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Topics - Sorenzo

#1
Hey

I've gathered up everything and am leaving with all my animals, but my entire colony is stuck on the edge of the map.

There isn't much to say except to post a picture. I'm starting to try to clear away the mountain in the hopes that it's the thing blocking the exit location.

Will that help? At any rate, it's a bug. Any troubleshooting will be greatly appreciated, as it will save my colonists from having to kill each other in fatigue-induced berserker rage!

Also, despite 75% of the caravan being full of food, mostly corn, potatoes, hay, and pemmican, the caravan interface suggested I'd only have 0 days worth of food. Does it only count meals?

I've seen this before, when leaving a friendly settlement, but I think the colonists still eat despite the caravan being "out of food", so I'm not too concerned.

[attachment deleted by admin due to age]
#2
Hey

This might seem like sour grapes.

But I seem to have had some colonies where I, in desperation, took my best marksman and my *only* survival rifle to try to fend off a siege by sniping at the stationary attackers.

Which is kind of a good strategy, except if the enemy happens to have a survival rifle - or worse, a sniper rifle - they can fire back. But sometimes the enemy is a much poorer shot than my guy.

Consequently, I'll be in a situation where I have 15-25% chance to hit the enemy, as reported by the game, and they'll have 1-2% chance to hit my, as reported by the game.

Yet, in three or four of these cases, my colonist has been hit repeatedly and then downed without being able to take out that single enemy with a supposedly lousy chance to hit.

I understand that there's confirmation bias, but there's got to be someone who knows the code enough to just answer me one question: Do enemies at higher difficulty levels get a hidden bonus to aim? Or am I just crazy. :)

Thank you <3 :)
#3
General Discussion / Asthma?
April 11, 2016, 04:52:43 PM
Hey

Maybe I know very little about asthma, but I figured it'd be a chronic thing, and thought it was a new kind of disease that required treatments to abate.

But after only a few days, one of my colonists has developed "major" asthma.

What exactly am I supposed to do with asthma? Does it go away? Does my colonist need rest? Medicine? A lung transplant?
#4
Stories / Old folks home: A story of desperation
March 25, 2016, 04:00:23 PM
Hey

I was kind of miffed to land in a desolate area with three colonists over the age of 60, but I have a policy of taking every colony to its reasonable conclusion, and I was heartened to see that none of them had the worst combination of ailments: Frailty coupled with a bad back.

When a wanderer joined the colony, I felt immense relief. Followed by the disappointing realization that Sparky, the Miner, was just as physically fit as the rest of my colonists.

When the storyteller decided to take pity on me by granting a SECOND wanderer, I thought "Surely, the Rimworld gods know I've suffered, and now see fit to save me." You can guess where this is going. The new wanderer who joined has the full quadfecta: A bad back, frailty, cataracts, and, of course, dementia.

But okay, I managed to capture a young, strapping lad of 41, and by this point I have a greenhouse and coolers set up, and can - belatedly - start setting up turrets, hopefully before a gang of - presumably younger - outlaws attack.

Well, it hasn't happened yet, but I did absent-mindedly send a colonist to shoot an elephant that was leaving the area and traveling past my base.

The elephant didn't approve. It charges the old lady with the pistol, and I immediately look for the men with the survival rifle, who is surely my best shot to save her.

At this, an eery thought creeps into my mind... Wait... am I sure my best shot can even shoot? He very likely has cataracts.
Sure enough, he does. I frantically cycle through my colonists. Hairy has cataracts. Sparky has cataracts. Table has cataracts. Isodora, the ailing huntress, has cataracts.  Holiday... Wait, Holiday doesn't have cataracts!

And then I burst out laughing when I realize that Holiday, the geneticist, had suffered a terrible lab accident that left him incapable of violence.

Also, he has a bad back, which makes him my healthiest worker by a mile.

Let's see if Isodora can seek shelter, or if the enraged elephant will tear my entire team apart.

Addendum:

Well, the elephant has been downed, but it did manage to tear off Hairy's arm, and put Isodora in the hospital medical spot on the ground. Sparky may be half-blind, but he does know how to use a plasteel knife. I suppose that went well. And I suppose losing half of Hairy's work capacity isn't a big loss, given his general state of health.

Oh, and Isodora lost her leg, as it turns out.
I don't know how I'll be able to put up enough turrets...

Addendum:

I didn't. Hairy had a breakdown just before the attack. He was killed by a grenade. Isodoro hadn't recovered from the surgical cuts after her peg was installed, and got hit by a shotgun, but survived. The brawl was intense, but the enemy had split into two groups. The base is safe.

