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Topics - Thunder Rahja

#1
Charity quest beggars can trigger the "travelers betrayed" alert by entering a berserk mental break and killing one another. While two beggars were leaving while in extreme break moods, one of them entered berserk and attacked the other until dead, at which point the alert triggered. I was not expecting there to be consequences for my colony after the beggars attacked each other.

Steps to reproduce:
1. In debug actions (dev mode), generate quest > beggars > 100 points > 3 colony population, to spawn two beggars.
2. In debug actions, mental break > berserk, and click one of the beggars.
3. One of the beggars kills the other.
4. "Travelers betrayed" alert appears, causing a mood penalty for any colonists that require charity.
#2
One of my colonists turned 25 and immediately experienced the shock of losing her youth with the -10 "horrific aging" moodlet. There was no 5-day warning under the "age reversal demanded" notice like with other, older colonists, but in fact I was informed that the colonist was two years overdue, around the same time that other colonists first demanded treatments due to wealth/expectations. I had expected to receive the usual 5-day warning before the aging moodlet appeared, and the treatment not be overdue and cause a negative moodlet until the warning expires.

Steps to reproduce:
1. Have a colonist under 23 years old and following an ideoligion with the transhumanist meme.
2. Achieve enough wealth to reach moderate (?) expectations, during which colonists will demand age reversal treatments.
3. Advance time until the colonist reaches 25 years old.
4. The colonist immediately demands age reversal but is already overdue.

Screenshot shows colonist age and treatment overdue by 2 years. Ignore the slaves; they don't get age reversals in my colony, and I would hide them from the notice if I could. Not shown: -10 "Horrific aging" moodlet.

Moderator Note:

I am not able to reproduce this in 1.3.3117.  Thanks for the bug report.  If you still have this issue, please make a new report with a saved game attached for me to observe this behavior.
#3
I'm not running any mods that affect animals in any way, but somehow this happened. I got a rare thrumbos event and saw three of them wandering over to my perimeter wall. I scrolled farther up, and to my surprise, I found a fourth lying under a turkey. I checked on its log and it seems to have arrived without a head. I have no idea why.
#4
Colonists can leave their allowed area to meditate. During a manhunter pack event, I restricted all colonists to a safe area. Kaleun here is restricted to the "Fallout" zone which is highlighted in the screenshot and is pathing to a destination outside of her allowed area. She is assigned a throne (also outside of her allowed area) for meditation but chose to meditate at the sculpture in the temple shown here while her psyfocus is below her desired level. I would expect Kaleun to instead meditate in her room or around any of the many other sculptures present in her allowed area. This is not the first time that I caught a colonist trying to exit their allowed area, creating harmful results.

Moderator Note:

Thanks for the bug report.  I am not able to reproduce this in 1.3.3108.  If you are still having this issue, having a save would be very helpful as there have been other reports on this issue and I'm not able get it on my own saves.  Please make a new topic for it with a save, thanks!
#5
Bugs / [1.3.3074] Roped animal fleeing from raiders
July 29, 2021, 11:42:13 PM
While preparing a caravan to leave, as the colonists were walking to the edge of the map, a raid showed up, so I cancelled forming the caravan. While escorting the animals back to their pen, the raiders started firing on my colonists and caused the animals to flee. After dispatching that group of raiders, I noticed that Muffalo 8 was fleeing quite a good distance away from Slick, his handler, while roped. This appears to be unintended behavior because the rope is still drawn between fleeing animal and handler, stretching through entire rooms. I would expect that either (a) the rope breaks when the animal flees, or (b) the animal is prevented from fleeing while roped. The particular set of circumstances that led to this bug were rare, but created hilarious results.

Moderator Note:

I'm not able to reproduce this in 1.3.3102.  When animals flee, ropes are now released.  Please repost this if you encounter it again, thanks for the report.
#6
I got back into the game with the Royalty expansion and have been loving it. Some time away from the game has broken some of my previous habits, and one of the results is that I no longer feed my predator animals and instead allow them to freely roam the map, often bringing in free meat at the occasional cost of medicine.
While colony predators hunt wild animals for food, occasionally they trigger revenge, but almost always finish their hunt without colonist intervention. There are also times where an animal can cause entire herd to become manhunter and cause significant problems and potentially kill off an early colony. However, we observe wild predators hunting other wild animals without triggering revenge events. Should colony animals trigger revenge when hunting wild animals for food?
#7
When holding mouse3 (middle button) and moving the cursor over an opened UI window, the camera rapidly pans upward to the top of the map. This occurs in both the main view and the world view. I don't recall this being a problem in 1.0, and I don't remember at what point it was introduced in 1.1.

Environment:
Steam/Windows 10
Borderless window (using option "-popupwindow" with fullscreen disabled)

Steps to reproduce:
1. Load a game.
2. Open the Quests panel.
3. Hover the cursor over the Quest panel and press and hold mouse3.
4. While holding mouse3, move the cursor in any direction. Observe the camera rapidly panning to the top of the map while the cursor remains over the Quest panel.
#8
In the first release version of 1.1, waterproof conduits cost only 3 steel per tile. After hotfix #1, the cost was increased to 40 steel. I suspect that this change was unintentional.

