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Messages - Anan

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Bugs / Animal Husbandry
« on: December 07, 2020, 04:41:50 PM »
I would suggest more attention to animal behavior in your AI. Having grown up on a farm, I'm very familiar with how barnyard animals behave. They do NOT sleep through being burned up in a prairie fire, nor will they ignore a nearby exchange of artillery and mortar fire. Today I've observed both of these interesting, irrational behaviors in RimWorld animals. I suggest they be made just smart enough to run away from obvious danger and loud noises. It's actually rather difficult to train any animal to stay put during gunfire, and there's no way to get one close to a wild-fire.

Bugs / Re: Caravan Formation Bug
« on: December 04, 2020, 12:33:44 PM »
Thanks! Your idea worked fine.  ;D

One might consider adding a tool tip that would make this sequence more accessible for inexperienced players. I've enjoyed over 300 hours in RimWorld but my caravans were usually one way (to the downed starship). This is my first extended stay and my first go at rolling my own starship, so I know only a little about how to run caravans. About return travel I was clueless.

Bugs / Re: Caravan Formation Bug
« on: December 04, 2020, 10:21:40 AM »
This is my first experience with Google Drive, so please forgive my ineptitude. I hope I've got it right this time:

Bugs / Re: Caravan Formation Bug
« on: December 04, 2020, 09:40:46 AM »
Thanks for helping!

My caravan is three colonists, no animals. Carry weight is 36 Kg (79 lb). It shows movement speed of 43 tiles/d, which is a lot higher than on the trip out. All three colonists are selected. No mods installed here.

Save game file at

Bugs / Caravan Formation Bug
« on: December 04, 2020, 06:54:58 AM »
One other player reported this issue, a couple of years ago; there has been no response so I don't know if it was noticed:

I sent a caravan on the mission "Caravan to Orange Chonocroudue". At the destination, I completed the quest. Then I had the message "Caravan idle" and couldn't find a way to get my folks back to their base with the goods. The available options were "Settle" (greyed out), "Split", "Trade" (I did that), and "Attack" (thanks but no thanks). There was no option I could find for forming a new caravan. I tried selecting the caravan and then selecting a route, but the "Accept" button was missing and my only other options were to add more way-points or Esc, which left me back where I started: STUCK!

Ideas / AI Persona Core Playing Hard-to-Get
« on: November 26, 2020, 03:17:42 PM »
This is the first time I've made a starship. Previously, I journeyed to the crashed one and used it. This time, the crashed one is on the polar ice-cap, so I decided to roll my own.

A couple of years ago, I was offered the location of an AI Persona Core for 1500 Silver. I didn't have that much on hand, so I lost my chance. I understand the opportunity comes around every two to four years (does this depend on difficulty settings?). That seems like a long time to wait with my starship finished except for that component. Is there no way to speed things up?

Bugs / Starship Construction Bug
« on: November 26, 2020, 07:34:51 AM »
You may wish to rethink the business about not being able to build a starship under a roof. In fact, one can build a starship under a roof and launch it through the roof with no problem except that one can't lay down the blueprint for a starship part under a roof. So one can build a handy enclosure that doubles for starship construction and dry storage, as long as you remember to unroof it temporarily while placing starship blueprints. Supporting pillars are an additional complication but make sense withal.  Being unable to build a starship under a tin roof or launch it through a tin roof doesn't make sense anyhow, so I recommend you scrap that requirement (except for the case of a rock roof). RimWorld is hard and fussy enough without arbitrary rules!

Support / Re: Cryptosleep Caskets Won't Build: Help! :'(
« on: November 26, 2020, 06:09:14 AM »
A concrete floor was no help, but then I had a "D'oh!" moment: I had marked the roof for removal but not actually given a crew time to do the work, so it showed as clear but was actually intact. When that work was actually completed, my problem went away!

Support / Re: Cryptosleep Caskets Won't Build: Help! :'(
« on: November 26, 2020, 05:50:05 AM »
Thanks for your quick response! The ground type is "Soil (walk speed 87% fert 100%)". I'll try a concrete floor to see if that helps.

I'm a bit nervous messing around with "developer mode" but will try that next if no joy from concrete floor.

Support / Cryptosleep Caskets Won't Build: Help! :'(
« on: November 25, 2020, 06:03:48 PM »
This is my first time building a starship. I've played several previous games in which I used the provided starship, but this time it's on the polar ice cap and I wasn't confident of surviving that environment for the requisite time. I have all the components finished except I'm missing the AI Core, but I can't get any cryptosleep caskets built. I've tried orienting them every which way, mostly up against the structural beams, but she's a no go. Note that I have removed the roof, which was in place while I was building the rest of the vessel (I put it up after laying down the blueprints, which seemed to work fine... until now). Am I screwed?

Bugs / More About Malaria
« on: November 23, 2020, 02:23:03 PM »
While Anopheles species are widespread, they breed only in warm weather, and they infect people with the malaria parasite only when breeding. Therefore it seems irrational for three of my colonists to come down with malaria on 1 Aprimay with an outside high temp of 56 degrees F. See also:

"However, malaria as a mosquito-borne disease is strongly influenced by climate variables (temperature, rainfall and humidity). It is well established that weather fluctuations significantly affect not only the life expectancy or completion of the life-cycle of the mosquito, but also the development of sporogonic stages of the malarial parasite within the mosquito’s body [8, 10]. The biting rate and gonotrophic processes are also temperature dependent [7, 8, 11]. For these reasons, a qualitative relationship between the vector abundance and the climate variables can help to identify the peaks of the vector population through meteorological monitoring and forecast [8, 12]."

Bugs / 1.2.2753 MALARIA issues
« on: November 15, 2020, 05:58:50 AM »
Being an MD, I was flabbergasted when two of my colonists came down with malaria on the same day: Decembary 3, after a severe cold snap in autumn and several nights of sub-freezing temperatures since then. Malaria is mosquito-borne and those critters do not do well during wintry conditions. OK, it's a fantasy game, but let's not get TOO fantastic with a well-understood condition like malaria. There's enough ignorance about infections circulating already!

Bugs / Re: Ravenously Hungry Colonists Disdain Food
« on: January 05, 2020, 02:52:38 PM »
The walls are steel (sometimes I use plasteel because it's portable). I'm aware they can be set afire but they burn slowly and usually the raiders can't resist the traps. On the particular play-through I'm doing now, we have a lot of tame critters; keeping them out of the way of the raiders is my biggest challenge. Had to build a freezer to keep all that extra meat fresh!

Bugs / Re: Ravenously Hungry Colonists Disdain Food
« on: January 03, 2020, 11:19:06 AM »
Your solution worked fine for my problem. Thanks! I wonder how they got set that way?

This is not my most elegant settlement (see attached pictures for a prettier example). It sort of evolved as such things do. When there's an intrusion alarm, I have three of my folks with guns behind the sand-bag and send the fourth to open the locked door. Nobody's gotten past the first two traps so far.

Bugs / Re: Ravenously Hungry Colonists Disdain Food
« on: January 03, 2020, 09:36:38 AM »
Wow! Compressed 87% with 7-zip. See attached.

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