Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - BlackSmokeDMax

#1
Support / New colonist after colony wipe...
October 27, 2022, 01:59:13 PM
<cross posted from discord>

Not sure if this is a bug or intentional (or maybe my poor memory), but is it no longer the case that if you click the "continue playing" after your colony gets wiped, that you no longer can have the "wanderer joins" event happen by just sitting there and waiting. We were having that discussion on teh Steam forums ( https://steamcommunity.com/app/294100/discussions/0/3473990693212722546/ ), and people are talking about waiting hours in real time and it never triggering.

So, I guess my question is, was that removed? If so, on purpose, accident?

Also, when sitting there with no living pawns, is it still possible to get new quests? So, instead of waiting for the "wanderer joins", can you get a quest offer of "so_and_so pawn is being chased, can they get refuge at your base?" or something similar? (edited)
#2
Could be this is just a time thing and it'll sort itself out, but figured I'd post this here just in case.

Right now when clicking the redeem link in the email I just received when buying Biotech the page that is brought up only has Redeem buttons for the main game, Royalty, and Ideology. Biotech doesn't have a button there.
#3
Support / Activate Royalty DLC on Steam?
February 25, 2020, 12:51:23 PM
Hi,

Is there a way to activate the Royalty DLC purchased here on the ludeon site in Steam the same way as the main game?

If we just need to manually install the DLC that is fine, but if I can attach it to Steam I would like to do that.

Thanks!
#4
General Discussion / SendOwl sent me a link!
May 31, 2019, 07:02:00 AM
For the first time in a couple years SendOwl system sent me a link and updated my download count for an update without any prodding from my end. Yay!!
#5
General Discussion / Sticky on Steam forums about .19.2017
September 07, 2018, 03:04:41 PM
Maybe throw a stickied post about the .19.2017 unstable build on the Steam forums. Finding a lot of people have no idea about the blog post, and as they play again they are still on the unstable branch and are wondering why their installed mods are not working.
#6
Ideas / Set butchering ahead of cooking meals.
September 07, 2018, 12:48:41 AM
I'd love to see butchering ahead of cooking meals. More likely to have meat ready to go to cook. This is much more important pre-electricity when you don't have coolers and want to make sure meat gets used ASAP.

Right now I get by with setting butchering higher than cooking meals, via the advanced mode of Fluffy's Work Tab mod, but it'd be nice to not need it for cooking. Plus once you start setting that ahead it causes a bit of a cascade of re-setting other priorities.

Now that we no longer need to "butcher forever" (the "do until you have..." now works correctly in vanilla), it makes more sense to have your butchering done before cooking.

-----

Sorry if any of this is a bit illegible, I copy/pasted my request from fluffy's thread, and changed some of it. I should probably be doing this in the morning when I'm not dead tired and ready for bed. I'll likely expand or fix this tomorrow if it seems a bit gibberish. It looks good now, but I have that feeling something is off.
#7
Ideas / Add "Unskilled Labor" in Work Tab
August 29, 2018, 12:36:03 AM
Perhaps consider adding "Unskilled Labor" as a new entry in the Work tab. Seeing as those things don't generate XP and are also do not see benefit from any other skills, I think it would be best if they weren't controlled by those settings either. Just sneak it in at the end between Cleaning and Research.
#8
Bugs / [B19 Bug] Both Misandrist and Misogynist ??
August 23, 2018, 02:26:32 PM
Just started a game (no mods) with newest B19 build (.19.2004) and found a pawn that hates both Men and Women.

Just wondering if that was intended. If that is supposed to be OK, then please ignore this!



#9
Ideas / Naked Brutality Tribal
August 10, 2018, 06:08:59 AM
Love to see this added as a vanilla start option as well.
#10
As title suggests, I'd like to see a small change in how meat and raw resources are grouped in both stockpiles and bill materials.

Meat: I'd like to see an easier to quickly setup meat stockpile that contains only "desired meat" (but better name!) This would mean that insect and human wouldn't be grouped in with the other meats that pose no issues in including with meals. This would make it easier to quickly setup, rather than having to click the whole section and then remember to disallow both insect and human meat. I do realize that those are off by default in the meal recipes, but with editing it does sometimes get changed. I think ideally there would be two groups under meat, one for the desired, one for the not-so-good stuff. Not-so-good of course could be a relative term with some cannibals in the crew ;)

Raw Resources: Basically group the raw resources into two groups, one that needs a roof and indoors, the other that doesn't. Right now that could be accomplished by moving 'wood' to the plant matter section and grouping the rest together in another section. Perhaps reconsider re-naming the plant matter to degradable and name the other section non-degradable.

#11
General Discussion / Rimworld on Stardock Store?
July 24, 2018, 11:29:02 AM
Is this the first time Rimworld has been available anywhere but Steam/Ludeon? Hmm, or I guess Humble as well.
#12
General Discussion / Bad Ass Rat!
June 30, 2018, 11:06:04 AM
Hear some commotion (animal fighting) going on within earshot of my base. Figured I'd take a peek maybe I'll get some free meat out of the deal.

