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Topics - zandadoum

#1
Hello,

I have had this thing ocurring for the past ingame days where my most important psycasters don't seem to go meditate, even when i set their whole schedule to meditating...

apparently all those psycasters have fibrous mechanites right now.

so my question is: is this normal, is this intended or a bug?
#2
Hello,

I completed a refugee mission... or so I thought, because everyone left the map after N days
Except two:
one who I already had been able to recruit during the quest itself
another one, who was in my hospital recovering from a wake-up addiction

so everyone else leaves and i start getting these messages one by one, that the ones that had already left, wanted to join my colony...

however... the JOIN button was greyed out! because they were not on my map anymore

after a while, the addict recovered and left the map. it was then, when i got the actual "quest completed" message that i realized why i wasn't able to recruit those others.
#3
Hello,

I am at a point in the game, where everything that happens, happens on a big scale.
massive raids, massive infestations, you know the drill... year 5515

so, whenever I let some nomads join for a while, it's not just 1 or two... it's 20!
and they have their needs and problems of course.

on of those needs is proper summer or winter clothing and please, not tattered...

as i can't assign them the same outfits than the rest of my colony, i have to go ONE BY ONE (all 20) and search clothing and force equip it manually

@Tynan, could we please get the ability to assign outfits to temporary joined people? thank you.
#4
Bugs / [bug] immortal animal breaks game
July 13, 2018, 07:43:57 AM
Hello,

Here is what happened:

- I had 2 colonies, I left one of them when a psychic ship dropped, which I was unprepared to fight.
- After a while, 3 labrador dogs joined that colony. I decided to abandon that colony then. I got the classical popup telling me I left people behind
- small break from the game. when I came back, there was an update
- After a few game month, those same 3 labrador dogs joined my main colony. but as it's a too cold biome for labradors I decided to sacrifice them.

BOOM! glitch! 3 tamers stand infinitely at those labradors, killing them... but they would keep healing themselves.
I tried attacking them instead of slaughter and this was the result: https://imgur.com/a/tMK7PUW

maybe it was the game update from today that broke something, because i tried some chickens and i can't butcher them either...

the biggest problem is that the game runs at 0,000001% speed now because of this. it renders my current colony unplayable. FPS went down to 2 (was 144 before) but CPU usage is still the same.
#5
Heya,

so, I could swear that I read somewhere that in A17 the enemy AI was improved... but I have failed to notice any improvement whatsoever. my enemies still die in the same stupid ways they have been for the last few alphas...

did I dream that announcement about better AI?
#6
Bugs / [A17.1539] extremely laggy
May 16, 2017, 12:48:23 PM
heya,

yesterday was playing without any major problems (was on A17.1536) at x1 and x2 ran perfect, x3 would be quite laggy
year 5507
10 colonists
+- tamed 50 animals

today i come home. update game to A17.1539, load it (same save) and the game barely moves at x1
it seems ok when i dont move the camera, but when moving camera with WASD it's horrendous. moving with middle mouse button is a bit better, but not much.

now i have to pause the game to be able to move the camera smoothly
#7
Heya!

1) have a bionic eye + bionic leg
2) have a stockpile inside hospital for herbal medicine and another one for normal medicine
3) install bionic eye on a colonist. medic takes normal medicine as expected.
4) install bionic leg on a colonist. medic does NOT take normal medicine and instead, picks up herbal medicine for the operation.

what's going on?


thx.
#8
hello,

whilse streaming, i went on a rage because i spend over 5 minutes trying to set a cooking bill unpause slider to exactly 100

i also have a special mose that allows for extreme fine movement.

NO DICE...

sitting there for minutes... 99... 103...99...103...97...105... DAMMIT xDDDDDD

please, allow for ALL SLIDERS in game to be micro adjusted AND to use the mousewheel to do so.

thx.
#9
EDIT: read my last comment for solution

heya, I have been hoarding/making survival meals for a long time.

finally able to send out a caravan. I give them all the survival meals (which don't spoil while outside if under a roof) and to my surprise, it says that my food rots in 3 days???

so, what am i doing wrong here? can i only send caravans with pemmican or what?
#10
EDIT:

nevermind. figured out. my own fault., had to mark "allow smeltable" and "allow non smeltable" on the SHELF and it started working as intended



hello.

reproduce:

example item used. EMP GRENADES

1) make a regular (big) storage zone with default settings (NORMAL PRIORITY). colonists will haul the EMP GRENADES to that zone
2) make a STORAGE SHELF (mine was a bit far away but inside allowed zones). set to only accept EMP GRENADES. (IMPORTANT PRIORITY)
3) SCENARIO #1: select a hauling colonist, right click on EMP GRENADES stored in STORAGE ZONE. hauling option does NOT appear. changing priorities does not help.
4) #1 EXPECTED RESULT: either by doing it manually or automatically, I expect the EMP GRENADES to be moved to the shelf, which has higher priority.
5) SCENARIO #2: remove just 1x1 of storage zone under the EMP GRENADES. select a hauling colonist, right click on EMP GRENADES stored in STORAGE ZONE. colonists picks them up and stores them in the closest zone, created in (1)
6) #2 EXPECTED RESULT: i expect it to be hauled to the max. priority area, which is the shelf I made in 2)


there is something either wrong with just the EMP GRENADES or all zoning priorities.

