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Topics - Arcy190

#1
Support / Error while loading map
March 15, 2017, 03:43:43 PM
I can't access any of my saves. It loads for a time, then an error message comes up saying "Error while loading map". This is the second time this has happened, but last time it sorted itself out, but this time it seems to be lasting.

I've attached the output log from my last try to load up a save game.

I'm guessing it's just something to do with the list of mods I've got enabled, but it could be something else, I guess.

Maybe someone here can help me resolve this issue.

[attachment deleted by admin due to age]
#2
Ideas / Readdressing surgery and body part health
February 21, 2017, 05:54:43 PM
For a long time now, I've been living in fear of my colonists dying on any one surgery, even when it should be exceedingly unlikely that the surgeon fails. So many times now, has a patient died because their torsos were cut up so much that they just flat out died. I have been enhancing my doctors with bionic arms and pumping them full of go-juice and wake-up before surgeries to minimize failure chances. And jet, the first time in a few hours of playing has a colonist died on a surgery that should not have had any chance to fail. A doctor with 2 bionic arms, a doctoring skill of 14, and high on wake-up and go-juice, using normal medicine, on a medical bed with a vitals monitor. the calculated surgery success chance in the character sheet is 134%. Even factoring in the 0.75 multiplier, it comes out just above 100%, and the offset form the bed isn't even put into this. All that aside, he failed catastrophically, and put 4 stabs, 3 scratches, and 4 cuts into the patient's torso, killing him. Why should I, when I waste this much time and effort on preventing the inevitable, still play by the rules of the game? I even tried out various mods to make surgery failure less likely, less dangerous, or more realistic, but all that didn't even do much. Why should I not just go around the whole surgery and cheat the parts into my people?

My suggestion is this: Instead of putting in hidden variables, which I'm convinced are used, just put a "surgery success multiplier" into all body parts. Natural body parts have the highest difficulty together with parts put into the brain, like a joywire, and things like eye patches, peg legs and such have a value far above 1, as they don't have to be connected to any living tissue. Furthermore, failures should not cause random injuries to surrounding body parts, especially if failure is due to the medicine used, not the doctor. You don't suddenly start randomly cutting this way and that because you don't have antibiotics. Minor failures should cause permanent damage to the installed part, something like a scar, to imply that the part wasn't properly installed and, depending on the part, give a bigger or smaller debuff to the whatever the part affects. Catastrophic failures should be the equivalent of the part just being cut off or out, with bleeding and pain and all, as to imply that the part was installed, but so badly, that the part was useless and had to be removed again. this would be a death sentence on vitals. Ridiculous failures would actually cause damage to surrounding parts, but only enough to destroy organs that have very few hit points to begin with. This is to signify the surgeon's hand slipping and cutting something he wasn't supposed to cut.

The medicine used, the cleanliness of the OP and the doctor's Healing quality determine simply whether or not the area that was operated on gets infected or not. Something like [Cleanliness of OP]*([Medicine quality]+[Doctor's treatment quality])/2. for example, in a sterile room (0.6), normal medicine (0.75), and a medical bed with vitals monitor( +17% offset to Healing Quality) any doctor with a healing quality of 241% or higher will never cause an infection, and at 75% they cause it half the time.

As for the health of body parts, vitals should be able to take a shot or stab (excluding the heart and brain) and still let colonists survive long enough to let them receive emergency battlefield care, but die of those injuries in the span of a few hours. Bleeding should be toned up a moderate amount in general, as well as pain. People should die of a shot to the neck, two shots to the torso, two cuts in the leg and a bite in the arm in less than half a day, IMO. Pain should only max out an hour or two after an injury was received. Torsos should have 50 or 60 hit points, instead of 40, because all too often have colonists died in a social fight because their torsos were destroyed. What does destroying the torso even mean?

anyway, this is it for now, it's almost midnight as I write this and will look it over tomorrow as I'm able to. Try not to rip someones head off replying to this, I'm tiered and may not have worded things as I intended or have big blunders in this wall of text.
#3
Support / issues with buying the soundtrack
June 28, 2016, 12:51:46 PM

I just wanted to buy Rimworld's soundtrack, but the store page (http://www.lasgameaudio.co.uk/#!store/t04fw) won't let me do anything but listen to the promo-tracks, so, is something wrong with that page or is it somehow an issue on my side?

#4
Support / Can't generate any new worlds
February 02, 2016, 02:47:54 PM
so, I just bought the game, because I've been watching a few LPs, but for some reason I can't generate a new world.
I haven't tried yet, if I can make a colony if there is already a world in the saves folder, but it would be a right waste of 30$ to now have to rely on other people's generated worlds to start a new game on a new world.

Does anyone know why I could be having these issues? If not, I'll always have something to fall back on, at least.