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Topics - tommytom

#1
If there were structures that could not be removed (or maybe require research and a lot of work?) would help force interaction with the biome/environment. Not necessarily buildings, but just 1x1 or 5x5 of dense natural or man-made areas that could not be removed. If they don't already, have trees give cover and maybe create bushes that things can hide in.

There are already a few complete or incomplete structures, but it would be much more interactive if there were places you could not build (swamps already do this) as well as areas that can't be removed.

Cover is a huge deal for combat right now. So much so that people make killboxes and take the gravy train. But what if you need to go attack seigers and THEY have the killboxes because they have cover everywhere and YOU are the one trying to bumrush them and flank.

The combat system is great. I love it. But the fact that 90% of the mechanics of it aren't used (or rather, are just abused) is really disappointing.

Colonists need to get there @$$#$ out there and interact with the biome/environment.

Maybe a rescue/escort type request from visitors/allies. Go out and defend someone getting chased, or escort them through a cover-laden area so they survive an ambush (much better with fog of war instead of just have them airdrop or walk on the screen).

Maybe some type of "wild undergrowth" or something that's indestructible (simulating fast growth) or can only be burned down but grows back quickly. Let's nasty things stay invisible until they come out. Basically swamp with fog of war.
#2
I think it would be interesting, for one, to have a "hall of fame" type stat somewhere where we can name a colony and escape ship and see who was all in their with their history.

On top of that, it would be extremely interesting to have an event were one or more of your previous colonists crash land in another playthrough.

Let say, you have 3 colonists crash land on your 20th game and it's the colonists from your first escape. It could be awesome to see your favorite colonist pop out again and it could be really tragic as well if that vegetable colonist you thought was going to be "saved" in cryo either crash lands safely to be "saved" again or just flat out dies on impact. Your favorite colonist from your first colony could even die on impact ending once great story in tragedy instead.

This would, of course, require either keeping and marking saves as "complete" or creating completely new "complete" saves with no ties to worlds (they can crash on new worlds or the same one) and just contain the colonists info and maybe their ship/colony name.

It would bring much more meaning to escaping (hall of fame) and bring more meaning to new games as well.
#3
General Discussion / Optimal hallway size?
March 09, 2015, 10:56:32 PM
I usually do single-tile hallways without doors to non-bedrooms, but I still get "cramped environment". What is the search distance to find the amount of walkable tiles, or simply what is the best hallway size to get each positive/negative moodlet?

Too far in to fix this in my current mountain base, but I would like to know for future bases.
#4
-26 per pile. About to switch to devilstrand crafting, so I just sold it all. Even with a smoothed floor, the beauty is 1.0 and had someone, without warning, just go into a soft mental break just from being in the room.

I could understand if it was blood or guts, but it's "leather". As in cured animal skin. No hair or anything. It's the equivalent of getting upset seeing a rug or clothing (which leather clothing has no negative beauty).

Kinda tired of colonists being care bears. "OMG you killed an animal and it's cured skin is laying on the ground in the gigantic storage/trading area".

Seriously? Maybe if they had a "care bear" trait or something, like empath maybe, but every colonist?
#5
Help / Mod tutorial for complex mods?
March 09, 2015, 01:17:49 PM
I'd like to try modding, but I have pretty extensive needs. I don't need just an option that can be placed or randomly comes into the game. Furthermore, most of my ideas can't simply be an object and would need code behind them.

I'm guessing that is a "dll mod"? And how would I do that?
#6
You can't place a door blueprint over power conduit blueprint
You can do the opposite though (place conduit blueprint over door blueprint).
#7
Stories / Here lies Squirrel...
March 02, 2015, 10:36:19 PM
So, after some hardships on the coldest region on the world I generated (never above freezing, or only a few seconds) that I named Hoth (appropriately), I had just gotten my crematorium up and finally got to burn those bodies that were in the graves.

I marked the bill for strangers only as I like to keep graves of my colonists and burn the rest.

So a few days had passed and I noticed one grave still being "used".
I checked it and it was "Squirrel".

I don't remember recruiting Squirrel on Hoth, but I did in my previous playthrough. I remember having 2-3 prisoners and 1-2 dying on me. I assumed it was one of them that, for some reason, died as I was releasing them (terrible people) and was considerd a colonist.

I let Squirrel lie in peace for about a month. Decided enough was enough. Squirrel had to go. None of my colonists died, but this freeloader gets a permanent grave on my colonists land? Nah. Not having it.

So, I set my crematorium to burn colonist corpses. No one burns him.
I check his info. Left leg blown off. Pistol shots to the chest. Sounds about right. I had to install a peg leg onto two prisoner as one was blown off and the other had an extreme infection.
Then I notice he is 4 years old. How the?

Whatever. He has to go. Deconstructed all the graves but 3.

Check back later and I see "Squirrel" laying on the ground.

Literally a squirrel. Not "Squirrel" but "squirrel".



Apparently, Mr. Squirrel went on a rampage, got his front left leg blown off and then shot in the chest to finish the job, then promptly buried himself in the grave he was standing on.

