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Messages - Venatos

#1
Bugs / Re: [Ideology] Nudism meme issue
July 27, 2021, 04:47:47 AM
i just noticed this, all my colonists wearing gunlinks have the "wearing cloths" debuff despite it being headgear.
helmets and masks seem to work.
looks like someone forgot to check the "non-standard"-clothing category for headgear items that should be exempt from the nudist trait/meme.
hoping for a quick fix in the next patch.

Moderator Note:

This is intended functionality.
#2
not at home now so i cant check, but i recently started a colony with starting near 3k wood and a few hundred pemican on a map with a big river, half the stuff spawned in deep water. is deep water traversable now? or is this the same issue like the mountain spawn outlined here?
#3
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 04:14:20 PM
the theme i see emerging is that people are fine with bad stuff happening, its just the complete loss of something important like a pawn or a hand that tick people off. its a binary event, accept it or reload, a dead end if you will.

i would like to point out that the guy in the movie didnt loose his hand or leg, he wounded it severily.
it makes a world of difference if your pawn strait up dies or looses a limb, instead of a severe long term wound!

now that i think about it... rimworldians do heal up extremely quickly... i think it would be fine to double or triple the recoverytime of wounds if we get less instadeath and limblos for it.
#4
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 08:17:39 AM
RNG is fine, but pawns dieing to a random friendly fire pistolbullet is just not fun, not even close.
getting shot in the head by a snipermech, barely survieving with braindamage or even becoming a savant is a lot of fun.
both are RNG, one is infuriating, the other is an exciting story of a heroic rescue, a devastating realization and longterm care and connection to the character.

at the moment instadeath feels to common, raiders dieing from a handfull of bruises doesnt help that perception either... it makes pawns feel very throwaway....
not saying instadeath needs to go, getting it back down to B18 levels is all thats needed.
is there an RNG for how much damage a hit does? if not i would recommend a 50-100% damage rng on hit, not every hit is perfect and does full damage, should cut down the instadeaths and bring some more variability to the combat. not having a guarantied limb removal when hit/hitting with some weapons would be nice too.
#5
could we do away with the random enemy dieing without lethal wounds? it just feels so artificial....
it makes a massive difference if someone dies of a smashed head or torso like im used to, now they die with 5 bruises?
i mean im pretty good at suspending my disbelief, but thats a freakishly tall order...
#6
Quote from: Tynan on July 13, 2018, 10:54:48 AM
[quote author=mndfreeze link=topic=41766.msg418288#msg418288
Tynan I'm still having issues with people dying from things before it hits 100 when I'm beating it and treatment is occuring. First it was the infection I posted a few pages back, now its plague.

I need a savegame from just before this happens, can you or anyone else supply one?

Thanks.
[/quote]
there is a bugthread about this with a savegame:
https://ludeon.com/forums/index.php?topic=41941.msg412622#msg412622
its actually not a bug (as in error), but so confusing and hidden, that most players never find out on their own what happened.
it realy needs to be better communicated to the player, or changed slightly as to not kill pawns that are well on their way of beating an infection.
my suggestions where: include low efficiency percentages trigger a medical emergency alert, so the player actually knows that the colonist is in danger of dieing.
or change the "minus X% eff." stat of the infection to a "max eff. = Y%" stat.
#7
my suggestions where: include low efficiency percentages trigger a medical emergency alert, so the player actually knows that the colonist is in danger of dieing.
or change the "-X% eff." stat of the infection to a "max eff. Y%" stat.
as it is now, the player has no idea the colonist is even in danger, until now most people (even rimworld youtubers) just didnt know why the colonist died and thought it was a bug.
#8
save file: https://www.dropbox.com/s/87gmvpbicemywar/Autosave-3.rws?dl=0
Missy just colapsed trying to tend to Caneo. Caneo can walk and has doctering on preority 1.
if you draft and undraft Caneo, he will preoritice tending to the prisoner.

if you set the prisoner to not recieve any medical attention and again darft undraft Caneo he will go get some dinner, stepping over Missy which is screaming in pain on the floor.
obviously he should save her first.

