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Topics - Trish42

#1
Apparel and weapons description while not equipped differ from descriptions when equipped. The screen when you click on the info icon under "Gear" ie. when equipped - shows generic stats (for generic duster or normal rifle) - and I was expecting it to show stats for that particular item (it really confused me how my devilstrand duster all of a sudden has such low stats, or my brand new superior asault rifle has lower accuracy than expected, or that I couldn't compare if the devilstrand or the alpaca wool duster have better armor stats without taking one of them off, or seeing the real stats of the weapon without dropping it).
#2
Siege sandbags blueprints stay visible on the map, cannot be removed, interacted with or built upon. Happens in siege situation when construction of sandbags has started and the enemy flee before finishing all the sandbags construction.

Had this in my first game of A14, still got them on my map I'm playing. Tried to reproduce the bug but with limited success. There is probably some other factor involved, because bug reproduction using dev-tools sometimes shows this bug, sometimes doesn't. Execute raid -> pirates -> siege, then wait for siegers to land and put the blueprints up, once they started building the sandbags and have built most of it or almost finished building -> force enemy flee. In some cases this bug happens in some it doesn't. Couldn't figure out what's the difference between the two.
#3
Ideas / A few thoughts on the new version
August 26, 2015, 06:03:48 AM
Loving the new husbandry aspect as well as the new traits, room requirements and new items! Loving the new medicine icons for limiting medicine quality, maybe food icons as well? :) Being able to uninstall stuff is awesome as well!

Here's a couple of my thoughts on the game:

1. Butchering/Brewing as separate work assignments from Cooking
I'd love to see butchering added as a separate skill/work assignment - having trouble getting the main cook to make fine meals before simple meals if there's meat available (even if it is unprocessed meat at the moment, i.e. animal corpses), so I'd like to be able to set butchering as a priority over cooking, and also maybe brewing as a separate option (so that one pawn can be set brewing as a priority). I realize that draws the question of separate skills... but maybe one skill (cooking) can affect all those three work assignments for now (same as is with crafting). Also I must note that I did enjoy the separation of smithing and tailoring from crafting a while back, really useful!

2. More racks
Loving that you can place clothing in racks now! I liked it when the equipment rack had added some beauty points. I'd love to see a similar rack for food, medicine, even artillery shells and having a beauty effect again - then it would really be a useful item as well, eg. improved beauty around mortars besides it preventing shells from deterioration outside, adding beauty to the pantry - all that meat that gives off -30 in beauty - besides produce is usually stored on shelves :) - maybe some day have a "tall rack " that is also on two tiles but can accept a 2 times larger quantity so as to save space. That would be rather useful and improve the quality of life for the colonists through beauty. And also as I heard mentioned before - a through :) basically the same food rack that accepts only hay (and has a 2 times lower deterioration rate perhaps) and one can be set for meat for the wargs.

3. Animal filth
My cleaners are having a terrible time cleaning through all the extra dirt created from animals, it's much harder to keep the colony clean and nice. Maybe it can be collected and used for manure which can boost the crop yield a bit.

4. Preference for better beds
When choosing a bed, a colonist chooses at random, I kind of assumed they would choose a better bed, especially medical beds, I'm having to set beds in my sickbay to non-medical so that the colonist would choose the best one available - a hospital bed (good) set to a vitals monitor, instead of an ordinary (poor) bed which is set to medical.

5. Crematoriums
A checkbox or some sort of distinction to accept only dessicated animals would be a nice addition. Crematoriums set to accept desiccated animal corpses from 0%-99% sometimes won't accept 99% or below, but when set to 0-100 will accept 99% corpses. Haven't been able to reproduce the bug yet, but it's been there for a while now. Currently I'm having trouble to get the crematoriums to burn only rotted or dessicated animal corpses and not the ones that can be butchered for normal meat.

All in all, the game keeps getting better and better! Keep up the awesome work! :)
#4
Hi there, huge fan of RimWorld, thouroughly enjoying the game :)

Playing v.10f (no mods) for some time now and noticed there's some problems with stockpiles and equipment racks.

While the quality filter works like a charm for apparel (great addition to the game!), it seems like it's not working as expected for art. I have a stockpile set to accept only art good-legendary quality (preffered), but all quality art gets dumped there. I have another stockpile set to the opposite, as well as a stockpile to accept all quality art.

Also had a major weapons rack problem. Tried to set up a nice new armory close to the battlements, built a couple of eqipment racks to hold only ranged weapons on critical setting, I had other equipment racks set to default in another room and they stopped accepting melee weapons altogether. Stockpiles also wouldn't accept them - "no empty place configured to store it". Tried to meddle with quality and preference settings on the racks but only deconstructing them seems to have worked to allow my stockpiles and other racks to start accepting melee weapons again.

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