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Topics - Jimyoda

#1
For all version thru A18.
Perhaps just WAD, but in case it's an oversight and not actually intentional...

There's no popup when trying to man a mortar if the pawn is incapable of violence.

This is inconsistent with how a "incapable of violence" popup appears when trying to do anything else violent:
- pick up a weapon
- attack a structure
- melee a pawn
- slaughter an animal
#2
Quote from: Mehni on October 25, 2017, 10:22:22 AM
The "cloth" bedrolls need a better description, because it's not at all obvious (or intuitive) that they're stuffed. Their description explicitly states they're cloth bedrolls which in this game means cotton. This is misleading, since they can be made out of any textile.
After this feedback, the bedroll description was updated, however, the double bedroll didn't get the same treatment.
#3
Pregnant animals have an icon...


but then I noticed...


[spoiler]text[/spoiler]
#4
Bugs / [A16] Berserking pawns don't close doors - WAD?
January 25, 2017, 10:16:44 PM
Berserking pawns don't close doors. Not even auto-doors close. Makes sense IRL, but still, is this intended?
#5
Now you'll never have to bury another raider ever again.

#6
General Discussion / Caravans explained
December 21, 2016, 01:33:48 PM
This is the page pretty much as is from the wiki, but wanted to post it here for quick easy access.
Accuracy and completeness are not guaranteed and this posting will not be updated. If you have anything to add or correct, you can edit the wiki page directly, or feel free to comment here.
________________________________________________________________________________
A caravan is a group of one or more colonists and their supplies, animals, and prisoners. It provides a way to move pawns and supplies from place to place. You can have multiple caravans and each one is represented on the world map by a yellow icon or dot. A caravan under attack will be a red dot.

Creation
While in the World map, select the colony icon and click 'Form caravan'. You can create multiple caravans.

People and Animals
Choose the colonists, prisoners, and animals you wish to include in the caravan. At least one colonist must be chosen. Each colonist, prisoner, and pack animal (dromedary or muffalo) can carry items. Most animals cannot carry anything.

Items
Use the Items tab to optionally bring supplies, especially food. The estimated days of food is listed at the top. The only pawns that can carry items are colonists, muffalos, and dromedaries.

Carrying capacity:
•   Colonists/prisoners: 35 kilograms (kg). This capacity includes clothing, gear and inventory they already have.
•   Muffalo: 70 kg
•   Dromedary: 66.5 kg

The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts.
[>>] : Takes the full quantity of an item.
[>M] : Indicates you cannot carry the full quantity, but this button will automatically take the maximum amount.
[M<] : When over capacity, the this button will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.
[ 0 ] : Zeroes out that line item.
•   You may also type an exact quantity.

Config
Use the Config tab to choose an exit direction. It's possible to have no available exit direction, such as when on a single-tile island, thus a caravan cannot be launched.

A caravan can:
•   Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).
•   Settle - Click Settle to create a new colony. You may not settle a new colony when already at maximum. The default maximum is one. This can be set up to up to five (in Menu - Options).
•   Enter back into the colony - Right-click the colony.
•   Split - Click the Split button. Each caravan must consist of at least one colonist.
•   Merge - Select two or more caravans in the same tile and click Merge to form a single caravan.
•   Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window.
•   Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.
________________________________________
Gameplay Notes
- If you're not viewing the world map when a caravan has launched, a notice appears at the top of the screen. Clicking that message will take you to that caravan on the world map.
- Double-clicking a caravan will select all caravans on the screen. In this way multiple caravans can be right-click ordered to a single destination, especially if you intend to merge them.
- Colonists, prisoners, and animals in a caravan require food; automatically eating as needed. When food supplies are depleted pawns will start to starve and will die if they reach max malnutrition.
- If a member of a caravan dies, everything they were carrying is lost. If all colonists of a caravan die, then all prisoners, animals, and items are lost.
________________________________________
Inspection Pane
In the World view the caravan's inspection pane displays its status.
Movement status:
•   Traveling - moving to destination.
•   Resting - caravan automatically stops between hours 22 and 6 to sleep.
•   Waiting - no destination selected.
•   Stopped - stopped moving with reason given.