The def in question is located in Data\Core\Defs\ThingDefs_Buildings\Buildings_Power.xml
#9
Off-Topic / Live organ transplants in Rimworld...
October 09, 2014, 07:28:02 PM
Does Monty Python come to mind for anyone else? Someone here has to be old enough to remember The Meaning of Life.
#10
Ideas / Propagation of thoughts
October 09, 2014, 06:40:34 PM
I don't know if this has been suggested yet, but I think it's a good change that would benefit Rimworld and add more depth.

How it is now: Steve just executed a prisoner, and his mood instantly dropped. But the rest of the colony knows, instantly, and their moods change too. How did Frank, who is mining deep into the mountain, hear about it as quickly as Joe, who was just outside the prison?

Steve would obviously be the first to know about the execution, so he'd have a negative mood impact. But as soon as he steps outside the prison, he and Joe talk, and Joe learns about what happened, and has a similar, but slightly lessened mood impact from hearing about it instead of seeing it first. Joe moves in to haul the body to the incinerator, but he passes by Frank on the way, who recognizes the prisoner from last week's attack and figures out that he was executed. All three of them talk about it while having lovely dinner, telling more colonists about what happened. However, the more down the line it spreads from Steve (the originator), the less impact (and/or duration) it has on other colonists, to a point. Think of how news changes depending on how many people have passed it along by word of mouth, while the witness gets the full effect of actually seeing it happen.

In order for this system to work, people should not react to hearing the same event twice. Each original thought will need to be assigned a unique ID of sorts to help with tracking who's already heard what. Thoughts should pass freely whenever two colonists talk, perhaps one one-way thought transfer per "chat", with the strongest discussed first.

This leads to the possibility of certain colonists avoiding mood changes from thoughts. If you have a segregated colony (i.e. beds and food for miners in the mountain, and houses next to crops in an open field), that would be a good way to demonstrate how this would work.

Additionally, depending on the personality of the person, it may affect him or her more or less than others.
#11
Bugs / Roof forms over trees
August 13, 2014, 10:35:19 PM
When I started a new colony, I noticed a small section of constructed roof where the "walls" are four trees around one empty tile. I haven't taken the time to test this yet. It seems trivial, but it shouldn't happen.
#12
Stories / 100 days in Aliville
June 08, 2014, 10:27:52 PM
Because I'm so good at naming my colonies, I usually go with some spin on the name of the person who wants to name the colony after the first week. It was Ali this time, and as of now she is the only remaining survivor of the three who started.

As I played, I kept a log of events that directly impacted the combat readiness of the colony, mainly to test the difficulty of Cassandra in Alpha 4f. Here are these events:

Day 5: Psychotic squirrel. Killed by a traveller passing by.
Day 13: Immediate raider attack. 1 pistol. 1 raider captured. No colonists injured.
Day 16: Immediate raider attack. 2 pistols. 1 raider captured, 1 raider fled. No colonists injured.
Day 16: 1 prisoner recruited. Colony strength: 4.
Day 19: Staged raider attack. 3 pistols. 2 raiders killed, 1 captured. 4 colonists injured.
Day 23: 1 prisoner recruited. Colony strength: 5.
Day 30: 1 prisoner recruited. Colony strength: 6.
Day 32: Landing raider attack. 3 pistols, 1 grenades. 3 raiders killed, 1 fled. 1 colonist incapacitated, 5 injured.
Day 34: Psychotic squirrel.
Day 35: Immediate raider attack. 1 pistol, 1 M-16, 1 charge rifle, 1 minigun (wtf?). 4 raiders killed. 1 colonist incapacitated, 5 injured.
Day 40: Psychotic squirrel wave. 17 squirrels killed. 1 colonist incapacitated, 5 injured.
Day 51: Psychotic muffalo.
Day 51: Staged mechanoid attack. 1 minigun. 1 centipede killed. 3 colonists injured.
Day 54: Immediate raider attack. 3 pila, 4 short bows, 3 stones. 6 raiders killed, 1 incapacitated and bled out, 3 fled. 4 colonists injured.
Day 56: Psychotic boomrat.
Day 58: Staged raider attack. 3 pila, 5 short bows, 4 stones. 9 raiders killed, 1 incapacitated and bled out, 2 fled. 1 colonist incapacitated, 4 injured.
Day 58: Psychotic muffalo. Killed by raiders.
Day 58: Psychotic boomrat.
Day 62: Captured crash landing spacer.
Day 65: 1 prisoner recruited. Colony strength: 7.
Day 70: Staged raider attack. 2 M-24s, 1 LMG, 1 M-16, 1 lee-enfield, 1 shotgun, 1 frag grenades, 1 molotovs, 1 pistol. Hilariously, they landed on a large fire and one fled after being burned. 7 raiders killed, 2 fled. 1 colonist incapacitated, 2 injured.
Day 71: Psychotic boomrat.
Day 73: Immediate raider attack. 2 pila, 1 great bow, 6 short bow, 3 stones. 9 raiders killed, 3 fled. 7 colonists injured.
Day 76: Staged mechanoid attack. 1 inferno cannon, 1 minigun. 2 centipedes killed. 1 colonist incapacitated, 5 injured.
Day 89: Psychotic boomrat.
Day 89: Staged raider attack. 2 LMGs, 2 Uzis, 5 pistols, 2 frag grenades. 6 raiders killed, 1 captured, 4 fled. 3 colonists killed, 4 injured. Severe damage to 2 buildings. Colony strength: 4.
Day 92: Immediate raider attack. 1 M-24, 1 M-16, 1 uzi, 6 pistols. 4 raiders killed, 2 captured, 3 fled. 4 colonists injured.
Day 93: Recruited 3 slaves from slave trader. Colony strength: 7.
Day 96: Tarzan was having a lovely dinner when the wall in front of him exploded during an eclipse.
Day 97: 2 prisoners recruited. Colony strength: 9.
Day 97: Psychotic muffalo wave. 8 muffalos killed. No colonists injured. It's what's for dinner.
Day 100: 1 prisoner recruited. Colony strength: 10.