thx.
#11
A few alphas ago, this was possible. maybe thx to a mod tho, can't know.
but i'd like this to be implemented into vanilla rimword:

i'd like to be able to use WASD to move camera while editing a bill. so i can actually see what i am doing when adjusting the distance limit of material pickup.


thx.
#12
to repdroduce:

1) get 5-10 animals
2) make a small zone in your kitchen or wherever you think is the safest zone for your animals to be when under attack
3) assign animals there when you get attacked or under a toxic fallout
4) after a few seconds (maybe half a minute) you'll notice a huge drop in game perfomance. everything laggy, huge FPS drop
5) releasing animals to -unrestreicted- solves the problem

this makes the game unplayable in volcanic winter or toxic fallout.

i read other reported a similar problem with starving animals. i am not sure if it's a the source.
#13
Ideas / [request] a way to "filter" doctoring
January 05, 2017, 09:13:37 AM
Hello,

I'd love a system for doctors to filter out what each one can do.

example: I'd like only my best surgeon to attempt to work on bionics, while i want the worst to focus on animals and prisoners.

maybe it would be nice to be able to add bills to hospital beds for this reason?

as a current workaround it's possible to do this to a certain degree with restricted zones on your hospital areas.
#14
General Discussion / launcher distance?
December 22, 2016, 09:25:31 AM
heya,

so max fuel you can put into launchers is 150.

i did some tests, turns out you can't really send pods far with just 150 fuel.

I tried to send a pack of launchers, with less cargo each, hoping i could get farther... no dice.


am I doing something wrong or is it just like that: you can't launch past 150 fuel distance?
#15
General Discussion / A16 drug policy not working?
December 22, 2016, 04:13:15 AM
Heya,

latest version.

I am having problems with drug policies. I only have smokeleaf and beer. Haven't got into observing smokeleaf, but I am having trouble with beer.

- set everyone to "social drugs" policy. I don't have any teetotaler and also have no chemical interest
- change "social drugs" so they can take beer twice per day and only if mood is below 25%
- colonists drink beer all the time, regardless of their mood...

screen 1: my policy setup
http://imgur.com/a/pueNx

screen 2: a colonists having beer for breakfast even tho his mood is fine
http://imgur.com/a/100P8

notice how it says he's "relaxing socially", which is fine by me, but apparently this overrides drug policy setup?
#16
General Discussion / ate without table?
December 17, 2016, 05:28:19 PM
Heya,

so I have a colonist who CONSTANTLY has the "ate without table" debuff...

but... he is the frigging COOK!!!! he barely ever leaves the kitchen and the dining table (which everyone else uses) is right there! his work schedule is the same than the rest of people, his bedroom is even closer than other people... and I don't get why he just can't at the table like the rest of people?
#17
something that always baffled me, but became less of an issue once the colony grew to a point we had a lot of haulers (animals)

HAULING PRIORITIES

here I am once more, trying to some personal challenges n stuff...

and I see my dedicated hauler (relative new colony, few haulers, no animal haulers yet) hauling crap from all over the place to the stockpile 1 (the default one i made) and even to the dump stockpile 1 (also "normal" by default while vegetables are rotting, lying around my crop fields...

the default stockpile 1 is set to NORMAL while the refrigerator is set to PREFERERD (which is higher than normal)

so... shouldn't hauling focus first on stuff that has to go to the highest priority stockpiles and THEN work it's way down?
i get it that somehow distance factors in, but all this was inside my base... i think homezone + stockpile importance should factor more than distance!
#18
so, grats on turbolaunching the ship in less than 4d ...

IMHO trying to do it even faster would be pointless, as your skills are perfected at this point and improving would only relay on more map rerolls and RNG (traders, plasteel, drugs)

So, what's next on your agenda?
#19
INTRO:
- a barn with several stockpiles (as roosters are separated from hens) setup with same priority. stockpiles are critical priority and only take kibble
- the closest stockpile to the butcher table is 1x2 (from now on: "rooster pile")
- the next closest stockpile is 2x2 (from now on: "hen pile")

so, let's say in "rooster pile" we have 2 stacks of 70 kibble (max is 75) as roosters ate a bit.
PROBLEM:
- a dedicated hauler will just pick up 10 kibble and fill up the missing amount on the closest pile ("rooster pile")
EXPECTED BEHAVIOUR:
if the butcher table is set to "take to best stockpile" it actually works as expected:
- the cook will make 50 kibble, will haul them to the barn, drop 10 at the "rooster pile" to fill it up, then haul the rest to the next room ("hen pile")
i expect the same behaviour for a dedicated hauler, but it's not working.

this is counter productive, as i don't want the cook to leave the kitchen everytime he finishes making kibble. that's what dedicated haulers are for. however a dedicated hauler will make dozens of journeys for nothing, as he only hauls enough to fill the closest pile ("rooster pile") and when he goes back to the kitchen to pick up the next stack, the roosters might have eaten a little bit, hence the hauler will AGAIN just pick up enough kibble to fill the first pile and never reach the second pile.

it DOES work if the butcher table is set to "take to best stockpile" so i don't understand why it wouldn't work for a dedicated hauler.

alternative workaround: nightowl dedicated hauler so he fills up all stockpiles while chickens are asleep.
#20
General Discussion / animal starvation?
April 29, 2016, 05:30:49 AM
So...

Iguana nr. 4... no map restriction... no health issues other than malnutrition... plenty of kibble available...
yet, been starving for 2 days now...

and not only this animal, happened before and will happen again.

question is.. WHY?