>Estimated time to destination - time to destination based on the current tile movement time.

>Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.

>Base movement time: Movement speed based on pawns' movement.
Base movement speed is affected by its members actual movement capacity, it's reduced when pawns are incapacitated, injured, slow walker, etc.

>Current tile movement time: Current movement speed based on the terrain, biome, and weather (only affected during winter).

A caravan may stop for various reasons.
A caravan will automatically stop:
• between hours 22 and 6 while the members sleep.
• if all colonists are downed.
• if any member is having a mental break.
• if overburdened with weight - you must lighten the load to continue.

Tabs
The inspection pane has tabs to manage the caravan and view details.
By clicking the red X you can drop items or abandon members - and be lost forever. Items carried by a dismissed pawn will be lost. Dropping items may be necessary if the caravan becomes overburdened and unable to move.
In the gear tab you can equip or swap weapons or clothing amongst colonists.
________________________________________
Events

Caravan Encounter
Occasionally another caravan may cross your path giving you an opportunity to trade; or attack them if you wish. If you attack them you'll damage relations. Your pawns may exit the map.

Ambush
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled).

Manhunter Ambush
Your caravan has been ambushed by pack of manhunter animals. Colonists cannot exit the map until the attackers are defeated.

http://rimworldwiki.com/wiki/Caravan

#8
This was prompted by a scenario described in this thread: https://ludeon.com/forums/index.php?topic=26413.0

I could Mantis this, but would like someone to validate this as something that should be fixed.

The thread above describes the issue well, but here are the repro steps:
1. Create a small allowed area that the includes some items.
2. Assign a hauler to the allowed area.
3. Create a stockpile outside the allowed area.
4. Choose and right-click an item inside the hauler's allowed area.
5. Observe the message 'Cannot haul item (no empty place configured to store it)'.
6. Check that the stockpile has available space and is in fact configured to store the chosen item.

Naturally the item can't be be hauled by that hauler because they aren't allowed to go where it could be stored. As written, the message is false and misleading to the player. If properly worded, the player would know to check their allowed areas rather than the stockpiles.
A more accurate and helpful message would be...
- No empty place configured within allowed area to store it.
or
- Destination stockpile not within allowed area.

Reported to Mantis: https://ludeon.com/mantis/view.php?id=2753
#9
Bugs / [A15c] Cobras not defined as having a spine
September 26, 2016, 10:01:03 AM
Although I've already checked, can someone please confirm the following:
A) Cobras in-game do not have a spine as a body part.
B) Cobras, in real life, do have a spine.
#10
General Discussion / Firefoam poppers explained
September 17, 2016, 12:37:08 PM
The firefoam popper is a device that will extinguish all flames in its radius when it pops.

Activation
A firefoam popper is triggered in one of two ways:

  • It is triggered automatically when it catches fire.
  • It can be triggered manually by a colonist directed to it via the mouse right-click.

Once activated, it will spark for about two seconds before it bursts into a spray of foam extinguishing all flames in a 19 x 19 area. Pawns on fire will also be extinguished. The explosion does not damage structures or colonists. The firefoam popper destroys itself when it pops, making it a one-time use device.

Firefoam
The residual firefoam prevents fire. This provides very effective protection against inferno cannons and any other type of incendiary. To intentionally leave firefoam in place, remove the home area to prevent colonists from cleaning it up. The area would also need to be roofed because rain and snow quickly wash away firefoam, in about two game hours.

Although firefoam fireproofs an area, it makes for an ugly environment. Firefoam indoors has beauty of -25; outdoors it has beauty of -7.

Pawns passing through firefoam move about 25% slower.