I pan over to find a rat just beating the crap out of a wolf. Got a good laugh.

Then ate them both!





#13
General Discussion / [1.0] Filters included
June 18, 2018, 01:30:23 PM
Tynan,

Thank you! Thank you! Thank you!

For including the filters for clothing and food so we have matched sets everywhere.

For those who aren't sure of what I am talking about there are now "allow filters" for:

Fresh
Rotten

Clean Apparel
Tainted Apparel (former Deadman's)

This pair was already in:
Smeltable
Non_Smeltable
#14
Bugs / [1.0] Suggested Colony name error
June 18, 2018, 01:24:54 PM
In my most recent game (newest build as of this post), when the event for naming popped, the suggested name was not allowed. My guess is it was too long, when I hit the randomize button a much shorter one showed up which was accepted.

Don't remember if it was faction or colony name... whichever is in top box of the window was the one that was too long.
#15
Ideas / [1.0] Wires in smoothed walls.
June 18, 2018, 01:21:03 PM
I know there is another thread that is talking about something similar, but I didn't want to pile my suggestion into someone else's thread.

My suggestion would be to have another work operation for preparing walls for conduit. After they were smoothed, you would then queue up a job called "Carve Conduit Path" or something similar. This would still prevent needing to mine out all the walls and replace them, but make it a bit more work intensive than just the smoothing for beauty.

Perhaps have this available at any time as well, meaning you *don't* need to smooth them first if you aren't worried about the beauty. While I think the first way is better, the 2nd may be less of a mess to deal with in regards to UI.

edit: To add in some more to my suggestion...

After smoothing or preparing for conduit, make it so either there is zero chance of getting a rock chunk if you later decide to mine that tile, OR make it if you were to be able to deconstruct this into blocks, have it so that it is one or zero blocks max per tile returned.
#16
Mods / Source folder in mods
December 15, 2017, 11:27:21 AM
Do we ever need to leave the /Source folder in mods downloaded from GitHub?

I'm guessing the answer is no, and people are just including that folder for those who are interested at looking "behind the curtain."

Is there any harm in leaving it in there as far as speed of running or first load of mods goes, or does Rimworld just completely ignore it?
#17
Ideas / Include stats for sleeping spot in information
December 01, 2017, 12:24:57 PM
Could you please modify the Sleeping Spot (i)nformation to include the all same stats (sans beauty) as you would see when you look at a bed.

It would be great to be able to make an informed decision about the need to rush getting to beds or to getting materials together to make sleep rolls.

(this post was made after deciding suggestions was a better spot for this thread: https://ludeon.com/forums/index.php?topic=37266.0  instead of General Discussion)
#18
General Discussion / Sleeping Spot vs Beds - stats
November 28, 2017, 10:20:44 PM
I know you can see the stats of beds and their different qualities.

Beds show these:
Immunity Gain Speed Factor
Rest Effectiveness

Beds and Sleeping spots both show:
Surgery success chance factor

My question is, what are the values for the first two for sleeping spots? Do they improve over just sleeping on the ground? I can see they have a comfort value of .40, is that the same as just laying on the ground anywhere, or is that an improvement.

Any info on sleeping spots anyone has would be welcome. My worry is if there is no value shown, is sleeping on the ground better for both of those stats than sleeping in a bed where there is definitely a below 100% level? Certainly doesn't seem likely, hoping it didn't get overlooked.

Edit: just realized I should have made this a suggestion to add these values to be shown for 'Sleeping Spots.' So if a mod wants to move this to Suggestions and re-title the thread, I certainly would not be adverse to that.
#19
Support / SendOwl email and resetting downloads.
November 25, 2017, 11:16:28 AM
This is (at least) the second major update in a row I haven't received an email from the SendOwl system. It looks like my updates have not been reset in a few updates either. I show 4 updates remaining of each O/S version.

I download one copy at every update and archive it for myself, so it would appear it has been 3 updates since a reset. That is counting the 18 release and the two 17 version releases. So, I believe the last time I received either the email or a reset was back at version 16, and honestly I'm not sure if I received the email at version 16 either. I think I did get a reset at that point though.

Not a super big deal yet, as I obviously still have my download link and some downloads left, but the system seems to be somewhat bugged currently.
#20
Ideas / Filters "Allow Deadman's" "Allow Fresh"
October 25, 2017, 01:25:13 PM
Please add filters so that we have all 4 of:
"Allow Rotten" (in Vanilla)
"Allow Fresh" - currently added by mod

"Allow Non-deadman's apparel" (in Vanilla)
"Allow Deadman's apparel" - currently added by mod

Right now we use mods to add them, but it would be great if they were in vanilla. Great, easy QoL addition that doesn't really affect gameplay but does get rid of messing with multiple stockpile priorities to sort out things that could be much more easily done with the proper filters.