Now I'm tempted to put him back in a grave...

Edit:
Yes, I have decided to keep Squirrel the squirrel.

Here lies Squirrel. We did not get to know you in the 4 years you lived, but we will always remember you.

#8
I was unable to reproduce, but I have seen it happen with carpeting and now with smoothing.

It appears to cancel the smoothing/flooring of areas like the center tile of a stonecutter's table, the "headboard" half of a bed, and any doorways.

I tried making someone use a table at the time or sleep in the bed at the time, but it finishes OK. Seems to happen with a bunch of them queued up.

Anyone else run into this problem?
#9
Ideas / Final raid
February 28, 2015, 03:19:32 PM
I posted something similar in the "faction negotiations" thread, but maybe have a final "boss battle" where you somehow trigger pissing everyone off so they all attack you (testing nuclear weapons?). Last stand, as it were.

Would really go well with colonies have finite populations. Basically, they just keep coming until every single one has died or you have. You could always chicken out and escape, or maybe make it so the nuclear detonation set off an EMP that fries all electronics (If you built a spaceship, it's fried).
#10
Double-click a colonist.

What happens: Seemingly random items also get selected or imprisoned colonist as well (can't draft/undraft without shift-clicking something)
What's expected: Select all controllable colonists

Really aggravating. I seems to select what is beneath them (bed, etc) or sometimes seemingly random objects (starting to interact?). 100% you will select a colonist that is imprisoned that you can't control (thus, you can't draft/undraft anyone in bulk).
#11
General Discussion / Fist pump time - recent updates
February 26, 2015, 09:09:35 AM
QuoteFeb 24
Misc fixes and adjustments.
Colonists now learn properly from doing surgery and treating patients.
Reduced skill degradation rate.
Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
Hunters will now approach and execute downed animals at close range.
UI now puts shadows behind white text in winter daylight in top left and bottom left of screen.
Feb 23
Various bugfixes.
Integrated end credits song from Al.
Reworked equippable code to be a ThingComp so anything can be equippable.
Beer can now be wielded as a weapon (like wood).
Passion flames are now displayed subtly on the work overview screen.

So full of win. Amazing.
#12
For instance:

I have a person with a foot blown clean off.

Without scouring the wiki/forum/web, I have no idea if giving him a peg leg will make his "moving" worse, better, or exactly the same.

I'd like to see what the operations will do, like harvesting/amputating a lung would show -50% breathing. Giving a peg leg will show WTH that does with someone with a missing foot (like if it's -30% from 100%, it would show -30% moving with 0% in parenthesis to show it doesn't help).

Same goes for bionics. It's pretty straight-forward with those, but it would be nice to know all these things without experimenting or reading things out of game. Makes a lot of guesswork or breaking immersion doing research out of the game.
#13
Bugs / 0.9.727 non-billgiver exception on save load
February 23, 2015, 09:25:11 PM
As soon as you load the game save, you hear Squirrel drop the sandstone.

Dunno if this can be reproduced. Probably just a weird pixel-perfect save in a bad spot.

I started to make my outer wall 2-blocks-thick and drug the wall construction tool for each material until it was one tile short of red (just enough) with 3 of the smalled amount of blocks I had (trying to keep marble for sculptures).

No error until loading the save, so assuming it's a problem with how it was saved.

Save/world attached.

output_log.txt:
Initializing map from file 727 with mods Core
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
World file is from version 0.9.727 rev29361, we are running version 0.9.727 rev29361.
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Could not resolve reference to object with loadID ChunkSandstone604197 of type Verse.Thing. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

JobDriver.SetupToils threw exception. Pawn=Squirrel, Job=DoBill(A=BlocksSandstone617425, B=(94, 0, 125)), Exception=System.InvalidOperationException: DoBill on non-Billgiver.
  at Verse.AI.JobDriver_DoBill.get_BillGiver () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver_DoBill+<MakeNewToils>c__Iterator10C.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


[attachment deleted due to age]
#14




Was unable to reproduce with an older autosave as the muffalo dispersed.

Believe the errors happened at the same time but can't tell without a timestamp.

Basically, a muffalo went insane and attacked another muffalo (who attacked back). He, himself, got incapped, and that was that. No sideeffects as far as I can tell.

RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

JobDriver threw exception in Tick. Pawn=Muffalo555574, Job=WaitCombat(A=(-1000, -1000, -1000), B=(-1000, -1000, -1000)) Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.HealthUtility.GetHediffDefFromDamage (Verse.DamageDef dam, Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0

  at Verse.DamageWorker_AddLocalInjury.CheckPropagateDamageToInnerSolidParts (DamageInfo dinfo, Verse.Pawn pawn, Verse.Hediff_InjuryLocal injury, Boolean involveArmor, Verse.LocalInjuryResult& result) [0x00000] in <filename unknown>:0

  at Verse.DamageWorker_AddLocalInjury.ApplyDamagePartial (DamageInfo dinfo, Verse.Pawn pawn, Verse.LocalInjuryResult& result) [0x00000] in <filename unknown>:0

  at Verse.DamageWorker_AddLocalInjury.ApplyToPawn (DamageInfo dinfo, Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.DamageWorker_AddLocalInjury.Apply (DamageInfo dinfo, Verse.Thing thing) [0x00000] in <filename unknown>:0

  at Verse.Thing.TakeDamage (DamageInfo dinfo) [0x00000] in <filename unknown>:0

  at RimWorld.Verb_MeleeAttack.TryShotSpecialEffect () [0x00000] in <filename unknown>:0

  at Verse.Verb.TryFireNextBurstShot () [0x00000] in <filename unknown>:0

  at Verse.Verb.InitCast () [0x00000] in <filename unknown>:0

  at Verse.Verb.TryStartCastOn (TargetInfo castTarg) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_NativeVerbs.TryMeleeAttack (Verse.Thing target, MeleeAttackMode mode) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_NativeVerbs.TryMeleeAttack (Verse.Thing target) [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver_Wait+<MakeNewToils>c__Iterator108.<>m__2C8 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

UnloadTime: 3.701867 ms
Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
#15
There is already a Mantis entry (can't comment) here: https://ludeon.com/mantis/view.php?id=1586
And a very old bug report for the same thing: https://ludeon.com/forums/index.php?topic=2129

On top of the tile being reserved where a drafted colonist can't move there, I notice that personal shields also "recharge" in that location of the person that was draft and undrafted and left. The sound and animation originate from that spot.
#16
Ideas / More "make stockpile" type options
February 23, 2015, 03:35:34 PM
I just noticed the trade beacon option to make a perfectly-sized stockpile for the trade beacons area. Which is AWESOME, by the way (considering the time needed to perfectly make a stockpile with an unfinished beacon not knowing the dimensions/shape by heart).

It would be nice to do the same for other things like Sun Lamps and grow zones as well as maybe freezer rooms with a cooler attached.

I don't know what all things could take advantage of this, but it would make things a LOT simpler.
#17
If anyone has a mental break, you can simply arrest and release. After doing this once, you can actually permanently do this without hassle (arrest and forget about it as it defaults to last option, which was to release).

Since their faction is "colony", they get released right back into your colony and only get -15 "was imprisoned".

I'd like to think this is a bug rather than a feature, because it seems too easy.
Also, I'd like to be able to get rid of problematic colonists rather than starve them out in prison or put them in cryo.

Would be interesting to see that one "psychopath, very neurotic, volatile" trait guy come back for revenge on you abandoning them. Maybe start a new faction for them like "the exiles".
#18
Not entirely sure how the hand attachments work, but my melee guy with a good PS (now anyways) got his hand cut off. It was obvious to have the gladius before but since my colony is poor, I opted to attach the blade I found instead of save up for a bionic arm (is there even another arm replacement?)

I believe weapons didn't override claws/blades before, but seems like they do now. So, do I use the gladius? Does the reduced manipulation affect using weapons over the blade? Does he use both?

I'm confused.
#19
Bugs / 0.9.725 10 jobs in 10 ticks spam
February 23, 2015, 03:38:28 AM
So, my volatile broke down again and started wandering. I arrested her to re-educate her. She was injured, so she was put in a prisoner non-medical sleeping spot (just has bruises and treated injuries, I guess). Decided I had enough of her and was going to starve her to death. I ordered the draft guy to strip her good equips off her and that's when stuff hit the fan.

She flopped out of the bed (perpendicular) and the spam started. Dunno if she needed to rest or not, but I set the bed as medical and it spit her out (stood up fine), but now she causes this error over and over and does some "twitching" animation. She cycles through "Moving" and "Resting" (which is only up a fraction of a second). The only fix was to flip the bed back to non-medical but the weird thing is she still doesn't even claim a bed.



BTW, still getting the error about arresting people and it not disarming them. Using an old 721 save, so maybe that's why.

Attached is the bugged character save. Dunno if you can reproduce from what I explained without the save.

[attachment deleted due to age]
#20
Ideas / Faction negotiations
February 21, 2015, 09:25:10 PM
Few examples:

Faction shows up with 5 molotovers. Demands xxx silver or they wreck your all-wood base.
Faction shows up with 100 raiders (vs your 20) and demands xxxx silver and two of your colonists or a fight to the death.
Faction shows up and demands their PoW that you have or fight to the death (rare or this can feedback hard).
Faction shows up or calls and offers to pay for a PoW you have of theirs.

Also, attacks are more deadly depending on your relationship (-99 is full force, -10 is small demands and small attacks). Extortion events will give small or no positive with them but amounts will increase expotentially as they view you as weak.

+99 will always come to your aid in great numbers (cooldown and must be enemies of attacking faction).

Just some ideas. I'm sure it would need tweaking.

Global increasing raid sizes with either friendly or not friendly faction is boring and "end game" being you eventually die to too large of a raid or you escape in a ship seems lame.