Yep, my colony is running smoothly, it's running great now. It seems you may have been right, however I may still put in a bug report because they shouldn't starve themselves just because they lack materials.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1 2
#1
General Discussion / Re: My colonists seem to have gone on strike....
January 13, 2015, 07:15:19 AM #2
General Discussion / Re: My colonists seem to have gone on strike....
January 13, 2015, 06:38:18 AMQuote from: MikhailBoho on January 13, 2015, 06:26:32 AM
Out of curiosity, did you have any locked doors, any large projects that couldn't be completed due to a lack of materials, or orders on production tables that couldn't be filled? I've noticed that sometimes when I'm in a situation where the AI cannot complete a task they're assigned to for whatever reason, they sometimes enter into the frozen state you describe, where they're just "standing". Like you said, manually moving them about with the draft function seems to unstick them, but I'm curious if the scenarios I listed above play a role.
You know what, I think that could be a possibility. I had a couple construction projects that required ore and I was waiting for it to be mined, however 5 of my 6 colonists were able to mine (and I had areas designated), but this could still be a reason.
#3
General Discussion / Re: My colonists seem to have gone on strike....
January 13, 2015, 06:20:00 AM
It does yes, however I was just playing around with it and it seemed if I moved them around enough, as in far away from where they are bugged it seems to fix it. I'll try and see if I can continue to get it to work.
#4
General Discussion / Re: My colonists seem to have gone on strike....
January 13, 2015, 05:36:53 AM
I only just redownloaded Rimworld today so I believe it would be up to date (version 0.8.671??) and no I am not running any mods.
#5
General Discussion / My colonists seem to have gone on strike....
January 13, 2015, 05:29:30 AM
So I am having a wee bit of an issue and I am gonna ask if I am doing something wrong before I report it as a bug.
So what is happening is that 3 of my 6 colonists refuse to move or do anything to the point that they are killing themselves from exhaustion/starvation. Now before you ask they are NOT drafted, if I click on them it says they are undrafted and I can't move them around by right clicking. However if I do put them into drafted mode I can move them around and such but as soon as I undraft them they go back to the same spot they were standing before and again refuse to do anything, they won't even get food or sleep and as I said they kill themselves. Does anyone know why this would be happening? it may be worthy to add that it is only 3 of my 6 colonists who are doing this, the other 3 are perfectly fine.
Cheers guys
So what is happening is that 3 of my 6 colonists refuse to move or do anything to the point that they are killing themselves from exhaustion/starvation. Now before you ask they are NOT drafted, if I click on them it says they are undrafted and I can't move them around by right clicking. However if I do put them into drafted mode I can move them around and such but as soon as I undraft them they go back to the same spot they were standing before and again refuse to do anything, they won't even get food or sleep and as I said they kill themselves. Does anyone know why this would be happening? it may be worthy to add that it is only 3 of my 6 colonists who are doing this, the other 3 are perfectly fine.
Cheers guys
#6
General Discussion / Re: Countries that play RimWorld, What country are YOU from?
July 13, 2014, 08:07:45 PM
Straya' (Australia) mate
#7
General Discussion / Re: Thinking of buying the game... A few quesitons.
July 10, 2014, 05:31:15 AM
Pirx has answered the question brilliantly, I'll just add a couple of things.
The release of updates doesn't follow a strict roster, Tynan will release an update when he believes he has achieved the amount of additions to the game that he is happy with. However saying an update is released roughly every month. Here is a change log you can use to see how progress is going: https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
In terms of the state of the game it is extremely playable and I recommend investing in it. I have played probably around 100+ hours of the game and I love it. There is also an incredible amount of mods to the game that can further enhance your experience as well. I will not say that this game is flawless as it is still an alpha and there is bugs to be expected every now and again but I have never experienced bugs that have ruined a game, any major bugs that occur Tynan usually jumps on it as fast as he can with the release of a hotfix.
The release of updates doesn't follow a strict roster, Tynan will release an update when he believes he has achieved the amount of additions to the game that he is happy with. However saying an update is released roughly every month. Here is a change log you can use to see how progress is going: https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
In terms of the state of the game it is extremely playable and I recommend investing in it. I have played probably around 100+ hours of the game and I love it. There is also an incredible amount of mods to the game that can further enhance your experience as well. I will not say that this game is flawless as it is still an alpha and there is bugs to be expected every now and again but I have never experienced bugs that have ruined a game, any major bugs that occur Tynan usually jumps on it as fast as he can with the release of a hotfix.
