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Topics - DreamHollow

Hey RimWorld folks,

I don't normally post to the official forums. I'm usually more active somewhere else like Reddit, but mostly just indulging in the colony showcases and so forth that the community has become known for over time. Regardless of all that, I did want to put something forth that I feel is worth talking about.

It's just a bit of lore that I feel like doesn't make sense in comparison to other abilities.


There's an ability in-game that is called "invisibility". I'm sure at least a few players have used it, but it is among the more rare types of abilities that a Psycaster can learn. I have no problems with the ability in terms of functionality, it's actually extremely useful for allowing Pawns to pull off stealthy maneuvers that might otherwise be impossible with plainly visible Pawns. However, the lore for the ability is a slightly nonsensical?

The literal description is "manipulate the visual centers of anyone nearby."

There are a couple of problems with that. For one, the ability can be cast on a Pawn far away from intended targets. You can cast Invisibility, have a Pawn wander a very long distance within about 15 seconds, and they will still be considered unseen by others. How in the world does that work? Does Invisibility create some kind of weird perception filter to ignore people that wander into their line of sight, sort of like Doctor Who and the TARDIS?

Furthermore, this piece of lore makes almost entirely no sense against the Mechanoids. While Mechanoids are vulnerable to some limited amount of Psy abilites, I feel like it's very silly that they wouldn't be able to use other advanced sensors (like hearing sensors) to notice Pawns that are using the ability. Maybe this could also go for regular human Pawns, but I'm focusing more on the machines ability to use advanced senses that people don't normally have.

I wanted to just put this suggestion out there in case anyone else might have been thinking the same thing. Maybe the lore is perfectly fine and I'm overreacting, but I would like to hear the community's thoughts on this.
1. What were the circumstances?

It seems to be a minor bug, but it's persistant across all of my save files. The quest "Ship To The Stars" displays a weird string variant.

"A friendly AI from your past named <Name>Charlon Whitestone</Name> has sent you a message!"

I figured this had to be some kind of string error because I'm at least a little bit familiar with programming; at least enough to recognize when a displayed string isn't displaying correctly.

2. What happened?

String displayed incorrectly during quest. Does not seem to change regardless of interaction with it.

"Trashing" the quest obviously fixing nothing, but I tried it anyway to see if it would correct itself. No luck. Still broken.

3. What I expected to happen?

I don't know how RimWorld displays strings but I guess now I have an idea of *how* they're supposed to be displayed, and clearly this one has broken in deployment.

4. Steps to make it happen on developers' machines.

I'll be completely honest, I have no idea. I'm not sure if anyone else has this bug or how this happened in the first place.

5. Included savegame?

Sure. Downloadable.

6. Log file?

There isn't much there, but I'll provide that, too.
Ideas / Vehicles (That don't break game balance)
November 12, 2019, 10:08:19 AM
Most of the threads I could find about suggesting vehicles are actually a few years old now, so I thought I'd try to suggest the idea again.

Naturally for a RimWorld there wouldn't be much use for suggesting something too bulky to travel in that would change the balance of the game, right? So I feel like Tanks will never become Vanilla unless there was a large amount of demand for them, probably paired with anti-tank weapons to keep the game balance solid. I'm putting this out there because I know a few of us are probably curious how much different the game would be if heavily armored vehicles were added.

But it would be nice to see something simple. Motorbikes? Improvised cars? What kind of vehicle derivative would other RimWorld fans like to see?

I'm personally a huge fan of the idea that pawns could manufacture bikes with massive amounts of components, possibly with the ability to vastly upgrade bike features with advanced components. Maybe something like that? Open to suggestions.
Bugs / Found a bug where some buildings can be forbidden
November 09, 2019, 10:59:29 PM
Edit: My mistake.

I never use the "forbid" option on buildings and honestly forgot it was there.

Please forgive the errors in my post.