I just had a colonist die in a caravan due to heatstroke. There was nothing I could do about it, besides watching him die while the caravan tracked on. Something like "Take of your armor and put on the other guy's cowboy hat" or just "Stop and seek shade, travel at night" would already have helped. I don't think it's a bug but also it doesn't feel like a rewarding play experience. What do you think?
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#2
Bugs / [1.0] Capturing guest drops goodwill from 0 to -75 immediately
June 17, 2018, 04:11:17 PM
I rescued a rescue pod survivor but as she did not ask to join after treating her, I captured her. Her factions goodwill though dropped from 0 to -75 immediately. Not sure if it is intended that way. See attached screenshot.
Savegame: https://www.dropbox.com/s/4t4ssolwi2ict7k/Equal%20Federation%20of%20Tedora%20%28Permadeath%29.rws?dl=0
[attachment deleted due to age]
Savegame: https://www.dropbox.com/s/4t4ssolwi2ict7k/Equal%20Federation%20of%20Tedora%20%28Permadeath%29.rws?dl=0
[attachment deleted due to age]
#3
Stories / [1.0] Playstory - Naked and afraid
June 17, 2018, 11:45:49 AM
Hey there, I just wanted to share my first playthrough with 1.0. The Naked Brutality Scenario looked interesting, so I gave it a try. Here is how it went:
I started with Nana, a mediocre builder, crafter and doctor. These three skills I thought where most essential to survive. She had one point in growing and did not do any cooking, but scavenging brought her through the first days. Still naked, though, because she could not do any butchering to make clothes. The worst thing that happened to her was a short but intense fight with a mad rat.
And then, finally, a refugee called Roy arrived - chased by a raider! And as it turned out, he was Nana's father and skilled in all the things Nana could not do, but not being able to doctor and tend and being a crappy constructor in contrast to her. They both where a perfect match and things started to look promising.

But, as always, it didn't go as planned: Both succeed in incapacitating the raider but were injured during the fight. And, instead of being happy and tending the wounded and healing properly, I let Nana, already struggling with an infection, quickly fix up her father and hastily set up a prison in an existing structure in order to recruit the raider, too. Nana, barely conquering the infection, went to bed as soon as possible, without even tending to the captured raider. Long story short, she died with 95% immunity by her infection.

The raider died shortly after, because nobody was able to mend his wounds.
Shortly after, a single person raid occurred and spawned directly in a group of friendlies wandering by. They incapacitated him quickly and moved on without making a fuzz.

Still, nobody was there to cure him, so he bled to death, too.

But Roy lived and bravely continued his daughter's work, though nearly devastated by his loss.
(Fighting sadness by playing horseshoes with your dead daughter and a random dead stranger:)


Next try, a rescue pod dropped with a promising new candidate.

Roy didn't even try to fix him.
But the uninjured willing-to-join wanderer with doctoring skills will come by eventually, right?
Right?
No. But a mad muffalo came.




And then suddenly, a new hope:

Nope, too late.

What a stud, too:

Because of his lightning fast movement speed, this episode did not last long:

An finally, the end:

Best play-through ever, and I had many
I started with Nana, a mediocre builder, crafter and doctor. These three skills I thought where most essential to survive. She had one point in growing and did not do any cooking, but scavenging brought her through the first days. Still naked, though, because she could not do any butchering to make clothes. The worst thing that happened to her was a short but intense fight with a mad rat.
And then, finally, a refugee called Roy arrived - chased by a raider! And as it turned out, he was Nana's father and skilled in all the things Nana could not do, but not being able to doctor and tend and being a crappy constructor in contrast to her. They both where a perfect match and things started to look promising.

But, as always, it didn't go as planned: Both succeed in incapacitating the raider but were injured during the fight. And, instead of being happy and tending the wounded and healing properly, I let Nana, already struggling with an infection, quickly fix up her father and hastily set up a prison in an existing structure in order to recruit the raider, too. Nana, barely conquering the infection, went to bed as soon as possible, without even tending to the captured raider. Long story short, she died with 95% immunity by her infection.

The raider died shortly after, because nobody was able to mend his wounds.
Shortly after, a single person raid occurred and spawned directly in a group of friendlies wandering by. They incapacitated him quickly and moved on without making a fuzz.

Still, nobody was there to cure him, so he bled to death, too.

But Roy lived and bravely continued his daughter's work, though nearly devastated by his loss.
(Fighting sadness by playing horseshoes with your dead daughter and a random dead stranger:)


Next try, a rescue pod dropped with a promising new candidate.

