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Topics - BorisZ

#1
A doctor rescued and successfully performed cure Scaria operation on manhunter animal. Before that operation, that animal had medicine selection on health tab. After curing, there is still operations tab to add more operations like euthanase, or there may be need to treat untreated bruises.
However, medicine selection on health tab for that animal disappears, so I can't switch back to herbal medicine for next treatment. Industrial-tech meds were required for Scaria.
And no, this animal doesn't use default settings after cured Scaria. It still uses it's personal setting for medicine quality, that is hidden.
#2
Unlike caravans and random outlander travelers, bestower doesn't leave when temperature is bad.
And that can be used smartly to get basically free 2 psylink neuroformers and excellent eltex staff from that guy downed by hypothermia/heatstroke. Bestowing ceremony is failed, so no title gained, but 2 neuroformers.
#3
First of all, I'm more into effective base building in Rimworld, and at least somewhat challenging difficulty levels.
But I started to enjoy making colony look better when I can afford it. Even when it is not the most efficient solution.
Since I've learned something about efficiency, I'm glad to admit that many beatifying things don't cost too much. Like rebuilding underground unstable power cell vault (have many of them in other game) in regular pattern, that involved quite a lot of digging and some construction, not a problem with drill arm. Or making rooms with desired impressiveness levels in not the most efficient, but more beautiful way. Like several guest rooms with a few hundred more wealth, than optimal solution, not a big problem.
Now, conduit-less design. By that, I mean there is power generation, then a few batteries may be constructed in order increase power range, then every powered thin is built in range of that, super-cramped. Also really ugly. At the same time really efficient, because good amount of power can be stored without risk of big explosion on zzt. Also, no power outages due to batteries discharged when you need them because of no sun/wind at the moment.
But man, those cramped conduit-less bases are so ugly! I'm currently having a second colony in this pattern, and I started to think that the cost of  using power conduits for the looks is probably too high/ Do you agree?

P.S. By efficiency I mean focus on less labor/material cost/colony wealth for the same function.
P.P.S. I know, there is also a battery-less power solution, when zzts a basically harmless. But that is not always applicable or sometimes take long time to achieve.
#4
I've lent some workers to the Empire. Some of them had long-term illness, sensory mechanites. After returning, ill pawn with 15 medical skill, enhanced sight and manipulation and slightly below 100% consciousness, self-tend allowed, had 7.6% tend quality.
Such low number in tend quality is wrong. Considering both the ability of mentioned pawn to tend himself and medicine available in the Empire (glitterworld meds).
#5
Pawn Information window, "Stats" tab, "Basic" stats section, Neural heat recovery rate.
This stat is displayed incorrectly - without taking into account pain modifier.
It takes into account base value, eltex gear, Psylink health condition, but not pain. When hovering neural heat meter, neural hear is displayed properly, taking pain into account.
#6
Bugs / [1.2.2900] Trauma savant pawn can trade
March 02, 2021, 03:01:04 AM
Follow-up to https://ludeon.com/forums/index.php?topic=53793.0
Pawn with Trauma Savant condition can trade. Checked by trading with caravan that visited my colony. They rather shouldn't be able to trade.
#7
Feature request. When building/furniture is selected there is a quick option to build complementary thing. Like end table and dresser for bed. This is not used too often, because dressers, end tables, tool cabinets are not destroyed really often.
However, transport pod is often launched and then it's necessary to build a new one, but when pod launcher is selected, there is no option to build complementary thing (transport pod). Please consider adding, maybe it's just a few lines in XML.
#8
Bugs / [1.2.2753] Missing shuttle menu command
February 01, 2021, 12:00:17 AM
When calling transport shuttle royal aid from existing caravan (from world map, not from pawn on colony/encounter map) to neutral/friendly settlement, there is no option to visit/trade with settlement. Only attack and give as gift. Have to send shuttle to tile next to settlement, then go there by foot, which is a bug workaround, annoying and undignified.
#9
Inspired trade inspiration can happen on trauma savant pawn. But it shouldn't because trauma savant can't do social interaction including trade.
#10
Inspirations usually make sense and have checks like "inspired surgery" is not gonna be experienced by incapable of medicine.
But this particular inspiration doesn't check if it is applicable or not. And can be experienced by pawn incapable of all work (like military aid pawns from quest), resulting in no-effcet, no sense inspiration.
#11
Monosword's description says it's infused with mechanites MAINTAINING monomolecular edge. Yet, I don't see it repairing itself.

