I'm not sure if this is really a bug but it doesn't seem to make much sense. If a solar flare disables all electrical power how could I get a ZZZT?
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#2
General Discussion / Re: Hauling?
February 11, 2017, 02:31:19 PM
Again i'm not sure if its a coincidence or not but i find that dogs haul more than any other animal. I use the German Shepherd Mod and my GSDs [German Shepherd Dog(s)] haul like crazy. Usually non-stop as long as they are rested and fed.
#3
Ideas / Re: Tilt the planet so it represents the seasons better
February 11, 2017, 02:21:52 PM
I agree, Id like to be able to see the eclipse on the world map. Depending on if this would be a coding issue or not with the RNG, you could then anticipate them coming, plus I think it would look cool as hell to see portions of the planet darkened because of an eclipse.
If Tynan doesn't like this for whatever reason I can understand that too, and just because you can see the tiles around you doesn't mean you know whats going on there, kinda like a map rather than satellite image.
If Tynan doesn't like this for whatever reason I can understand that too, and just because you can see the tiles around you doesn't mean you know whats going on there, kinda like a map rather than satellite image.
#4
Ideas / Re: Watch Towers
February 11, 2017, 02:16:06 PM
+1 for this.
It would help suppress the constant nagging from the community for Z-levels which is already a definite "NO", Plus it would encourage people to build open colonies instead of burrowing under-ground. (Inside mountains)
Towers could give a range bonus at the cost of less cover. There wouldn't be much else they could do except maybe allow firing over walls. I don't see a problem with this at all. Good idea.
It would help suppress the constant nagging from the community for Z-levels which is already a definite "NO", Plus it would encourage people to build open colonies instead of burrowing under-ground. (Inside mountains)
Towers could give a range bonus at the cost of less cover. There wouldn't be much else they could do except maybe allow firing over walls. I don't see a problem with this at all. Good idea.
#5
General Discussion / Re: Animals miscarry and starve, plenty of food aviable... :(
February 11, 2017, 12:48:06 PM
Depending on how cold of an environment you are in you can sort of "cheat" the system if you have to. If you have snow on the ground but the temp is warm enough for grass to grow otherwise you can create a Clear Snow area in the animal pen and if your lucky some grass will start to grow, it wont be much but might prevent your animals from starving providing they will eat the grass.
I've saved a few of my Muffalo this way when i had a bad winter and didn't stockpile enough hay. It kept them alive for a few days until it warmed up.
But if your issue is the animals not eating at all i'm not sure. Iv'e never had that problem before and i run lots of mods. They might eat grass even though they won't eat hay or kibble. Worth a shot.
I've saved a few of my Muffalo this way when i had a bad winter and didn't stockpile enough hay. It kept them alive for a few days until it warmed up.
But if your issue is the animals not eating at all i'm not sure. Iv'e never had that problem before and i run lots of mods. They might eat grass even though they won't eat hay or kibble. Worth a shot.
#6
General Discussion / Re: Hauling?
February 11, 2017, 12:40:17 PMQuote from: Stormfox on February 11, 2017, 12:36:29 PM
Animals will haul from everywhere, regardless of their zone settings.
I don't think that's true. I may be wrong but i'm pretty sure hauling will only be done if both the Item and Stockpile are in the animal's allowed area.
#7
General Discussion / Re: Hauling?
February 11, 2017, 12:38:36 PM
Once you've successfully trained the animal to haul they will occasionally do so on their own. You CAN NOT tell them to haul anything manually. If the animals needs are currently met, (I.E. food/rest) they will periodically decide to haul random items that need to be hauled provided that they are not forbidden to a stockpile through their allowed area.
Training an Animal to haul takes quite a bit of training through the handler, I believe it takes 7 successful training attempts once you've already trained the obedience "skill" which only requires one successful training. I find that dogs are most likely to haul but maybe that's just a coincidence.
Training an Animal to haul takes quite a bit of training through the handler, I believe it takes 7 successful training attempts once you've already trained the obedience "skill" which only requires one successful training. I find that dogs are most likely to haul but maybe that's just a coincidence.
#8
Ideas / Re: We make bad suggestions and come up with horrible ideas.
February 10, 2017, 03:12:47 PM
Add the ability to send one or more of your colonist off to some sort of space age reality TV show, If they win you get a prize, If not you get the option to shun them or stone them to death for bringing dishonor to your colony.
