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Topics - Mr_Fission

#1
General Discussion / How do I get skulls?
July 25, 2021, 01:10:31 PM
For the life of me, I can't figure out how to get skulls for skullspikes.  I read elsewhere that I need to click a corpse and then click a "get skull" button that's supposed to appear, but when I select a corpse, I get no such icon to click.  At first I thought it was due to a mod, but I have since restarted a new game with no mods, and I still can't get a skull.

I double checked and my ideology desires skullspikes, so that's not it.
I'm super confused... any guidance appreciated.
#2
This bug has been present since before 1.2 released, so it's not new to the unstable build.

The problem is that if you have multiple pawns selected that are equipped with different types of throwables (EMP grenades, Frag Grenades, Molotov Cocktails), you cannot specify a forced fire target on the ground using the "B" key. 

If you select a specific target after pressing "B", the mixed group of throwables fires off just fine. 

If the selected pawns all have the same throwable type, they can force fire on the ground with no problems. 

It's only when you have more than one throwable type selected, and you're firing on the ground that the bug occurs.

The ideal behavior would be to allow multiple types of throwables be targeted on the ground at the same time after hitting "B" and clicking the target square.
#3
Ideas / Allow override of enforced slowdown
September 01, 2020, 05:10:35 PM
I have a simple suggestion that I don't think would hurt anyone if implemented.

At certain times, Rimworld enforces a 1x speed modifier on events.  Usually this is done around combat.  I would like to be able to override that enforced slowdown by pressing "2" or "3" on the keyboard to select a higher game speed.

My logic is that if I have enough time to assess the reason for the slowdown, deal with it, and I feel it's suitable to return to full speed, then the game shouldn't stand in my way.

For people who like the current system, they are free to simply not hit "2" or "3" and nothing will change for them from the current setup.

This enforced slowdown is a huge nuisance to me, and this would be a really wonderful quality of life improvement.
#4
Pretty straightforward one here.  When prisoners initiate a prison break or have a berserk mental break, colonists will always shoot at them the moment they have a clear shot, regardless of the combat stance they are currently in.

Honestly, there should be an option to disable deadly force against prisoners under all circumstances, where colonists would prefer less-lethal hand-to-hand to subdue berserk prisoners or prison breaks.  But barring that, if a colonist is set to the "Ignore" combat stance, they should not react to hostile prisoners whatsoever.

Happy to provide savegame file to any mod who wants it.
#5
It seemed like such a good idea at the time.  I tamed a couple dozen boomalopes, and my team of tamers would milk them on a regular basis for chemfuel.  The chemfuel was pouring in, and I was happily selling it for a nice profit.  However I hadn't assigned dedicated haulers, and was manually sending dudes out to pick it up off the ground every now and then.

Life was good for a few years, until a half dozen of my herd got the flu at the same time.  I wasn't terribly concerned because animals rarely die from the flu even without human intervention.  So I wrote the event off in my mind and went back to amputating prisoners.

When the first of my boomalopes died, I was surprised, but not really alarmed.  I dropped a home area around the fire and figured that would be that.  Yeah no.  The second boomalope died from the flu and went off when my firefighters were basically in point blank range.  It was at that point I knew I'd fucked up.  The rest of my herd, naturally curious about what was going on, had closed to essentially point-blank range and were pingponging back and forth around my colonists.  Then I realized I was standing in the middle of a large outdoor stockpile of bottled accelerant.

The chemfuel started cooking off, lighting more boomalopes on fire, who, in a panic, began running around, catching other things on fire.  More chemfuel explosions, more boomalope explosions.  Colonists in flames, trees in flames, grass in flames... Chaos.  Normally I get mad when things go wrong, but this was so masterfully played by Randy that I just had to laugh and waggle a finger at him. :)

#6
General Discussion / Is Skip overpowered?
August 22, 2020, 02:17:12 PM
Simple question, do you think the psycast Skip is gamebreaking?

I ask this question, openly stating that Skip is my favorite psycast by far because of how flexible it is.  But it's flexibility, utility, and low cost make me wonder if it's overpowered.  Here's all the stuff that Skip can do (list not all-inclusive):

