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Messages - aiu2003

#1
Haven't really notice until now, but pawns with bionic legs can't wear shoes and bionic arms can't wear gloves. Is this intended or a bug?
#2
Quote from: Owlchemist on February 16, 2017, 07:50:36 PM
Quote from: Pirate on February 16, 2017, 04:47:08 PM
One thing that really bugs me is how messed up the market values are.

Starting with components, they take 2.5 alloys to make. Steel is priced at $2.00, so the ingredients for one component are worth $5.00, yet it's value is set to $50.00. That's a whopping 900% increase in value.

Out of components and some alloy you can make mechanisms, there you go from $112 cost in ingredients to a value of $200 for the Mechanism. Again a significant gain.

But then if you continue on to make a finished product it looks very different.

Starting with weapon parts: 1 is valued at only $100, yet to make one you need 6 components ($300), 2 Mechanism ($200) and 10 alloy ($20 for steel), that's $520 in total. So you lose over 80% of the value on this.

And this only continues if you make weapon components and finished weapons, the ingredients seem to be over 10 if not 50 times more valuable then any finished weapon.

Thanks. Run-away profits with components had been brought up before but got swept away by lots of other problems going on at the time. Next patch will hopefully have some rebalanced sell modifiers. However not every resources is profitable to manufacture and sell because they may be based on parts that are artificially high in cost for gameplay reasons (like for example the sell price of seeds vs the cost of buying).

I bought 98 Lacosdile eggs (fertilized) for ~19 per and as soon as they hatched, I could sell each baby Lacosdile for 688 each. Profit! =0

With stock animals, babies sell for a very reduced price, half-grown for half price and only adults sell for full price. This mitigates it somewhat I guess, but buying fertilized eggs and selling the hatched animals is just free profit. It's almost like buying bonds since you buy fertilized eggs, wait for it to hatch, then cash in. Haha.

I bought ~300 fertilized chicken eggs for cheap and let them all hatched. I set a small 4x6 room nextdoor with 4 compost bins and 2 heaters. Compost for daaaaaysssss~~~

There's plenty of ways to play the market. You just have to control yourself because at some point, there's no difference than just going into dev mode and giving yourself free stuff, haha.
#3
I swear I prefer mechanoid raids than asari raids. I get more colonists downed by lightning than in a firefight vs mechs!!
#4
Electric Machining Table from Advanced Machining research.

Quote from: Yck on January 08, 2017, 10:00:53 PM
Sorry for noob question, but which station do I use to craft drill head?
#5
Is the Comms Console working for anyone? No menu comes up when I right click on it with my social pawns (negotiating permission enabled).
#6
Not a big issue, just wanted to report the cooking workbenches are only hooking up to one Cooking Tools. Building a second cooking tools shows an (inactive) in its status. The description for Cooking Tools states workbenches can hook up to two.
#7
Anyone else have a severe lack of events in their games? I have tried 3 games with Cassandra and Rey both on extreme mode and there has only been a handful of events so far going into the 3rd year. Sometime entire seasons go by without a single event. The only raid I've experienced so far was triggered from accepting a call for help.
#8
Your fix worked Rhyssia, so thanks for that!

Another issue I've notice is with the mass/bulk calculation with having pawns picking up the same item. Ex. if you pick up 1 Roasted Meat, picking up more won't update the mass/bulk. I had a pawn pick up 50+ and not get encumbered. But as soon as I had that pawn pick up a different item, it updates and mass/bulk shoots into the red.
#9
It looks like the melee cooldown for fist/animals got modified to a a really high number. Each attack takes them a while to recover from.

Visitors that want to trade that doesn't come with animals get overloaded with their merchandise and takes forever to cross the map and will usually break/starve.

As Rhyssia mentioned, when a cargo pod crash, you get a huge error list if you have dev mode open. With dev mode close, there's no error list, but the cargo pod is always empty.
#10
Search box is empty. Even when creating a new stockpile and selecting "Allow All," pawns still show no available stockpile when trying to haul packaged meals.

Btw, I did a fresh install of Rimworld off steam and also deleted the rimworld folder in the AppData folder.

I am also having a problem with pawns randomly completely freezing after melee fist attacking critters. I've started new colonies and am running into these two issues int he first few minutes.
#11
Stockpiles for Food>Meals are only showing Kibble, Oyster, and Pemmican. I can't haul any other meal to a stockpile.
#12
Using the latest version from github, I can't seem to build the Pod Bed. After digging around, it seems something was changed in an xml file that made it impossible to be built. This is what I changed to fix it.

Mods\Core_SK\Defs\ThingDefs\Buildings_Furniture_SK.xml

change under the Pod Bed designation, ComfyTechTierVI under <DesignationCategory>ComfyTechTierVI</DesignationCategory>  to Furniture

and Machining under <researchPrerequisite>Machining</researchPrerequisite>  to ComFyTechTierVI

TierVI makes sense since it is the best bed. I totally didn't make it tier III so I can access it earlier...