It's worth mentioning that smart mechanites can repair human brain (Luciferium). An if those other mechanites claim to be able to maintain sword edge, yet actually can't do it, then they are stupid and should be debugged.
#12
Bugs / [1.2.2753] Dining room moodlet not updated.
October 26, 2020, 07:52:08 PM
When pawn has "decent dining room" moodlet and eats in better dining room eg "very impressive", moodlet is not updated, rather old and outdated "decent dining room" moodlet gets refreshed to expire in 24 hours.
That results in thing like colony of 8 people having one dining room, but 4 different dining room quality thoughts, which is rather mess, than reasonable situation. That can stay for quite a while and require historian to know when dining room was slightly impressive, impressive, very impressive, etc. But rather we have Alice remembering how good dining room was week ago, Bob still thinking about how nice dining room was a quadrum ago, etc.
#13
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#14
Bugs / Can I remove thought in devmode?
September 21, 2020, 02:24:10 PM
Because this bug was not fixed: https://ludeon.com/forums/index.php?topic=52296.0
I'm considering a workaround of removing wrong thought. However, it's easy to find "add thought" commands in devmode, I haven't found a way to remove thought. Is it possible? Or maybe there is another workaround?
As for other workarounds, I thought of placing colonists into cryptosleep caskets before returning prisoners to proper faction, then open caskets and remove cryptosleep sickness hediff. Is that safe, or is it possible to break a save when doing things like that?
Ideally, I'm looking for a way to decrease stacked thought, not to completely remove. Like maybe I will have prisoner sold to slavery x2 stacked thought, 1 of which is fair and should stay and other is for returning prisoner to his faction, which should be removed.
#15
I had to leave prisoner alone (see long story below) in the colony. That prisoner was able to move, but had trauma (so, was automatic patient). I left quite a lot of food in has prison cell, food restriction was allowing to eat it. Most likely, because prisoner was "automatic patient", he didn't eat himself. Now he has extreme malnutrition, and is going to die of hunger, while sleeping literally on food. Looks pretty stupid. I have a 3 mods installed, but this looks like vanilla behavior. It's not a problem at all for thriving colony to have someone feed prisoner, till he recovers from trauma. But for playing rather than reloading after major disaster that turned out to be a problem.

Long story: I had my colony overrun, all colonists at home killed, most buildings and items destroyed. Only the caravan of 2 people survived. After returning to rebuild, Randy sent a pirate in drop pod, who becomes my new prisoner. Because of the disaster and because I had some stuff to sell, I decided to go to nearby town for trading. But I had only caravan people survived , who had worse skills. Only 1 of them was capable of medical. So it looked like right thing to assign both colonists to caravan, leaving prisoner alone and hoping that there will be no raids for 2-3 days. I waited till prisoner was able to move and left food for him, but his behavior was kind of unexpected and unrealistic.
#16
Mod bugs / [1.2.2753] Busted ship quest instafail
September 15, 2020, 03:26:40 PM
I accepted Busted ship quest, then VIP pawn and solider arrived in pods, then shuttle crashed right onto VIP and smashed him, resulting in quest instafail.
I have Combat extended as well as Combat Extended guns mods enabled, but looks like it is vanilla "feature" or bug. It's was a random thing, quite major (because of quest reward), and player wasn't able to do anything at all about it, doesn't look good.

Also, maybe, drop pod location was moved from initially intended, because there was deep water nearby.
#17
Two different actions/tasks have same name.
1. When right-clicking on a pile of wake-up, while pawn selected, there is order "take Wake-up" in the menu. Here it means consume drug.
2. When pawn's drugs restrictions set to have some Wake-up in inventory and it needs to pick some to have that in inventory, that pawn automatically adds "take Wake-up" order to it's action queue. Here "take Wake-up" means "puck up and carry".

Different actions should have different names, otherwise, it is confusing. Wake-up is just an example of drug here.
#18
When releasing prisoner with lots of injures (bandaged, but still not healed) and even with health condition (infection), got a message about full +12 reputation increase with faction, the message also says that the guy left the map healthy.
Now, who will say this guy is healthy:
https://imgur.com/XXZirQp

The events were as follows: sappers from fierce tribe came, when they were partially dead, partially downed, partially fleeing, I captured and bandaged one of their downed guys. And now checking out, what can I do with him.
#19
When successfully harvesting heart from prisoner, bloodlust pawn gets "Witnessed death from bloodlust", rather than "killed someone".
I can mention that in case of "Euthanase by cut" operation on humanlike he gets the right buff. When performing other 100% certain-death operation, should get this buff as well. This case is not really annoying in numbers, but rather breaks story to some extent, when pawns get wrong buffs and debuffs.
#20
Recent drugs rebalance makes some drugs better, and some drugs worse. But what is important, low drug tolerance on colonist in not hidden. So I can throw away a sheet of paper, where I've written down the dates of wake-up doses for some colonists. That's great improvement of game experience, also makes my table cleaner :-).

But I want to get rid of one more sheet of paper. When caravan is sent to visit several settlements, I can't just buy everything I more or less need in the first settlement. A lot of valuable stuff in settlements is super random. Like there can be 0 neurotrainers, there can be 5. There can be some marine helmet/armor or not. You never guess, if there is some good weapon for sale or not. And if there is, you don't know, if it is good shotgun, which is cheap, or it's a charge rifle, which is expensive.
Because of that, I write down a list of interesting stuff, that can be bought from ally or neutral settlement. With drugs, you can now view information in game, don't need to write down. Maybe we can hope that the same improvement hits trading, so player can view items in stock in recently visited settlement, rather then write it down or screenshot?