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Topics - BoogieMan

#1
I know entries will only show up if you have at least 1 of said item in a stockpile, but it would be very nice if it would also show how many of said item you have in total. This would greatly simplify doing lots of body modding for multiple people and seems as though it would be a simple addition.
#2
I hadn't played in about 6 months, but I picked up ideology and started playing again. Now when I play I find raiders to be a bit dumb and a little annoying. Raiders, mechanoids, they are all obsessed with destroying walls and mountains. Even walls that are inconsequential and destroying them does not help them get to my colony from another angle. I can claim ruins and debris on the map and sometimes they'll go blow them up seemingly just for giggles. If the wall didn't exist, it wouldn't make any difference. I've watched centipedes blast through a mountainside about 12 tiles thick instead of walking through a little bit of water way at the northeast edge of the map when my base is in the extreme southwest corner. It would have taken them maybe 10 seconds to cross.

I can put a line of wall in the middle of the map 20 tiles long, that doesn't black access to anything, and everywhere to the left of this is a massive amount of thick walls, mountains and a wide deep river that would probably take them days to tunnel through to me. They will go down this wall blasting it down to take the extremely unfeasible and long way to me. Meanwhile, there is a narrow section of mountain to the east that they ignore unless the enter the map there. The path to my base is wide open with nothing to slow them down. They would rather bunch up against the mountains and kill each other with grenades and try to tunnel through an entire literal mountain instead of just come at me or at least be slightly sensible with their aversion to even standard barricade/turret guarded entrances. It's like it is utterly inconceivable to just come for a strait up fight which is more fun than always hitting them with mortars while they're friendly fire themselves with grenades while bunched up against a mountainside.

Does the game just always want you to mortar them or run out into costly open field battles and just not use fortifications and turrets now? Because that's what it feels like. When they mad rush my entrance they at least have a chance to hurt my colony. But crowding up and letting me wreck them with mortars accomplishes nothing. But it's their preferred strategy.
#3
LOL! This is going to be insane.

[attachment deleted due to age]
#4
I just fought the same psychic ship battle 5 times to test this out.

Anyone who was set ablaze by one of the inferno cannons, or was hit by it but didn't catch fire for long, seems to have a roughly 75% chance of fleeing directly towards the nearest enemy. They will even slowly climb over sandbags to deliberately throw themselves into danger even though there are not only far more logical directions to run, but of the 360 degrees of movement, they choose the 60 or so degrees that leads to an even worse situation. I even installed the Embrasures mod, and they will walk along the length of it out of their way just to get around it and move towards the enemy.

I can set it up like this:
Red = Enemy Areas
Yellow = Sandbags
Blue = My People
Grey = Impassable
Orange = Fire weapon impact zone
Black Lines = Path of those hit by fire

In the case of the last image
Black = Embrasures (walls holes that you can shoot through but are impassible)


Other than possibly being a bug, is there something that I am not considering that is playing a factor here?

All I know is out of my 20 or so combatants, half of them deliberately ran up out of cover to close range towards a horde of centipedes and lancers and got gunned down.


EDIT: Further testing with firefoam poppers reveals that even if the fire is put out almost instantly and they are safe, they will still continue their suicidal run towards the enemy.

[attachment deleted due to age]
#5
When you click the notification and click zoom. it takes you to the person who did the recruiting. It seems to me that it would be better in every way to zoom to the newly recruited person so you can better review their bio and so forth.  Zooming to someone already established doesn't really benefit the player in any way, they are already probably geared and good to go.
#6
I've never experienced this before.

No one will sow or harvest plants unless they are locked in an area with them with nothing else to do. I can put planting on 1, and nothing else and they won't do it, automatic priorities doesn't affect it. They my best planter is also my best cook, and even if I disable cooking, she will go cook before anything else.

1. Outdoor fields are being ignored, as is indoor hydroponics.
2. Indoors is 82F which is a safe temperature.
3. The area is in the home zone.
4. No one has restricted zones.
5. Multiple people have the skill to plant the crops and the labor enabled at max priority with nothing else sharing the same level.
6. It worked earlier in the game, they sowed on their own just fine.

I have a number of mods installed, all of which I have used before and haven't had this happen. None of which change the agriculture system, but I have one that lets you plant something that can be refined into netroamine. Is anyone aware of a mod or bug that can cause this? Or a way to output mods to a text file to make it easier to show what you are using?


EDIT: I restarted Rimworld and so far they are back to normal. I tried reloading the savegame prior to making this post but apparently that wasn't enough to stop the issue.

:-[
#7
General Discussion / Well, that escalated quickly.
October 26, 2018, 09:18:24 AM
I wasn't expecting 91 Raiders, with at least 2 Doomsday Rocket Launchers and 2 or 3 triple rocket launchers. My population is like 19.


EDIT: Well it went better than I thought it would, but I got extremely lucky. I had a double door set up far out from my base in a mountain pass which they have to beat down to buy me time, and some idiot with a molotov chucked it at the door with like 12 of his buddies on it and lit them all up. Another dude tossed a frag and killed one and wounded several more. Then during the fight at least 2 rockets seemed to hit their own people because they only flew halfway to my front line when they exploded it killed and injured a lot of them.

