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Messages - swaggeringcuban

#1
My universe secretary has a -4 mood penalty for not wearing slice cap, so I make him one, he wears it, now he has -4 penalty for not wearing visage mask.  It's impossible to wear both at the same time.  IS this a bug, or am I not getting something?
#2
Releases / Re: [1.0] Simple Slavery
June 26, 2019, 01:16:40 PM
I don't care that much about the ethics of it.  How many games are there where you can indiscriminately kill people for no reason?  Tons, and in terms of morality, murder has to be worse than slavery.  I don't care about those either, because they are just games.
I'm not blind, Americans are sensitive about slavery, I get it.  I just don't really care because I'm not American.

Getting back to the mod.  I think there has to be a bigger difference between pawns and slaves to make this worthwhile.   I like the idea of having cheaper labour anywhere on the map, unlike prison mods where they need to be enclosed.  But I don't think there should be mood checks for selling them, or for when they die at least among the pawns, it's better in almost any scenario to just recruit them.
I don't expect modders to cater to what I want, I'm just offering some feedback for others who might want to try this.  Prison labor at this stage has more to offer.
#3
Unfinished / Re: [1.0] Prison Labor
June 26, 2019, 01:01:13 PM
not a bug, but looking for some tips here.

I want the prisoners to work in fields, and not wander out of the compound, but if I completely close off the whole base with a perimeter wall, I can't use traps as effectively as when I allow 1 or 2 trapped entrances. 

is there any way to have both?  Prisoners not going out of the camp, but also having openings in the wall for traps?
#4
Help / Re: 'could not load unityengine.texture2d'
June 24, 2019, 01:20:41 PM
getting a lot of
'could not load unityengine.texture2d'
errors with glitterworld, is it still working with latest game version?
#5
Unfinished / Re: [1.0] Prison Labor
June 23, 2019, 04:16:59 AM
Hi guys, I'm using this in conjunction with the locks mod.  What I'm trying to do is have the prisoners roam most or all of my base within the perimeter wall and do all the labor inside the camp including cooking, so they have access to the freezer.
For some reason, they are completely ignoring food restrictions, I set it to paste only, butthey will freely take simple meals, and the jailers will also provide them with simple meals. 

I tried to restrict their access to the freezer, which unfortunately meant they could no longer help with the cooking.  When I did this they use the paste dispenser, but wardens still feed them simple meals sometimes, or if they find one laying around outside they will still take it.  Completely turning off wardening seems to help with this, but I still can't allow them access to the freeze.  Also I'm not sure what unexpected consequences turning off wardening might have, e.g. sick prisoners not being treated.

Any suggestions? 
#6
Releases / Re: [1.0] Simple Slavery
June 22, 2019, 12:17:14 AM
  You get mood penalties to your other colonists when slaves die.   And I'm guessing you would get a penalty if you sold them too since I didn't try yet....

There's actually very little to this mod.  Its just forced recruitment with mood penalty and escape mechanic.  I mean that's it. 

If you really hate waiting for recruitment, and you're getting frustrated with 99% resistance prisoners, the mod will sidestep that.  But there's nothing else to it unless I'm missing something.
#7
not fixed in latest patch.  Should this be considered a bug?
#8
Quote from: Daguest on December 30, 2016, 07:48:41 AM
I'm more concerned about the "ridiculousness" of the situation than difficulty. Since Rimworld is made to be a story generator, let's consider this bit of story :
"Today we were attacked by raiders. We were able to chase them off, and one of them was badly wounded. Thankfully, we were able to remove his clothing before he died. Then Engie cut him to death because our doctor said he didn't want to install peg leg for training, since he already had to heal Jerbear and Table who fought each other over an insult, and his experience was capped for the day. I'm glad Engie killed him crudely while he was on the ground, because if we had to bring him back to execute properly, I would have been really angry by how we treat our prisoners"

That's unrealistic, ridiculous, and yet that's the best, easiest and more common way to handle post raids ATM.

Please do some more of these diaries.  They're pretty funny
#9
agree, though it's difficult to make games harder without random events or dumb handicaps without improving AI.  And improving AI is one of the more difficult things to do, especially when you don't have a budget and a team of programmers.
#10
Ideas / Re: Caravan forming needs reworking.
December 30, 2016, 06:02:53 AM
Does anyone have a prblem with them not packing the correct amount of food?

I chose hundreds of simple meals to ensure there was 20+ days of travel.  When the caravan was formed it only  had 5.7 days food, which wasn't enough to get to the nearest town.  When I checked, there was only about 70 simple meals in the caravan.  Why didn't they pack everything?
#11
Ideas / Re: Caravan forming needs reworking.
December 26, 2016, 09:32:13 AM
Quote from: MarvinKosh on December 26, 2016, 03:45:30 AM
If your colonists have meals on them and they get hungry while the caravan is forming, you can tell them to eat them from the inventory screen.

Sure, you can also force them to eat meals in storage by right clicking.  But you can't force them to rest so it doesn't help with exhaustion and mental breaks.
#12
General Discussion / Re: "Repair" Needed or not?
December 26, 2016, 05:18:42 AM
turning off repair was also a tactic for preserving components.  Due to how often things break down your components will dwindle to zero even if you're building nothing.  Turning off repair and keeping some in reserve was a good tactic while you're waiting for the components bench to be researched, which still allows you to build rooms/furniture etc.
#13
not sure if this is classed as a bug or not.  But I'm playing on a laptop and if I use windowed mode instead of fullscreen (which I ALWAYS do), either the colonists bar disappears or the bottom toolbar does.  Sometimes by switching resolution it comes back, but it soon disappears again.

This is annoying because this game is perfect for windowed mode and previously the UI scaled very well when the size of the window was adjusted.