Statistics as of day 102:
Colony wealth: 28581
Colony wealth (items): 19174
Colony wealth (buildings): 9407
Colony strength: 10.0
Enemy raids: 13


Notes:
  • Wood to planks conversion prior to 4f was 1 to 2.5, but object costs haven't reflected this after removing the sawmill system, making wood buildings much more expensive.
  • Wood walls (130 HP) are weaker than wood doors (150 HP), making then the more logical to break through.
  • Oak trees change to dying status after being at 100% growth for a day or two, after taking 24 days to grow. With frequent rainfall and sufficient space, this shouldn't be happening, and it reduces the window for cutting trees for the max 50 wood. Many trees seem to take damage over time for no apparent reason, reducing yield. Is this from too much poverty grass spreading around them?
  • Industrial trader buys wood for 0 each. What...?
  • Silver is dropped by traders in stacks of 75. Colonists don't sort small piles into larger ones, wasting space.
  • Individual raiders somehow sense when there's colonists on the other side of the door they're trying to break down and will move to another door to try and get into the same room.
  • While working on the machining table, the "Need Grave" task appeared, centered on the mechanoid being broken down, even with a designated dumping stockpile nearby.
  • The rate at which higher level skills decay seems too fast. Planting trees at growing level 16 yields only slightly more experience than what is lost during the time it takes.
  • Grenades seem to do far too much damage to buildings. It should take more than one grenade to level a section of metal walls.
  • Centipedes have a need for food... Why? They were taking starvation damage during the second mechanoid raid.

[attachment deleted by admin: too old]
#13
Off-Topic / For the sake of OCD
March 31, 2014, 06:19:56 AM
In the Off-Topic forum, we've discussed games, movies, technology, and other off-topic subjects. But now it is time to open the discussion of something that hasn't been featured here before:

Unicorns.

Discuss.
#14
Whether you decide to build out in the open with individually constructed buildings, a single large compound in the side of the mountain, or completely underground with narrow passages.

Whether your defense strategy is to bombard raiders with a line of defense turrets, surround yourself with a thick rock wall, wall off the raiders from even getting to you, or just rely on your colonists to pick off raiders while taking cover at a wall corner.

I've done all of the above, and I like to vary how I do things each time. Though I tend to only build 2-4 sentries, if any, to protect a choke point, and mainly rely on using doorways for cover. Pistols are great for this, allowing you to get a shot off and slip back into cover before raiders with heavier weapons can retaliate.

How do you handle raiders?
#15
Ideas / Tech merchant ships and construction kits
February 05, 2014, 05:13:24 PM
Something like this was mentioned briefly among a list of other suggestions in another thread, though I'd like to focus and expand upon it. It is something I'd like to eventually see in the game.

You're stuck with a group of stragglers, with often mismatched skills, that have some blueprints for constructing some basic things, and can research to build more. But I propose that the AI director occasionally send by a tech merchant vessel to sell construction kits. Instead of being able to buy one kit and build as many of the same advanced structure as you want, allow each kit to be used only once. A colony couldn't possibly reverse engineer advanced technologies within a reasonable time frame, and kits would contain the most sophisticated parts that couldn't be replicated otherwise. They'd be very expensive to buy, but they'd make it well worth selling your large stockpile of potatoes off to other traders that pass by. The tech is out there in the galaxy, and trading ships should make it occasionally available.

The things you could build with kits: Fusion/nuclear reactors, refineries, factories, etc... Anything that would give you a significant advantage that can't be constructed by just the limited blueprints or research of your colonists. Perhaps even geothermal generators can fit under this category. They should still cost materials to build however, as you're being provided with parts and instructions, not a complete structural housing.