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Messages - threephi

#1
This is game mechanics working as designed.  Shrink the rice zone to delete the unplanted spots, then make a new grow zone for corn.  Zones can have anything growing in them, grass, hay, weeds, trees, flowers, etc. so how would the game know which secondary plant you want to leave alone?
#2
I agree with you from a game mechanics viewpoint it's a minor pain to redo it, but from a story perspective, it makes perfect sense.  If death and resurrection don't make someone reexamine their priorities, what will?  ;D
#3
Fixed in 2636

I'm intrigued by these new items, but it appears the fabrications costs and market values of the helmets may have been scrambled, at least as they are shown in the item descriptions:

Royal recon helmet:
1 advanced component
50 plasteel
1000 gold
$1765 market value

Royal marine helmet:
1 advanced component
25 plasteel
500 gold
$1075 market value

Royal cataphract helmet:
1 advanced component
40 plasteel
900 gold
$1650 market value
#4
I would guess this is because of the as-yet undocumented changes to the psychic system that got rolled out with 2632.  Psychic energy is now gained through meditation, and decays over time.
#5
Late-game from a high-wealth colony.  A big group of tribal friendlies (probably around 140-150) came to help defeat a large mech cluster from a quest.  Which means yeah, they did all the actual fighting ;)

When combat was over, they went about the normal business of healing themselves, and then gathered up at the border to leave, still roughly 135 strong or thereabouts.  A few of their faction mates were in my infirmary getting healed up, and one was working his way through a case of the berserks.

Several days went by but they wouldn't depart.  Moods started plummeting from sleeping on the ground, sparking more berserkery and fights which generated ally deaths and corpses, sending moods lower.  Every now and then one would give up and head for the opposite side of the map.  Some of those would change their mind before reaching the other end and return.  The food they were carrying eventually ran out, but instead of hunting any of the plentiful game nearby, they started eating the corpses of their fallen (non cannibals, I checked), sending moods down even further.  A few started dying of poorly-treated infections too.  It's gotten rather pathetic watching them self-destruct, to be honest :P

Here are the issues involved:

1) Friendlies should leave the map as quickly as possible after a conflict is ended, rather than wait around for the entire group to reform.
2) Colonist caravans permit healing while in transit; perhaps friendlies should get off the map whenever physically possible and heal themselves in their own caravans rather than wait around for more bad things to happen.
3) Hungry friendlies who aren't restricted from the relevant jobs should be able to forage and hunt the local map when desperate for food rather than eat corpses.

I'm pretty sure I've seen the main issue here (friendlies who won't leave) reported a few times in the past, so I'm not sure if this is intended behavior.  There is some entertainment value in watching a large group of savages destroy themselves, but it still seems wrong.  A potential downside of this self-destruction is that the friendlies may include colonist family members, and naturally their deaths would have severe mood impacts on the colony. 

I'm linking two saves for this report, one from when it became clear the friendlies were staying too long, and one three game-days later with an act of cannibalism (non-cannibal) in progress from hunger, when wildlife and at least one ripe berry bush is available close by.  They finally departed shortly after this last save was recorded, having lost more than half their number just from waiting around.

Early game save: https://1drv.ms/u/s!AgOqF8m7Weuyh6AEk8IvdhY8qDCk-g?e=rQiKJi
Later game save with cannibalism: https://1drv.ms/u/s!AgOqF8m7Weuyh6AFigz1nZZ3RIScbA?e=NULaIX

#6
Bugs / Re: [1.1.2624] bulk food poison problem
May 10, 2020, 01:00:53 PM
It makes intuitive sense that if you cook four meals at once they would either all be poisoned, or all not be poisoned.

It is a separate question though whether food poisoning happens more frequently in general than it should.  According to the rimworld wiki the chance holds at 0.1% for all cooks with skill above 9, and that seems imbalanced--surely someone with 15 or 18 or 20 cooking should do better.  On the other hand, there are a lot of game systems designed to amp up the danger above what would be considered normal so this is probably intentional game balance.  For example, the wiring in my apartment with comparatively inferior technology doesn't randomly blow up, ever, but short circuits are a fairly common occurrence in Rimworld.
#7
Seems logical that removing the floor would also remove whatever is on top of it.  It appears that currently dirt is removed, but snow cover is not.
#8
No I read the description and understood it. 
QuoteAn artificial stomach replacement with a broad-spectrum toxin filter and neutralization system.  It allows the user to eat almost anything without ever worrying about food poisoning.
To me, it being described as both a toxin filter and a neutralization system means it should both prevent and cure.  If you want to get super technical about it, in the initial phases of food poisoning the offending matter can still be in the stomach.  And as food poisoning is essentially a viral or bacterial infection, one could interpret the "neutralization" function to be the production and release of enzymes, vaccines, antibiotics to fight the infection.  Between you and me I've filled my quota for pointless semantic squabbles for a while so let's not go down that road ;)