Many more died in the raging inferno that resulted. I'd guess that almost half of their raid was killed by friendly fire, luckily for me. The broke and retreated shortly after their rocketeers wrecked their own raid.

3/4ths of my population are flooding the hospital with blood, many missing limbs and one missing a kidney. Most of the fallen enemies died in the fire so I was only able to capture 4 of the raiders. My two doctors and 2 backup medics pulled double duty after patching themselves up.

It's astonishing, but none of my people died. If I didn't have a chain of fodder turrets far out in the front to eat some of the early missiles I think I would have been out of luck. But I need to spread out my turret placement even more because they took out 3 of them with a single rocket. My entire front line bunker was destroyed, it was wall-sandbag-wall-sandbag line with double sandbag layers in front of it, and granite walls. Something else that is nice, right in front of my front line is a river that is 22%-30% walkspeed. They get bogged down in that pretty good while in range of my defenses.

I'm now in the process of going into overdrive on my defenses because I was not expecting a raid of that magnitude, and I'm certain blind luck is the only thing that got me through it.

[attachment deleted due to age]
#8
Bugs / This is no time for a party! (A18)
December 25, 2017, 11:25:06 PM
Doing gear cleanup and launch pod construction after raiding a base. Limited time available. Bodies everywhere.

LET'S HAVE A PARTY YEEEEEAAH!

But this is not a good time, but I don't see any way to cancel it and have to babysit their every move until it ends to get things done in time.
Perhaps parties should not be thrown by people not at a colony?
#9
I can't get anyone to stay away from traps, and they keep triggering them and hurting themselves. Both my own people and traders and so forth.

I go out of my way to discourage pathing over them, even trying to path avoid mod, but they are insisting on climbing over sandbags and over the traps time and time again. It's not unusual that defensive positions need to be constructed in places where there is probably going to be some foot traffic.

The worst is the visitors. They will literally stop their carvan in the middle of them and start strolling about, constantly getting injured and wasting my resources.



So, please... Could the little brains of non-hostile people be educated on the dangers of traps and why they are to be avoided? Also their eagerness to crawl over sandbags instead of walking another 3 tiles around should perhaps be looked at as well.

Thanks!
#10
Quick question..

"Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher."

How does this affect those that already have very high shooting skill? If for example someone with 20 had this effect will it allow them to shoot better despite already being at the skill cap?
#11
General Discussion / How do you deal with addicts?
August 12, 2017, 01:10:14 AM
I'm getting very frustrated trying to cure some colonists of their addictions. They can waltz right through forbidden doors and walk outside of their allowed area. For some that's all it takes along with time. Others will repeatedly violate these restrictions go use drugs. Smokeleaf is a decent part of my economy so simply not having any isn't very feasible, and having otherwise valuable pawns move around super slow is troublesome. I had one that was working off two addictions and moved so slow that by the time she ate breakfast and did one or maybe two local tasks it was time for bed and she was hungry by the time she made it back to bed.

Imprisoning them is the only other thing I can think of. But dealing with them going berserk, causing prison escapes, and assaulting other prisoners sounds like trading one headache for another. I'm wondering if there is another solution I may have overlooked besides selling them or getting them killed which seems extreme.

I've tried:
Locking the door
Restricting their access to a specific area
Keeping their mood up with constant joy activities
Cryptosleep caskets

Only restricting access has occasionally helped and I believe chance was mostly the cause of that.

We need some security doors that only certain people have access to open.
#12
I saw a post that makes me think this was fixed awhile back, so perhaps it's mod related.. The factions listed all have leaders and I can contact them normally, just not trade ships. The pawn goes up to the comms console, it throws an error, then they walk off. I started a new game with the same mods enabled and it works fine. I also went a few autosaves back it it works fine. I'll also attach a picture of the mods I'm using.

Here is a list of active mods that have updated since I last played when it was working fine though like I said, old autosave is fine:

RimFridge - A17
[RF] Smooth Stone Walls [a17]
Hospitality
JecsTools - accidentally left this one enabled.. I don't think I'm running any mod that requires it.

I installed this mod after I had already played this save but it doesn't seem to be at fault:
Don't stop the music

It's not a super big deal at the moment since the autosaves seem to be working at present so unless it reoccurs, and I'll report it if it does, I can keep playing this save. But in case in may be of help to you or someone else who encounters the same thing I figured I'd make a thread about it.

Here is the error message that pops up when I try to contact an orbital trader:

JobDriver threw exception in initAction. Pawn=Kharus, Job=UseCommsConsole A=Thing_CommsConsole196725, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TransferableUtility.TransferAsOne (Verse.Thing a, Verse.Thing b) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferableMatching[Tradeable] (Verse.Thing thing, System.Collections.Generic.List`1 transferables) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader) [0x00000] in <filename unknown>:0
  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator42.<>m__BB () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=UseCommsConsole, curDriver=RimWorld.JobDriver_UseCommsConsole
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


[attachment deleted by admin: too old]
#13
I've been having issues getting my colonists to stop wasting valuable time choosing nonsensical pathways to destinations. I go out of my way to make more obvious paths for them to take, it's like they want it to be difficult.