* Warp distant enemies into point blank range to be shotgunned down
* Warp caster out of insanely dangerous positions, allowing devastating zero-risk commando-style raids without support
* Trivialize Broadshield-wearing enemies by skipping them into point blank range, shooting him, and now his shield now protects you and lets you fire out from it
* Trivialize Inferno cannon centipedes by perpetually warping them outside of their max firing range
* Trivialize Doomsday and Triple rocket launcher users by warping them in to die, or away to reset targeting
* Trivialize Thrumbo encounters by preventing them from ever reaching melee
* Trivialize mass Centipedes by warping them into frag and EMP grenade spam
* Trivialize Pikemen / Lancers by using a corner to block LOS and warping them into frag and EMP spam
* Warp individual HE mortar rounds next to inactive mech buildings to later detonate with fire from afar
* Warp boomalopes into enemy crowds with pinpoint accuracy
* Instantly claim enemies downed with shock lances for rapid capture
* Instantly gather multiple enemy casualties onto the same square, followed by 4x Wallraises to allow for rapid, indoor battlefield medical treatment
* Warp manhunter animals (looking at you, Thrumbos) into enemy groups to cause chaos
* Warp damaged friendly troops into safer positions, allowing reckless positioning that's never punished
* Warp supplies of sieging enemies into friendly lines for capture (not sure if this breaks sieges or not)
* Pull back fleeing enemies for kill or capture

Here are some characteristics of Skip that I think are overpowered:

* Caster does not need line of sight on Skip's destination (probably the most broken aspect of this cast)
* Low heat cost is irrelevant with disabled heat limiter plus Neural Heat Dump
* Low tier allows you to cast it down to 25% psyfocus, allowing 37 consecutive casts *per caster* at full psyfocus
* No significant cast time (0.25 seconds means nothing)
* Zero cooldown time
* No scatter on the destination - the target goes where you want them, 100% of the time
* Low psycast purchase cost

All of this taken together gives you an ability that casts essentially instantly, at awesome range, with a low cost, has zero chance of misfiring in any way, and which can trivialize numerous high-threat combat scenarios such as centipede spam.

From my perspective, the single most damning aspect of Skip is that if the enemy had access to it, they could instantly ruin any player defense, without any counterplay options.  Imagine having your carefully-entrenched 20-man firing squad flung apart in the first five seconds of an engagement, torn out of cover and eaten alive by hordes of spearmen.  It almost makes me want to see it happen, haha. :)

What do you guys think?  Agree?  Disagree?
#7
Sorry for the non-descriptive title, but I didn't want to make three separate threads for these bugs, and the title box wasn't big enough to describe all three.  I will PM a savegame download link upon mod request.  I don't want to broadcast to the entire internet. 

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Bug 1 (consistent): Bugged arrest behavior.

This series of bugs is all linked to the action of arresting a guest that you have accepted into your colony.  This testing was done on a group of three travelers, so I cannot speak for what happens if there's only a single person in the traveler group.  When you arrest a guest, one of three things happen - either the arrest succeeds or it fails.  In both cases, there are three possible outcomes: anger, departure, and revenge.  That makes for six total possible outcomes from the action of arresting a guest.  In all six of those possible outcomes, some sort of bugged behavior occurs.  Because this is complicated to communicate as a narrative text, I'll list the six outcomes individually, along with the current in-game behavior and the behavior that should be happening.

Outcome 1: Failed arrest, leading to guest revenge.
Bug: The arrested guest immediately switches to the player faction and joins the colony.
Expected: The arrested guest would retain their affiliation with their previous faction and not join.

Outcome 2: Failed arrest, leading to guest departure.
Bug: The arrested guest immediately switches to the player faction and joins the colony.
Expected: The arrested guest would retain their affiliation with their previous faction and not join.

Outcome 3: Failed arrest, leading to guest anger.
Bug: A "Traveler Died: mood -12" debuff is applied to all three travelers, including the arrested one.  If the arrested guest is subsequently killed, it causes no further reaction by the other two guests.  Unlike the outcomes shown above, in this case the arrested traveler does not join the colony or switch factions.
Expected: No "Traveler died" debuff applied to anyone.  Instead a "Traveler arrested" debuff should be applied, at a lower magnitude... perhaps -6 or whatever.  If the arrested guest is subsequently killed, the other guests should react appropriately.

Outcome 4: Successful arrest, leading to departure of all remaining guests.
Bug: The arrested guest immediately switches to the player faction and joins the colony.
Expected: The arrested guest would retain their affiliation with their previous faction and not join.

Outcome 5: Successful arrest, leading to guest revenge.
Bug: The arrested guest immediately switches to the player faction and joins the colony.
Expected: The arrested guest would retain their affiliation with their previous faction and not join.

Outcome 6: Successful arrest, leading to guest anger.
Bug: A "Traveler Died: mood -12" debuff is applied to all three travelers, including the arrested one.  If the arrested guest is subsequently killed, it causes no further reaction by the other two guests.  Unlike the outcomes shown above, in this case the arrested traveler does not join the colony or switch factions.
Expected: No "Traveler died" debuff applied to anyone.  Instead a "Traveler arrested" debuff should be applied, at a lower magnitude... perhaps -6 or whatever.  If the arrested guest is subsequently killed, the other guests should react appropriately.

/////////////////////////

Bug 2 (consistent but unexplained): Can't sell the guest named "Rose" when guest departure is involved.

Okay this one is super specific, and I have no idea why it's happening, but I'm able to reproduce the behavior consistently.

