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Topics - Jinxed

#1
Ideas / Liger
July 18, 2016, 05:16:53 PM
Seeing as some animals that are result of tampering with genes and other interesting things, I cannot suggest the more fitting animal for rimworld than liger.

Liger - hybrid between male lion and female tiger. Fertile, extremelly big, males rarely rock main but instead sport stylish stripes.

Also, this was obviously going to happen:



On a sidenote, forums really could use [spoiler] tag.
#2
General Discussion / EULA and forums
April 07, 2016, 09:27:53 AM
Basicly, as it stands now, anyone violating rules on ludeon (or ludeon controlled) forums is a subject for termination.

Is that considered a humorous approach to EULA?

[16:39] <Jinxed> Well, first of all, I do not see how forums are connected to use of product. Like at all. Second of all, forum rules are vague and giving endless possibilities to eliminate undersirables.
[16:41] <Jinxed> Responded to someone talking your native language because they have difficulty writing in english? Subject for termination. Enforced rules because mods are asleep or lazy? Subject for termination. Did not use the search function? Subject for termination.
[16:41] <Jinxed> Dont tell me that they are not going to abuse that. Abuse potentional is there and I dont like it.
#3
Situation: I got prison block near the stockpile with raw edibles, mess hall with dispenser is a bit further away.
What happened: Prisoners are feeded with raw meat, rather than with nutrient paste.
What I expected to happen: For colonist to get some paste for prisoners.
Reproduction: I highly suspect that distance between source of food matters in this case, previously I had mess hall located closer to prison cells than stockpile of raw edibles and prisoners were fed with paste if meals were not available (stored in the same stockpile with raw edibles, though)

UPD: Actually, I just noted that sometimes colonists too decide to eat raw food, instead of paste. Note that some colonists still eat paste though.
#4
Situation: I got two stockpiles accepting clothing. One of them is full and occupies the half of the building, farthest from the door - it is also the one with slightly higher priority.
What happened: Instead of hauling the piece of clothing to the stockpile with lower priority, colonists decided that it would be better off lying outside the building, adjastent to the wall the stockpile is in.
What I expected to happen: Clothing to be carried to the second stockpile
Reproduction: It just keeps happening.
#5
Bugs / [w|0.12.911] Construction pathfinding issues
August 27, 2015, 02:36:50 PM
Situation: I was constructing some lights for my stables.
What happened: Colonist approached the site with metal, to lay down material on blueprints. Layout was - power cables on the outside hugging the wall and lights are installed on the inside, hugging the wall as well. Colonist put the metal for 3 sections of wire, then he came to the spot where he is nearest to the light blueprint, so he runs around the building, enters it, puts metal in the light blueprint, runs out of building, around it and continues working on wires as if nothing happened. The game attempts to find the closest object to the colonist, but does not consider the obstacles.
What I expected to happen: For colonist to finish the wire first and then proceed to the light.
Reproduction: Try building something with layout where one set of blueprints is separated from another with a wall.
#6
Situation: Enemy decided to siege my colony. I had a mortair as well, so I launched counter-mortair attack before they even mount theirs.
What happened: With a very lucky shot, we managed to heavily wound one enemy and kill two more. However, one of those three - dropped MRE. When I noted that it is, for some reason, marked for pickup - one of my colonists was already rushing for it.
What I expected to happen: I expected it not to be marked for pickup, to remain forbidden.
Reproduction: I suspect it happened either with wounded enemy or enemy who was about to have a snack time.
#7
Bugs / [w|0.12.911] Thrumpos ignoring attackers
August 27, 2015, 03:44:29 AM
Situation: I saw a few nice looking horns attached to some Thrumpos and I wanted them.
What happened: I lined up my colonists in front of two Thrumpos and ordered to open fire. I received the message that Thrumpos are going to execute revenge once it became wounded. Status of thrumpos changed to Manhunt. However, they just kept walking, completely ignoring my colonists and taking no attempts to attack them.
What I expected to happen: Half of my colony slaughtered over two horns.
Reproduction: I am still waiting for a new pack to appear so I can check it.
#8
Bugs / [w|0.12.906] Visitors leaving food behind
August 26, 2015, 09:22:14 AM
Situation: I was visited by friendlies, who hang around for a while.
What happened: One of friendlies decided to have a snack time, so he took out his MRE and sat down to have a nice quality meal. As soon as he did that - other visitors decided to leave, so this guy just dropped his meal on the ground free for taking. Free food!
What I expected to happen: For this guy to pack his meal with him.
Reproduction: It just happens sometimes.
#9
Bugs / [w|0.12.906] Fire being too damn hot
August 26, 2015, 09:13:25 AM
Greetings.