Roy didn't even try to fix him.
But the uninjured willing-to-join wanderer with doctoring skills will come by eventually, right?
Right?
No. But a mad muffalo came.




And then suddenly, a new hope:

Nope, too late.

What a stud, too:

Because of his lightning fast movement speed, this episode did not last long:

An finally, the end:

Best play-through ever, and I had many

#4
Bugs / [1.0] Faction name - That name isn't valid
June 17, 2018, 07:28:53 AM
The autogenerated faction name may be longer than allowed. See screenshot. After changing it to "Humanlike Federation of Edth", it was accepted by the game.
OT: The Naked and Afraid scenario rocks
[attachment deleted due to age]
OT: The Naked and Afraid scenario rocks

[attachment deleted due to age]
#5
Bugs / [A17] Underground mineral depots too close to map edge
May 25, 2017, 09:22:54 AM
Underground mineral depots too close to map edge are unreachable because the mining drill can't be build there, see attached screenshot. Maybe the drill can be excluded from the building limitation?
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#6
Ideas / Time for forced caravan dialog on encounter maps / Alternative: manhunter packs?
May 19, 2017, 06:01:29 AM
Could the 24h period for forced caravans be extended to a couple of days? I guess that this should prevent colonies from being set up, but I did not even have enough time to build a complete launch pod, causing valuable resources getting lost as the launch base was already done. This somehow feels forced without any reason.
Maybe, instead forcing the caravan, an increased risk of dangerous(!) manhunter packs after 3 days on encounter would be a more immersive ways to prevent colonies being build?
I was right in the middle of some mountains but next to a friendly base, with my food getting low. I was rather glad about the encounter so that I construct a pod launcher and not have to move to the next tile (which takes ages in mountain regions) just to return to my base.
Maybe, instead forcing the caravan, an increased risk of dangerous(!) manhunter packs after 3 days on encounter would be a more immersive ways to prevent colonies being build?
I was right in the middle of some mountains but next to a friendly base, with my food getting low. I was rather glad about the encounter so that I construct a pod launcher and not have to move to the next tile (which takes ages in mountain regions) just to return to my base.
#7
Bugs / [A17 1542] Canceling encounter forced caravan dialog causes colonists to be lost
May 19, 2017, 05:51:06 AM
See subject. The colonists and the encounter map just disappeared after I clicked cancel on the dialog which automatically appeared after 24h on the encounter map. There is also no "Are you sure?" confirmation or any explanation what would happen if the caravan dialog is canceled.
Modified: Moved the second part of this post to the suggestions forum.
Modified: Moved the second part of this post to the suggestions forum.
#8
Bugs / [A17 Mac] Game locks up when starting on a smaller but retina screen
May 19, 2017, 04:45:56 AM
This is the same issue as reported in https://ludeon.com/forums/index.php?topic=28065.msg284388#msg284388
The fix there sadly did not help, Sorry for not reporting that earlier.
Additional information: The 27" screen is non-retina while the built in screen is a retina display. The workaround by quickly pressing my maximize window shortcut (provided by spectacle) still applies, but now the game crashes when doing that but starts in the proper resolution afterwards.
Long story short: I guess there is a check if the display resolution is big enough for the game window before starting up, but maybe it just uses the native display resolution and not the transparently scaled up resolution which is available to rimworld?
The fix there sadly did not help, Sorry for not reporting that earlier.
Additional information: The 27" screen is non-retina while the built in screen is a retina display. The workaround by quickly pressing my maximize window shortcut (provided by spectacle) still applies, but now the game crashes when doing that but starts in the proper resolution afterwards.
Long story short: I guess there is a check if the display resolution is big enough for the game window before starting up, but maybe it just uses the native display resolution and not the transparently scaled up resolution which is available to rimworld?
#9
Bugs / [A16] Scythers have a pinky
December 15, 2016, 04:14:10 PM
Sweet, but possibly not intended. See attached screenshot.
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#10
Bugs / [A15/A16] macOS:Game locks up when starting with smaller screen than resolution
December 15, 2016, 02:01:01 PM
The game locks up when started on a smaller screen than the previous gaming resolution. I.e. playing it on a 27" external macbook display in fullscreen, closing it and starting it again on the built in screen without the external display attached. The game lock while showing two or three dots, see attached screenshot. It can be fixed by resizing the window (I am using spectacles full screen shortcut) in the first .5 seconds or so before it locks up.
This issue was already present in A15.
[attachment deleted by admin due to age]
This issue was already present in A15.
[attachment deleted by admin due to age]
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