#9
Ideas / Re: Possible multiplayer ideas
February 10, 2017, 03:06:54 PM
I would love to see Multiplayer incorporated into Rimworld but unfortunately I don't see it happening any time soon if at all. Think of the work that would have to go into making Rimworld Multiplayer. It would require an almost 100% redesign to code and "stuff". (Not sure exactly what else but you get the idea). For the dev team to start working on this would slow the normal progress of the game to a screeching halt.
Maybe after the game has left Alpha and is a fully finished, polished game the dev team could split into two groups, one focusing on continually making the game better and adding more content and the other half could work on a huge project like Multiplayer. I just don't think it is a good idea to drag down the progression of the game that much just for multiplayer. As cool as it would be.
I think all of your ideas are great and if/when it could be done id love to see it. But lets focus on getting the base game down first before we have the dev team spread themselves too thin.
I've been playing for a long time and I've loved watching the game grow into what it is today, and hopefully one day we can all kill rabid squirrels together.
Maybe after the game has left Alpha and is a fully finished, polished game the dev team could split into two groups, one focusing on continually making the game better and adding more content and the other half could work on a huge project like Multiplayer. I just don't think it is a good idea to drag down the progression of the game that much just for multiplayer. As cool as it would be.
I think all of your ideas are great and if/when it could be done id love to see it. But lets focus on getting the base game down first before we have the dev team spread themselves too thin.
I've been playing for a long time and I've loved watching the game grow into what it is today, and hopefully one day we can all kill rabid squirrels together.
#10
Ideas / Re: I think only an addition of skills and jobs will save this game :>
February 10, 2017, 02:49:23 PMQuote from: Lurmey on February 10, 2017, 01:40:33 PMQuote from: Lightzy on February 10, 2017, 01:36:03 PM
Also figured out on the first run that ideal is 6-7 pawns, because anything more than that ... you simply don't need! 6-7 pawns cover everything.
My current colony has 11 full-time colonists, three arctic wolves, tons of alpacas and four elephants, along with 4 prisoners awaiting recruitment.
We're constantly running out of space for more food, so much so that I had to disable sowing on the small farms that we have. It's crazy, I don't know how we're producing so much corn and potatoes. Also, you'd need more people if you want to make caravans. Don't want to be sending your main constructor, cook, doctor etc out away from the colony when they might be needed most!
Just thought I'd put that out there.
There's a good mod out there that lets you stack 10 times the amount of anything except for meat and single stack items. It works great for freezers and if your like me and run most games on Wood Burning generators i like to have a huge surplus of wood, you know... just in case.
#11
Ideas / Re: Insulated Walls
February 08, 2017, 09:59:55 AM
True, but I don't think that roofs have insulation properties in game at the moment. Rather just if a roof is present or not is what makes it "indoors".
#12
Bugs / Re: Mods all disappeared and now wont re "download"
February 07, 2017, 08:53:40 PM
All I had to do was uninstall the game and reinstall it. Thanks for the help. Not a huge issue I was just worried I had broke my game or my computer was messed up.
You guys are creating a real awesome game! keep up the good work! a few bugs here and there are the least of my worries as long as we get a quality product at the end!
You guys are creating a real awesome game! keep up the good work! a few bugs here and there are the least of my worries as long as we get a quality product at the end!
#13
Ideas / Re: Global Bills list to manage job priority between workbenches
February 07, 2017, 08:30:33 PM
+1 for this. Good idea.
I always run into that problem when I'm playing as a tribal faction and I need to use the campfire to cook and once it burns out if I forget to add the bill back in once I replace it my colonists starve.
I always run into that problem when I'm playing as a tribal faction and I need to use the campfire to cook and once it burns out if I forget to add the bill back in once I replace it my colonists starve.
#14
Ideas / Re: Animal Traits and Armour etc
February 07, 2017, 08:26:13 PM
I really like your ideas, very cool thought to have "superior" breeds with the hereditary thing. I usually get a few alpacas and huskies in my games and that would add quite a bit of depth to the breeding aspect.
Also after reading your post I was thinking about adding "leashes" that would be put on animals when they are guarding their masters while hunting or when recruited. More of just a aesthetic thing, like you still wouldn't have control over them wandering but maybe it would keep them closer.
Also what about kennels for dogs?
Also after reading your post I was thinking about adding "leashes" that would be put on animals when they are guarding their masters while hunting or when recruited. More of just a aesthetic thing, like you still wouldn't have control over them wandering but maybe it would keep them closer.
Also what about kennels for dogs?
#15
Ideas / Re: Insulated Walls
February 07, 2017, 08:16:20 PM
It is, that's how the game works right now. I just figured that it would be more realistic to add insulation rather than to build another wall.