#8
General Discussion / Re: Alpha 5 and sieges
July 06, 2014, 07:01:23 AM
Well I'm sure Tynan will be reading what people post abut alpha 5 and what people have come up with to defeat sieges. I am sure in future updates he will balance sieges so that a sniper team isn't over powered.
#9
General Discussion / Re: Do mechanoids ever give up?
June 16, 2014, 08:47:37 PMQuote from: forsaken1111 on June 16, 2014, 04:43:15 PM
I think they'd be more interesting if sometimes they didn't give a crap about humans.
Imagine if the mechanoids had a randomly determined 'entry' and 'exit' point on the map and all they did was path from one to the other. Anything in their way or anything which came in range would be considered hostile. They lay waste to everything in their path, including trees and wildlife, starting fires and causing general destruction. If part of your base happens to be in the way, they bulldoze through it unless you engage them and win. If you stay back, you accept the damage they will do as they move through.
I actually think that this is a great idea....
However I still think there should be some form of mechanoid attack in the game as well.
#10
General Discussion / Re: Do mechanoids ever give up?
June 15, 2014, 05:55:15 PMQuote from: Tynan on June 15, 2014, 09:44:03 AMQuote from: lewisd on June 14, 2014, 10:26:08 PM
It looks like mechanoids do slowly (very slowly) starve.
Thanks for the bug report!
So based on this I gather that in the next alpha they will never give up.....?
#11
General Discussion / Re: Dry Thunderstorms
June 13, 2014, 07:28:55 AM
They could be a part of the planet that Tynan has made up? Remember Rimworld isn't set on Earth so it doesn't have to follow the same rules as mother nature on Earth
.
I am from Australia and I have had thunder storms where there has been no rain, but I have heard plenty of stories from people I know who go through the outback and it seems to be more common in barren/desert areas as earlier stated.
.I am from Australia and I have had thunder storms where there has been no rain, but I have heard plenty of stories from people I know who go through the outback and it seems to be more common in barren/desert areas as earlier stated.
#12
General Discussion / Re: Survived an entire year, what now?
June 11, 2014, 10:05:55 PMQuote from: Untrustedlife on June 09, 2014, 04:44:26 PMQuote from: Sion on June 09, 2014, 03:57:06 PM
I see one weakness, if you get a short circuit, lightning strike or for some other reason a fire is started in your solar farm, lets say a raider throws a Molotov on the west wall of your solar farm, then you will have a bad day because you can't put out the fire easily.
He wont get a short circuit, short circuits only happen if your batteries/the electric devices are rained on. He has a roof over them.
If he has a roof over them how are they generating solar power? There is still a chance for a short circuit on a solar panel isn't there? Or direct lightning strike on the farm. Even if that is unlikely it could happen.
#13
General Discussion / Re: Manned Turrets!
June 09, 2014, 07:36:25 AM
I think it's pretty cool, adding this to the siege mechanics that are being added has really got me hyped for alpha 5!
#14
General Discussion / Re: How do you intepret the "Thoughts" screen?
June 04, 2014, 06:10:18 AM
they way I understand it is that a negative green (E.g. -8 Hungry) is an issue that can be fixed with ease, in this case by the colonist eating food. I believe a negative red is an issue that is critical and needs to be ASAP but may not necessarily be something that is a quick fix. This is the way I took it I could very easily be wrong.
#15
General Discussion / Re: Building Difficulty
June 04, 2014, 06:03:02 AMQuote from: vagineer1 on June 04, 2014, 05:59:59 AM
Indeed, Though I wonder if it will be possible to put wiring inside of the log walls so I don't have to stream a wire through the door, and building a wood plank building takes a long time and is rather annoying.
I think that wood planks are quite easy to achieve, I have built 3 buildings made fully of wooden walls (not logs) in about 30 mins of gameplay. I had logs for a small time before I started making planks but now that i have it going it's working rather well.
Pages1 2