Situation: Sappers made their way to inner line of defenses in my colony and started torching wooden buildings up. It was not possible to respond to a fire during the firefight, hence it spreaded uncontrolled.
What happened: Mess hall managed to get heated up to the point of 1000°С, which is logical. What is illogical - colonists charging inside that mess hall and frying up almost instantly.
What I expected to happen: For this not to happen. I suspect that firefighting is not yet fully implented and I hope that methods of dealing with it will be expanded, but can we have a little bit of common sense for our colonists - to prevent them from entering area with abnormal temperatures?
Reproduction: Leave some wooden building on fire unattended for about twenty seconds.
#10
Bugs / [w|0.12.906] Teleporting lights
August 26, 2015, 12:36:00 AM
Situation: I tried to install packaged light
What happened: I selected the light, clicked "Install" and clicked-draged on a tile with stack of beer. Instead of blueprint for light appear, screen blinked and packaged light teleported via dark sorcery to a stockpile zone.
What I expected to happen: Light to be queued for installation
Reproduction: I tried hard to repro it, but failed. Maybe I miss some step in a clicking part, but I am pretty much sure that it happened right after attempt to install it.
#11
Situation: My hunter was far away from colony on a job and decided that he was hungry
What happened: As soon as he unpacked his meal and sat down to eat it, a villainous mob of squirells rushed to him and ate his meal before he could touch it
What I expected to happen: I expected squirells to die hungry
Reproduction: Should be easy enough to reproduce.
#12
Situation: I decided to relocate the research table and deconsturcted the old wooden research table.
What happened: I was able to choose only "Silver" when choosing the material for a new research table. Even though by default "Steel" is chosen.
What I expected to happen: I wanted to see "Steel" and "Wood" options available in material choice.
Reproduction: Figured it out. It does not offer the choice of materials that you do not possess. I find it to be a design flaw, since I want to plan out layout before I have materials available for construction. Also, steel is available always by default no matter if you got materials or not.
#13
Bugs / [w|0.12.906] Food jamming doorway to fridge
August 24, 2015, 05:10:06 PM
Situation: I got a cold storage area for food next to mess hall. Cooking stove is located in mess hall. Storage zone inside of cold storage is not extended to a doorway. Also, it was fully stocked and had no more space.
What happened: By some treacherous and vile manipulations with food, my colonists had extra stack of food when attempted to store in a space which, somehow, was already filled with food. And, for some reason, this happens exactly on a doorway of cold storage. In result, colonost decides to drop the food and do some other things, thus jamming the doorway and letting the hot air in - thus endangering the food inside.
What I expected: To shove that stack anywhere else but a doorway?
#14
Bugs / [W|0.12.906] Sounds disappearing
August 24, 2015, 12:51:57 PM
Circumstences: I was playing the game
What happened: I heard the quite audible "pop" sound and then all sounds in game disappeared immideatly after. Including music.
What I expected: I expected this not to happen.
Reproduce: Unknown, but this happened to me twice now.

Only known to me way to fix the issue is to simply relaunch the game.
#15
Bugs / Life in ice sheet biome
August 24, 2015, 11:16:27 AM
Greetings.

Sometimes game generates events that are logically not possible in ice sheet biome or bear no threat at all.

Examples: Suddenly a pack of manhunting ELEPHANTS show up at the ice sheet biome.
Suddenly a pack of chickens joins the colony (and never makes it to hatchery due to cold).
Poison ships trying to poison the ice.
#16
Bugs / Siege raider freezing to death
August 24, 2015, 11:14:14 AM
Greetings.

I am playing in ice sheets biome with average temperate about -60°C at winter.
When my colony is under siege, sieging party fires a couple of shots from the mortair, gets to sleep on the outside, laying just on the ground and starts dying from the cold.

When 2 or 3 of raiders are in critical condition, they decide to assault. A second or two flat after that they just leave wounded behind and flee.

I am wondering if this is a design flaw or a bug.
#17
Bugs / Peg legs users wont walk
August 24, 2015, 11:09:37 AM
Greetings.

In most recent update I had to make myself familiar with medicine system.
This was the first time I used it, os it might be just me being not familiar with system.

In any case - what happened that colony was raided and fight happened.
After the fight one of colonists was delivered to medical bay for treatment.
Inspecting the colonist revealed that he lost his left leg.
Wood was ordered and peg leg was installed.

However, after a week, colonist still remained in a medical bay.
His health overview shown that he is unable to walk, at all.

I decided to remove his healthy leg and place a peg leg instead of it, thinking that he might be afraid of asymetry.

After operation he was able to walk, according to health overview, but he never actually got up from bed and after a day he regained inability to walk.

I gave up on him and just harvested some organs.

A few days later I was raded again and one of my colonists lost his foot.
As he was unable to walk, peg leg was installed and whole story repeated again.