I attached a screenshot, the red line is the path they are taking (even trudging through thick tree growth!) which cannot possibly be desirable for any logical reason. There is a nice 100% walk speed pathway laid out for them. Something odd going on here, because even without the constructed path the route they are taking has to be at least 3 times longer due to the trees.

[attachment deleted by admin due to age]
#14
Specifically for chunk hauling, I usually have a higher priority rock chunk stockpile near the sculpting stonecutter workshops that is moderate in size, with much larger stockpiles out of the way for all the excess chunks.

The problem is, haulers will waste time taking from lower priority dumping stockpiles to this higher priority one when a spot on the floor opens up all the while ignoring chunks that are not in a stockpile even when they are actually significantly closer.

So I would like to suggest that an improvement be made to the function to increase the priority of items selected for hauling that are not currently in a stockpile over those already stockpiled. At least specifically for Dumping Stockpiles, and maybe not regular Stockpiles. I do like them taking from lower ones when the higher one runs low to keep the items close at hand, but not over items just laying on the ground.
#15
Bugs / Disturbed Sleep while anesthetized
February 25, 2017, 04:43:14 PM
People who are anesthetized are getting stacks of disturbed sleep debuffs just from people entering the room.

I do have Expanded Prosthetics and Organ Engineering installed, not sure if that has anything to do with it..

A16



#16
Ideas / Mood System Refinements
February 21, 2017, 07:53:31 PM
I'd like to see less uncontrollable and random mood effects, like feeling bad or good and instead more tangible and situationally dependent ones, as well as fewer traits that just outright block certain tasks.

For example:

-No more lazies who can't clean or haul. Instead, they get a mood penalty that starts at something like -2 and caps at -10 the more they have to perform tasks they don't like.

-Mood Loss on body disfiguration and loss of limb.

-Mood Gain upon regaining a new limb, that corresponds to the effectiveness of the replacement part.

-Mood Gain from successfully beating addiction

-Mood Loss (small) for Pretty/Beautiful pawns that get scars.

-Background related mood effects, researcher types getting a boost for completing research, soldiers for defeating enemies or being defeated themselves, cooks cooking, etc.

-Plants having improved beauty to people with green thumb.

Many more could be created with this sort of approach, but you get the idea.
#17
Please! If you have cabin fever go cloudwatch or go for a walk.
#18
General Discussion / Food poisoning troubles.
January 31, 2017, 11:20:13 PM
Almost every day someone gets food poisoning.

I am seeing a lot of cases of food poisoning both from animals eating raw food (doesn't animal appendixes help them with raw food consumption?) and cooked meals. Sometimes even fine meals which require a higher skill are the cause.

-The freezer is kept firmly at 28F.
-The kitchen, food freezer, and eating area is kept spotless almost at all times.
-Most cooks are in the 5-12 skill range, and one has 18 who does most of the cooking.

The kitchen has 4 Electric stoves, 2 steel butcher tables, 2 Breweries which get light use, 2 tools cabinets, and 2 limestone pots with daylilies, and 2 standard lights. I've read that other workstations can lower the cleanliness of the kitchen.. Would moving the butcher tables, tool cabinets and brewers stations make any notable difference? Would sterile tiles in the freezer and kitchen, even though they are kept very clean as is?

I know part of the problem is people getting up in the morning, and immediately go harvesting plants (before eating breakfast) and then deciding to eat the raw food in the garden rather than walk 40 seconds back to the freezer and get a proper cooked meal. But like I said it still happens a fair bit with prepared meals as well.

Is there any way to lower the chance of food poisoning for both the animals and the lazy (and one dude who prefers raw food) by setting up the gardens in a certain way? The gardening area is entirely indoors, climate controlled, and artificially lit with sun lamps but uses natural soil.

Does raw food produced by hydroponics have a lesser chance of food poisoning? I have been avoiding hydroponics entirely as it doesn't seem to produce nearly enough food to offset the extensive material cost and power upkeep, and of course having a solar flare essentially instakill your entire crop is never a good thing. I also like having a large population to manage, and that just makes hydroponics even less desirable than it already is. But if they are "cleaner" I may reconsider producing at least some of the crops with hydroponics. At least the ones closest to the bedrooms so the lazy fools at least eat it instead of plants pulled right out of the soil.

Any insight would be greatly appreciated!
#19
I have a mod that allows you to drill and create geothermal vents. I have some under a mountain, and a venting tunnel that leads to an outside area for ventilation, which has walls built around it to help keep invaders out. There are many unroofed sections that can let in rain, but the heat isn't escaping and I have no idea why. I can see the rainfall, and it says it's unroofed. I also covered the entire area in remove roof just to be sure.

This same method works fine for venting my indoor coolers, and my external normal geothermal vents where I have a wall built around them.

Any advice?

EDIT: Shortening the path to the outdoor are *seems* to have helped somewhat.
#20
I assume the player shouldn't get blamed for environmental effects that are out of their control? The fallout starts, and they don't react. They just stand around and die. They could come inside if they wanted.

They even sent a new group of traders during the fallout later on.