Edit: Added a bit more info.
#11
General Discussion / Does rain wash away firefoam?
September 16, 2016, 09:52:44 AM
Once a firefoam popper triggers, it blankets the area with firefoam spray.
Disregarding the fact that colonists may clean it up...
Does rain 'wash away' the firefoam? If so, how quickly?
And if rain wipes out firefoam, does snow do it too?
#12
General Discussion / Tynan answers 26 questions
September 15, 2016, 01:03:06 PM
Kotaku hosted a Q&A session where Tynan answered several questions.
This happened live yesterday, but I just saw this today.
http://kotaku.com/the-designer-of-rimworld-is-here-to-answer-your-questio-1786629134#

By the way, here's the Reddit AMA from a couple months ago.
https://www.reddit.com/r/Games/comments/4tm6i1/i_am_tynan_sylvester_developer_of_rimworld_ama/
#13
General Discussion / Deep drilling explained
September 13, 2016, 10:28:18 AM
- Hopefully this offers some helpful tips and answers questions players have about deep drilling.
- Someone please confirm the possible resources are only metal (gold, plasteel, silver, steel, uranium). I've read of people finding jade, which seems odd because the game classes it as stone and it seems deposits don't contain other stone materials.
  - Other comments and corrections welcome.
    - This text is from the wiki and I'll edit it with appropriate feedback. One topic not yet mentioned is research.
    -  I'd especially like to find out how using batteries works out and whether it's a feasible idea.

A deep drill extracts metallic resources from undergrounds deposits.
These deposits are discovered by constructing a ground-penetrating scanner and connecting it to power. Clicking the scanner reveals all deposits (cells highlighted yellow) on the map. Constructing or clicking any deep drill also displays all deposits, if a powered scanner is in place.

Placement
When placing a deep drill it can fit in as little as a 1x2 space - one cell for the drill, and one cell for the interaction spot. The 3x3 outline does not restrict placement in any way. It only shows the drill's 3x3 extraction zone and it can overlap walls, mountains, buildings, and even the maps border's exclusion zone. Most deposits are in open space, but in tight spots, the drill can be rotated (keys: Q\E) to position the interaction spot. A drill only extracts resources within it's 3x3 extraction zone, so it should be placed to cover as much as possible. If building a drill is blocked by terrain like mud or shallow water, a moisture pump can be used to dry out the area, albeit very slowly.

Operation
A deep drill requires power to operate. Besides connecting to the main power grid, relocating two or three charged batteries should sufficiently power a drill before it finishes extraction. This can eliminate running power lines to remote areas. Batteries can be recharged, relocated, and reused.
A drill is operated by miners. The drill's inspection pane shows what resource is below (gold, plasteel, silver, steel, uranium). Each cell can be mined twice, turning from yellow to red before depletion. Each extraction produces 75 resources. Each cell contains 150 resources. Drill operation can be suspended by marking the drill as forbidden. Once a drill has completely mined all resources in its 3x3 zone, it will continue to draw power until it is disconnected from the grid or deconstructed.
#14
General Discussion / Can't extract graphics files anymore
September 05, 2016, 12:04:21 AM
I'm trying to get graphic assets from the current game version, for uploading to the wiki.
But ever since Alpha 14, I cannot get graphic assets anymore. The extraction software appears to successfully output the .DDS files but when I go to open them (with Paint.NET or any viewer) they're all garbage. What's going on? How do I get this to work???

Tried A14e (Steam version), A15c (Steam version), A15c (DRM-free version)
Tried these 3... Haoose's Unity Assets Explorer, v1.2, and v1.5, and DerPopo's Assets Bundle Extractor v1.0.
Tried multiple image viewers, all same result, the file will open but the contents are garbage.
Tried two computers, one Windows 10 w/Steam, 2nd system Windows 10 without Steam.
I have no problem extracting image assets from Alpha 12.

Thanks in advance to anyone that can help.
#15
Posting in General forum as this is not a technical bug.

Summary: When someone's close relative, especially their lover, shows up as a spacer, not of an on-world faction, the game should let them join the colony without having to take them prisoner.

