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Messages - timegrinder

#1
Playing the Hardcore-SK mod package, set up my bases storage room neatly and pile my ammunition and grenades/etc into some containers in a corner so that everything is organised.

Pawn has a mental break and goes on a binge, no biggie, I'll just let them go through withdrawal.

Pawn eventually reaches withdrawal stage, gets another mental break despite my best efforts to keep them satisfied, goes beserk and I think this will be okay, I'll just knock him the hell out and put him in confinement while he completes withdrawal.

I notice the pawn isn't moving toward one of the other pawns for a fight, they're moving the opposite direction toward the ammunition stockpile, select them and 'Attacking frag grenade' is their job.

Oh jesus shit did everything blow the f* up, the pawn walked up to the barrels in the corner of a room, punched a grenade, detonating all of the grenades and sending 2-3 thousand ammunition rounds spraying randomly into the room nailing several of my colonists and damaging most of the contents of the room.

Absolutely funniest thing I had seen happen in RimWorld during my time playing, I wish I had a video of it.
#2
Bugs / Re: No events
February 12, 2014, 09:40:31 AM
I don't have a save game to attach or anything as I'm much farther into the game than the occurance (eg, my game is now sluggish because I'm so far into it with so much going on.

However I can state that I had the same issue, got up to about day 40 with absolutely zero occuring - using Randy Random.

Something that might have occurred to kick-start the event process may have been saving, closing the program and reloading it. Has anyone else confirmed that their lack of events all occurred in the same session?
#3
Through testing I've found this can go on for quite a while, it's just the roof collapsing repeatedly.

(At one stage I kept setting up explosive charges to destroy it in order to see how 'tall' they were without risking my colonists, then moved on to arming a colonist with frag grenades and targetting the area in question).

Is there a fixed number range to the z axis of mountains? From memory I'd been doing it for a long time and eventually got bored and gave up.
#4
EDIT: Ignore me, I see Itchy's note on the mantis report - apparently I can't read :P

Just a note to the dev guys you've now got this bug reported multiple times and as multiple jobs in Mantis

See: 322 331 and 341 - should all be the same bug (Or at least 322 and 341 are)
#5
It did end up in Mantis twice though - the second one probably has less definition but it might be the same issue.

http://ludeon.com/mantis/view.php?id=331
#6
Oh wow, thanks!
#7
(May be relevant to issue at http://ludeon.com/forums/index.php?topic=1448.0 though I'm running a completely unmodded version and I've checked the save file to see if their skills were 'too high' and they were not, though symptom sounds similar)

Unknown cause - saved game currently stuck with this issue.

A pawn is currently standing still and failing to do anything naturally, when the pawn is clicked on the pawn selection information partially comes up though the overlay freezes, menus cannot be accessed etc.
One thing to note is that the map can still be moved about, zoomed/unzoomed and the game can be paused/unpaused, though nothing is selectable or otherwise able to be interacted with.

Here are some images to show which pawn in question as I have attached a compressed copy of the save game I have the issue with.

Zoomed out to show where the pawn is:
http://i.imgur.com/io9OTNd.png

Zoomed in to show the selected pawn and its direct surroundings:
http://i.imgur.com/XnpMBdj.png

If there's any additional testing you want me to do on my end let me know (obviously I'll be trying to reproduce the error as I'm now forced to revert to an earlier save game)

[attachment deleted by admin: too old]
#8
Ideas / Re: Your Cheapest Ideas
January 30, 2014, 08:49:19 AM
I wasn't able to find it while searching (though I did find the 'seperate firefighting/cleaning zones' thing).

Prioritised home/cleaning/firefighting zones, like the prioritised stockpile/dump stockpile zones except for cleaning/firefighting.

e.g. You have buildings you want to be kept clean, but you'd also like the outside of your base kept clean too, so prioritise cleaning the inside of the buildings before the outside (as I have colonists cleaning random bloody messes on my outer perimeter).

Same thing would be done for firefighting, could the code be recycled for stockpiles and instead of setting the zones to 'store these materials here by importance' set it to 'do these tasks in this zone by importance'.

Then if you so wished you could leave a fire blazing in a certain zone (as fires are useful for cleaning up dump stockpiles) while you tended to more important cleaning/fire things in another zone.

(As a side note, I don't think this second part would be 'cheap' but a negative status effect for being near something that's on fire (especially if it's corpses/buildings) due to the smoke and pollution you're creating).

EDIT: Another thing - maybe a notification when a ceiling collapses that tells you if a person was actually killed by the collapse, as sometimes I have warnings of collapses (eg, I cause a LOT of collapses) but sometimes a person disappears and I don't notice right away as all the warning says is that 'this person was hit' but not 'this person was crushed to death'.)
#9
Ideas / Re: Your Cheapest Ideas
January 29, 2014, 06:59:16 PM
So far I've only got a single idea that I've noticed.

Make fog alter the light level (and thus alter the energy output of solar arrays) - just like in reality, on a cloudy or foggy day the energy output on a solar cell is lower as the sun is obfuscated.