. With the options menu open, change the resolution to a value greater than the one it currently resides in.

Actual Result:
Note how the 'Revert' or 'Keep' button's will show no functionality.

Expected Result:
Both of the aforementioned buttons should always show functionality.
#9
When attempting to attack with multiple non-drafted colonists, only one name will be stated in the overhead information popup. The provided screenshot shows 3 highlighted colonists that are not drafted, and the result of pressing the attack button thereafter.

Steps To Reproduce:
1. Load Rimworld version '0.16.1390'.
2. Create or load a RimWorld save game.
3. Select multiple colonists.
4. Ensure they are not drafted.
5. Press 'B' or press the attack button.

Actual Result:
The information pop up that appears on the top of the screen will only state that one '(Colonist) is not drafted.'

Expected Result:
The information pop up that appears should state 'Group not drafted'. If some of the group are drafted it should state '(Colonist A) and (Colonist B) not drafted.'

Please see the attached screenshot for further reference.

[attachment deleted by admin due to age]
#10
At certain zoom levels, block assets will have thin black lines that intersect between each other. The location of these black lines will differ depending on the camera's zoom percentage. A minor, but more noticeable, flicker in these lines will also appear when moving the camera slightly, by tapping the 'W, A, S & D' keys.

Steps to reproduce:
1. Load RimWorld Version: 0.16.1390
2. Create or load a RimWorld save.
3. Locate a portion of block assets that are of the same graphical type.
4. Incrementally adjust the zoom levels using the mouse wheel.

Actual Result:
Note how black lines can appear between assets.

Expected Result:
Adjacent assets of identical graphic types should not have dividing lines between one another.

Additional Information:
Please see the attached screenshot for further reference.

[attachment deleted by admin due to age]
#11
I have provided an extra screenshot to help understand what menu I am referring to. :)

[attachment deleted by admin due to age]
#12
The extra information graphic will not degrade in opacity like other elements from within the farm's plant selection sub-menu.

Steps to reproduce:
1. Load RimWorld Version: 0.16.1390
2. Create or load a RimWorld save.
3. Open the 'Architect' category.
4. Select the 'Zone' Sub-Category.
5. Select 'Growing Zone'.
6. Create a new growing zone.
7. Left click on the aforementioned zone.
8. Left click the plant type.
9. Slowly move the cursor to the left or right so that the element's opacity decreases.

Actual Result:
Note how the 'i' information graphic will not lower its opacity in correlation to other elements from within the list. This can allow the information graphic to remain present whilst all other elements are not.

Expected Result:
The information graphic should be lowered in opacity in the same manner as other elements.

Additional Information:
Please see the attached screenshot for further reference.

[attachment deleted by admin due to age]
#13
Survivor with only a Fire tending Childhood backstory will have a trait summary of 'Fire' instead of 'Tender'.

Steps to reproduce:
1. Load RimWorld Version: 0.16.1390
2. Initiate the creation of a new game.
3. On the create characters screen, press randomize until a survivor with just the fire tending backstory appears.

Actual Result:
Note how the character trait summary(next to the name on the micro tab) will simply state 'Fire'.

Expected Result:
The trait summary should appropriately summaries the characters backstory.

Additional Information:
Please see the attached screenshot for further reference.



[attachment deleted by admin due to age]
#14
You should probably have created a separate thread or private messaged him that..?
#15
After a 'Hiding in room' mental break is triggered, a notification will appear informing the user that one of their colonists is now hiding in their room. However, no buildings or structures have been built so there is no room for them to hide in. Instead they are simply wandering around.

Steps to reproduce:
1. Launch RimWorld version: "0.16.1389"
2. Create a new colony.
3. Immediately force a 'WanderOwnRoom' mental break.

Actual Result:
The user is notified that the colonist is hiding in their room, but the colonist is just wandering in the wilderness.

Expected Result:
When the colonist has not yet been assigned a room, the Room wandering mental break should not occur. Instead a "Sad Wander" mental break function should be triggered.

Additional Information:
Please see the attached screenshot's for further reference.

[attachment deleted by admin due to age]