While investigating something else, I 'dev-moded' in a crashed pod spacer. The spacer happened to be the fiance of a colonist. As usual, the options included Rescue or Capture. It seemed fitting to have her fiance, Chewy, rescue and treat her. Realizing that she was a spacer faction, I purposely did not try to recruit her because I knew what would happen next. What happened after she recovered is... she left the map! All the while the poor girl had the thought 'Wants to sleep with Chewy'. I understand she left because she wasn't a member of the colony and the game was working as designed, but this is an oversight. As a story, she was separated from her lover, miraculously survived, and was reunited with her lover who nursed her back to health. The story should have continued with her as a colony member because the game presented no reason for her to leave.
#16
Looking to have a nice list of reviews of the Alpha14 release.

Reviews should be those published by an established news/gaming site. Although not released on Steam at the time of this posting, some sites were given an advance copy.

So, if you see a website's review of RimWorld not already mentioned in this thread, please list the link here.

Not looking for an article that just reiterates known facts about the game without any opinion.

Alpha 14 reviews:

http://www.highdefdigest.com/news/show/games/Steam/alpha-14/update/scenario/editor/colonists-lets-build-a-brave-new-world-rimworld-alpha-impressions/33337

http://www.pcinvasion.com/rimworld-alpha-14-preview

http://www.zam.com/article/804/rimworld-review

http://www.gameskinny.com/guc1u/rimworld-preview-a-gem-worthy-of-a-royal-crown/

http://www.kotaku.com.au/2016/07/some-great-stories-from-steams-latest-hit-rimworld

https://gamerpros.co/rimworld-review/


Update: Updated thread title and below adding links that apply to newer alphas.

A17 | Article date: Jan 28, 2017: http://gamingrespawn.com/indie-game-spotlight/19001/early-impressions-rimworld/
A17 | Article date: Aug 8, 2017: http://www.thatvideogameblog.com/2017/08/08/review-rimworld-pc/
#17
General Discussion / Nuzzle Power
August 27, 2015, 01:40:26 AM
What the heck is nuzzle power???
-<ThingDef ParentName="BaseAnimal">
<defName>Hare</defName>
<label>hare</label>
...
<nuzzleChancePerHour>0.07</nuzzleChancePerHour>
<nuzzlePower>1.5</nuzzlePower>
#18
Bugs / [0.12.906] Capybara description has bad grammar
August 24, 2015, 12:17:42 AM
Capybara description: The largest natural rodent, the capybara is well-adapted for steaming jungle.
Not sure how this is supposed to read but seems to missing 'the'.
#19
Bugs / [0.12.906] Thrumbo description has typo
August 22, 2015, 01:40:11 AM
Yup, found another typo for ya...

Description for thrumbo reads:
'Legends say it that an old thrumbo is the wisest creature in the universe...'

Drop 'it' to read:
'Legends say that an old thrumbo is the wisest creature in the universe...'



And I don't think a thrumbo horn is really 'priceless' when you assign it a market value but that's another issue.
#20
Ideas / Sappers and undiscovered rooms
August 05, 2015, 02:37:48 PM
(This is closely related to a current thread but the comments there are getting too tense and annoying.)

Hoping Tynan might have some input on this...

Scenario: A pre-existing but undiscovered room is in a mountain, close to your base and also close to the mountain edge.

Question: Do sappers calculate the path cost through the undiscovered room as rock or as the empty room?

Analysis: I watched a live stream where a sapper started mining through a 15-square section. After just four squares the enemy reached a room seven squares long, then only had a few more squares of rock to go. I'd say the sapper knew full well the room was there to provide a shortcut.

Opinion: I can deal with sappers tunneling into my mountain base because I made it close too the mountain edge. However, I really don't feel that sappers should be aware of undiscovered rooms or undiscovered open-sky pockets.

Suggestion: If sappers' knowledge of undiscovered mountains won't be changed then I request that the player gets some kind of nifty tool to scan a small section of mountain to reveal what's inside. Such a tool would be available only from traders or locked behind a research wall.