But meanwhile, a cold snap set in and killed all my barely-growing crops while I was fighting, so I couldn't even harvest them early. I have three packaged survival meals left... I don't think I can afford to feed my two prisoners. I don't know if I'll be able to feed my colonists.
All I have is human meat.
#5
General Discussion / My Iguanas aren't getting frisky.
February 03, 2016, 11:07:07 AM
Hey

I know I don't really need to breed iguanas, but I want to try. Problem is, they're not helping me. I have two males and three females, two of which are stuck at 50% egg progress.

They're in a quite confined area with sleeping spots, and they hang around each other all the time, but they seem to stay at 50% egg progress, and have for months. I don't think they're mating.

Anyone has any idea why that might be? My other animals are doing just fine.
#6
Hey

So, I'm wondering if anyone's figured out where babies come from. I've previously managed to get animals to mate, and I've previously seen animals get pregnant and have kids...

But I'm wondering how exactly the game determines whether animals get pregnant. Is it like real life where you have a certain percentage chance of pregnancy each time mating occurs? Or does mating equal pregnancy in every case? Are some animals sterile? If they are, do they mate?

I've felt it necessary to butcher a male Elk, who was paired with a female Elk... I know for a fact that they mated at least once, but after what seems like weeks or months, I've yet to discover the female is pregnant. And since my colonists ate the male, I'm left with one of three situations:

One: I butchered the male prematurely, not knowing that mating only works a percentage of the time, and my female Elk will have to wait for summer in the hope that more elks wander into my land.
Two: I was right to butcher the male because he (or the female) was obviously sterile.
Three: I was right to butcher the male because the female got pregnant long ago and is just about to show symptoms.

I'd really love it if someone could disconfirm two of these theories... :)
#7
Stories / Global cooling
June 14, 2015, 05:12:32 PM
Hey

There's no other way to explain it.

My colony lives in a forest biome with long growing seasons. Many animals are seen to make their living here... Muffalos... Deer... Squirrels, tortoises, the occasional boomrat.

But there's one species that's clearly not adapted to living in this usually pleasant environment:


[attachment deleted due to age]
#8
Ideas / Random Starting location
June 11, 2015, 05:44:25 PM
Hey

I know this has been mentioned before, but I didn't find a suggestion thread for it, and I think it's almost a cheap idea, and one I've been hoping for for months.

All I want is a button that selects a random square on the world map when you're starting a colony.

I like randomizing as many parts of the start as I can - I always start with the first three colonists offered. Usually I pick a random location by rolling a number between 1 and 100 on both axes and guestimate what spot on the map that corresponds to. But I can't shake the feeling that I'm cheating because my selection will always be biased since I'm only really able to estimate the general region Random.org wants me to start at, and then I'm left to actually pick a spot, which isn't random at all... At best, it's arbitrary.

So, yeah... a button that selects a random square on the map. I'm guessing there's a mod for it. I don't imagine it'd be really difficult. It's easy to make a button, and it's easy to generate a number based on the world size. I don't know if it's easy to make the button select a specific location, though, because I haven't looked at the code involved. All that said, I also don't imagine it's high priority since only wannabe math nerds are gonna care, and even then they won't care too much. Unless they have OCD. Which I don't, but I'm autistic and that's close enough. ;-)

But I thought I'd put it out there.
Have a wonderful time with the new alpha, everyone! I haven't even selected a starting location yet...
#9
Ideas / Alternative to personal energy shields
February 24, 2015, 05:40:12 AM
Hey

When I first read the update, I didn't realize the personal shields would be energy shields. I thought they'd be like riot shields (which suggests a possible medieval version? Bucklers maybe?)

If the personal energy shield doesn't conform to the theme of the game, or if they don't work out gameplay-wise, I really think it'd make sense to just give people actual shields, stretching from crappy tribal varieties to high-tech nanofibre devices. We wouldn't have to make up some reason why the shields aren't compatible with ranged weapons; Simply say they're too bulky or make them severely limit a character's aim if used with a ranged weapon.

I personally don't understand what the energy shields are doing in the game. It seems like a perfectly inefficient and unnecessarily expensive way to protect yourself, and they just don't fit the realistic-sci-fi theme. It's not like the giant magnetic repulsors we'd put on starships could simply be downscaled and carried around on a battlefield without anything interfering with them. We have no bloody idea how we could create a device like the personal shield in the game, which separates them from every other thing in the game. And, I think, for no reason; Actual high-tech shields are perfectly capable of stopping bullets.

Thanks for reading