My three guests are named "Yakov", "Rose", and "Ishka".  Normally when I arrest them, I am able to sell them to the tribute collector in every case but one.  When the guest named "Rose" is arrested, and either her arrest, or the subsequent arrest of one of her friends causes a "departure" reaction, I am unable to sell her to the tribute collector.  This happens regardless of whether her arrest / departure combination happens as the first arrest, or the second.  Arresting Rose as the third and final guest never causes this problem.

Edit: Further testing shows that if Rose's arrest causes anger, but a subsequent arrest of one of her peers causes departure, she still becomes unsellable.  This means that Rose's arrest doesn't have to be the one that causes departure.  Subsequent departure outcomes cause the bug as well.  However if a departure occurs as a result of the first or second arrest, arresting Rose after she's already chosen to depart does not cause the bug.  These behaviors do not occur with the other two guests under any circumstances.

Rose is unique from the other two pawns in only two ways.  First, when I arrested her, she had two doses of Wake-Up in her inventory.  Second, she had a "Wake-Up Addiction 25%" hediff.  Other than that, she's just a normal, naked pawn like Ishka and Yakov.  I can provide numerous savegames which test various arrest orders and outcomes, which show the conditions under which the bug does and does not occur.

Edit: I had Rose consume the Wake-Up she was holding, but the bug persisted, so held drugs probably isn't the cause.  I also used dev mode to delete her addiction to Wake-Up, and the bug persisted even with the hediff gone.  Honestly this bug is so specific that you can probably ignore it.  I'll keep testing in the future and maybe I can narrow down a cause.

/////////////////////////

Bug 3 (opinion): Guests do not react to being harmed or killed by the player's pawns.

This isn't factually a "bug", because I can't tell if this behavior is intentional or not.  But it seems like a bug so I'm going to report it.  In the current game, attacking and killing guests elicits no negative reaction from the other guests.  Personally, I believe that if a guest is attacked by the player's pawns, it should cause some sort of negative mood.  And if a guest is killed by a player pawn (not an enemy), it should cause all remaining guests to depart the colony, at a minimum.  Anger would also be reasonable, as would revenge.

Anyways, I hope all of this makes sense.  I'm happy to clarify anything if necessary, and will provide savegame links upon mod request.  Thanks!
#8
The new food auto-load feature isn't performing well for me, and I'd like to request the ability to disable it by default please.  The patch notes mentioned how the new caravan changes would ultimately result in caravans being launched with fewer clicks.  That's actually not the case in reality.

As it stands, after I select my destination (also an annoyance because sometimes I want to check the caravan screen just to see what my base's overall inventory looks like, but whatever), I usually start by adding colonists and animals.  It's at this time that I realize the auto-fooder has loaded up all of my caravan space with food that my colonists can't eat.  Stuff like raw rice and corn, in massive quantities too.

Then, frustrated, I have to uncheck the auto-load button, and clean up the mess.  I have to go down the list, reseting every raw food item back to zero, which adds another few to a dozen clicks depending on how large the colony is.

The new system is both unhelpful, and also burdensome.  However if I had the ability to disable it by default - or at least if my choice to disable it persisted through every subsequent caravan, I'd have no problem with the feature at all.

Everything else the in the patch is great though!  Jetpacks baby!
#9
Hello, pretty simple bug - the mech healer syrum is targeting the psychic love buff for removal over permanent scars.  I've included a savegame where you can see this happen.  The pawn "Defense" is standing next to a healer syrum stack.  His health tab shows the psychic love buff, and a scar on his neck.  Using the syrum treats the buff, but leaves the scar.  It should not only be the other way around, but the love buff shouldn't be targeted for removal ever, since it's a positive effect and not a health ailment.

I'm happy to provide a Google Drive link to a savegame to a mod over PM.
#10
Hello, I'd like to report what I think is a bug.  The new feature in v1.2 that auto-loads food and medication into your caravan is causing a tremendous amount of lag in the caravan loading screen for me.  With each pawn, animal, or item I add to the caravan while the new auto-load feature is active, the amount of lag between each frame increases, to the point where it becomes nearly impossible to add new things.  Disabling the auto-load feature immediately solves the problem.  However, this means that I have to disable it as a first step every time I create a caravan.

Although this lag has occurred with every caravan I've formed since the v1.2 update, for specificity, my caravan size was 23 colonists and roughly as many animals (donkeys / elephants).  It still occurs for me even at smaller caravan sizes though.

If I had the option to disable this feature by default, not only would the lag go away, but I also wouldn't have to manually disable the feature for every caravan I make, so it'd be a double win. :)

Incidentally, if the food and medicine auto-load calculation only occurred one time, right before launching the caravan, it wouldn't have to recalculate each time a new thing was added - which is the reason for the lag.