IMO what's written isn't as important as having the object fulfill its intended purpose in an intuitive way.  You make and install detox stomachs to keep your pawns from suffering the debility from food poisoning, or to put it another way, not ever worry about food poisoning.  Intuitively, I would expect if you put one in, your pawn should get better.
#9
I wanted to test this so I waited until a pawn caught food poisoning before installing a detoxifier stomach.  I expected the new organ to start doing its job immediately, but the food poisoning is running its course.  Food poisoning is quite an undesirable malady so this should be a plausible tactic to prevent losing a pawn's productivity in a crunch.

Should be very easy to reproduce.

Cheers as always :)
#10
Quote from: zgrssd on May 04, 2020, 03:50:41 PM
A chronological age that does not account for time dilation would be useless.

Chronological age is completely useless period as it has absolutely zero impact on game mechanics.  As such, it should be given extremely low priority for developers to spend time changing.  It's provided purely for story-telling interest, and IMO the interpretation I've been describing is consistent with the Rimworld universe.  I can see reasons why yours could be as well, but IMO mine is a better fit, and here are more words describing my thinking on it:

The way I read the Rimworld backstory, it describes the chaotic and uncoordinated spread of humanity across the edges of the galaxy, with emphasis being put on the poor communication between settlements, especially in the rimworlds.

QuoteThe lightspeed barrier separates us. Because travel times are so long, planets tend to be very disconnected from each other socially and technologically. The next star over could experience a catastrophic war, and you wouldn't even know until ten years later when the news reports arrive. If you're unlucky, you'd have already launched a journey towards that now-destroyed planet in a ship that cannot turn around.

The lightspeed barrier not only limits travel, it limits communication.  By what mechanism would a centralized, uniform time standard be regulated in the very disconnected rimworlds, among groups of people with virtually no links between them, many of them living in stone-age level societies?

People arrive on our happy little rimworlds after space journeys by crash-landing, sometimes completely naked, or emerge from cryosleep.  They then mingle with other populations that may already be established on the planet, having arrived through similar chaotic, untracked means decades/centuries/millenia before.  They have all taken wildly different, uncoordinated, and unique paths through spacetime which brought them by dumb luck onto the same tile on the same rimworld.  Each person knows their own chronological path through spacetime and keeps that with them.  The way I read it, the story behind Rimworld is more about chaos and disconnection than supporting a galaxy-wide standardized time with no clear mechanism how it would be regulated.
#11
It's fun bantering about geeky stuff like this, but it boils down to the semantic interpretation of "chronological age".  Your interpretation is essentially Galactic Standard Time, mine is going off the plain definition of "chronological" to mean "in order of time as it elapses", and in a space fantasy game world where people travel across the galaxy, relativity means two different observers can have very different chronologies but both are correct.

Both of our interpretations are plausible, however mine has the advantage that the devs wouldn't need to change anything ;)
#12
Missed that, sorry.
#13
Check the animal's Log tab, it might indicate how the injury occurred.
#14
Well in a relativistic context "chronological" means "time as it is observed" since there is no such thing as an absolute clock which can be applied to everything.  I take "chronological" age to mean elapsed time as it is measured at and following the location of that person's body, and "biological" age to mean time spent outside of suspended animation (cryptosleep).

Different people could have very different relative chronologies.  For the case in point, say Mom gives birth at 22 right before she's about to depart for a long near-lightspeed trip, so she puts her infant into a cryosleep pod.  She then travels for seven years according to her personal timepiece.  Meanwhile after 198 years as measured on the local planet, someone discovers the ancient cryptopod and rescues the baby.  23 years later (planet time) mom gets back from her trip.  Both chronologies would be correct in that scenario.

When it gets down to it though this is a fantasy space game so "chronological" and "biological" age mean whatever the developers want them to mean.  Relativity could explain the mother/daughter scenario the OP described.
#15
Relativity effects from space travel at near-light speeds could explain it.