Caneo usualy colapses bevore acomplishing anything > to save the colony put the last guy that can doctor on preority 1 and wake him up.
if you let it run, one of the colonists will die on a torso infection that reaches 80ish%. (the wounded torso has only 50ish% efficiency and the last infection stage gives a minus70% efficiency)
which means the colonist dies while beeing ahead in immunity and without any warnings whatsoever which is realy confusing to the player.

maybe include "low efficiency" as a critical medical warning or change the infection debuff from a minusx% to a max%=10 or similar.
#9
Quote from: Tynan on June 23, 2018, 08:14:24 AM
Quote from: Venatos on June 23, 2018, 08:04:36 AM
i thought this was fixed for 1.0?
joy, hunger and rest apparently still have a higher prioritys then saving someone from bleeding out and/or getting your own bleeding wound tended to.
none of those things are even remotely as important as saving a life or preventing an infection!

this is a core issue that has no business in a 1.0 release.
if you get a bleeding scratch from a squirel, do you realy go ahead and leave a trail of blood trough your neighborhood to watch a sunset or do you desinfect it and bandage it up?

We haven't actually been able to find a case that reproduces this. By design doctors will tend instead of eating *if the person would die soon*. They won't forego their own basic needs just because someone is sick with a non-fatal illness. If you've got a broken case in a savegame I hope you'll post it in the Bugs forum.
the problem seems to be that the special case of *if the person would die soon* somehow put the other medical issues below basic needs, which makes for insane behavior:
"man im bleeding all over the place" somehow leads to: "i still have a few hours before im in any real danger, lets play some hooprings and eat dinner"  which usualy ends in: "what do you mean my arm is infected and you have to take it off?"
doctors seem to have a similar problem with priorities aka "going to sleep while patients need tending"

i understand that doctors take care of themselfs before feeding patients etc. but pretty much anything that isnt a bruise has preority over selfcare.
#10
i thought this was fixed for 1.0?
joy, hunger and rest apparently still have a higher prioritys then saving someone from bleeding out and/or getting your own bleeding wound tended to.
none of those things are even remotely as important as saving a life or preventing an infection!

this is a core issue that has no business in a 1.0 release.
if you get a bleeding scratch from a squirel, do you realy go ahead and leave a trail of blood trough your neighborhood to watch a sunset or do you desinfect it and bandage it up?
#11
i disabled single animal insanity when starting the scenario, still happens.

also instead of getting his squirell scratches tended to, my genius colonist decided that its a good time to watch the sunset while draging blood everywhere..... i was realy hoping 1.0 had fixed that...
#12
thnx for the info, good to know its not gonna be fixed anytime soon. ill try to stomache it for my current playthrough and take a brake till A18.
#13
so.... do we have an ETA on a bugfix? it is STILL infuriating to see pawns walk several tiles along a river INSIDE the river instead of the ground right next to it! it has been freakin months and im getting realy very extremely tired of it.....
#14
im pretty sick of Predators getting ignored by turrets and colonists alike. i hope someone can make a mod that they are handeled as hostiles by default.
when there is a grizzly moving in on my miner he should run away, if a group of wolfs comes too close to my colony my turrets should engage.
if i want my miner to ignore the grizzly i can set that, so if he gets mauled to death its my own fault, but he shouldnt be oblivious to the danger by default.
if you feel up to it, an optional addition would be a grading base on weight, where a "run away" colonist ignores predators smaller than a dog and a "aggressive" colonist ignores anything as big or bigger as a grizzly as long as its not hunting him. you know, just to give them some common sense, there is no need to run screaming from an otter or ferret and also its a bad idea to poke a bear with bow and arrow.
#15
Mods / [Mod Request] Predators are dangerous!
June 30, 2017, 05:37:18 PM
im pretty sick of Predators getting ignored by turrets and colonists alike. i hope someone can make a mod that they are handeled as hostiles by default.
when there is a grizzly moving in on my miner he should run away, if a group of wolfs comes too close to my colony my turrets should engage.
if i want my miner to ignore the grizzly i can set that, so if he gets mauled to death its my own fault, but he shouldnt be oblivious to the danger by default.
if you feel up to it, an optional addition would be a grading base on weight, where a "run away" colonist ignores predators smaller than a dog and a "aggressive" colonist ignores anything as big or bigger as a grizzly as long as its not hunting him. you know, just to give them some common sense, there is no need to run screaming from an otter or ferret and also its a bad idea to poke a bear with bow and arrow.