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Topics - ReZpawner

#1
Currently the messages block our access to the colonist bar. Due to the location of the colonist bar leaving a slight opening to the left of it, it would still be possible to click on it if it was behind the portraits. As it is right now, it's kinda frustrating to wait 2-3 seconds for a message about someone being nuzzled to disappear when you desperately need to click on a character to do something important.
#2
Ideas / Durability in own tab on trade\caravan screen
November 29, 2019, 02:07:27 AM
Currently it's shown at the end of the item's name, this means that if we have a rhinoceros leather button-down shirt of excellent quality at 43%, we have to hover over it in order to find out the durability, as it'll just show up as "rhinoceros leather button-down shir". It's not a large problem, but it's a QOL thing. Especially late-game.
#3
Ideas / Jade floor
November 26, 2019, 12:32:36 AM
Why isn't this a thing? It exists in real life, and it has the potential of looking pretty damn amazing. Pretty please?
We have carpet, tiles, flagstone, concrete, paved tile, wood, metal, silver, gold and sterile.
Imagine how christmasy it will feel with  a nice green jade-floor in our slaughterhouses! Streams of red over a beautiful green background. Ho, ho ho!
#4
Whenever I right click anyone to do anything, while the menu is active, the game stutters and slows down to a crawl. I can only assume that it's a function that's being spammed continuesly while the menu is active.
#5
Bugs / [A18.1704]Luciferium Resurrection exploit.
October 30, 2017, 06:15:16 AM
I do slightly hate myself for telling you about this, as it's a great exploit, but here it goes.

When a pawn takes luciferium for the first time, they get not only the Luciferium buff, but also the debuff "Luciferium need" - the downside to the drug.
Should the pawn then die, and get resurrected, they will still have the Luciferium buff, but the luciferium need debuff, disappears.
( https://i.imgur.com/RZhkcjy.png )

This results in the pawn having all the upsides of Luciferium, but none of the downsides.

Given that the resurrection serum is stupidly rare to obtain, and the pawn has to be on luciferium for it to work, it's not the easiest exploit. May not even be worth removing. Just thought I'd point it out.
#6
I get that it's considered somewhat impolite to take out the kidneys and\or lungs of our visitors, but surely administring some smokeleaf to help with the pain shouldn't anger the faction?

I guess my question is "sup with that?"
#7
The unstable thread is getting bombarded with questions (only about half of which are from me), because there's no other place to ask them.

Any chance we could get somewhere to do that, that won't be off-topic?
Or a thread or whatever makes people happy.
Maybe even a big fat FAQ pinned to the top as well, so we can see what's been answered and what hasn't without spending hours searching the forums.
#8
The error occurs when Orange is selected, and you right click on any injured pawn.

"Orange tried to find food to bring to Komodo but Orange is incapable of Manipulation." x472.

Somehow, she's managed to get to "none" at manipulation, with alcohol withdrawal and muscle parasites, and this generates a repeating error message.

Savegame is provided at: https://1drv.ms/u/s!ApDpirE9xEvAiyrZjJnz8IQGykya



#9
General Discussion / What happened to reactors?
May 18, 2017, 12:42:55 AM
For those new to the game, back in the olden days Uranium had the tooltip "Uranium: Powers reactors." No reactors were ever added, but the uranium was never removed from the game either.

So... Reactors. Are they completely off the table, or is that something that still might get added at a later time?

While on the subject, same question about rockets.
#10
Right now I have a fridge to stock up with potatoes, however: My colonists refuse to carry full stacks of potatoes.
They see that there's room for 15 potatoes in a prioritised stack, so that's the amount they are going to bring, rather than bringing the entire stack with them.

This isn't just a potatoe-issue, but any item.
While not gamebreaking, it's definitely infuriating.
#11
Let us decide who joins our colony.
As it is right now, I have to NOT rescue crashlanded survivors, just because I don't like their skills\traits.

While it's very entertaining to watch their thoughts in their final hours, as they bleed out right in front of my hospital (fully stocked with medicine and capable doctors!), sometimes I do feel like rescuing them. I don't however, want them to join my colony just because I did so.

Wouldn't it be polite to ask?
"Hey, thanks for rescuing me and all, could I join your colony?", then I could tell him to fuck off, and everyone would be happy (atleast in my colony), and they could move on to new adventures, like being mauled by a bear or something - or perhaps even finding another spaceship to crash, thanks to poor piloting skills. All while I get to feel all warm and fuzzy about helping them out.

Maybe I don't feel like letting a pyromaniac join my colony in my lovely wooden marvel of a base? Or some depressed nutter who is going to piss off everyone in the base, before binging on all my yayo and shooting my best doctor in the face with a shotgun.

Just please, let us have a choice here. If we want them to join as it is, we can always arrest them and recruit them that way.

And while we're on the subject of people joining: Could we get to see the refugees who wants us to fight off the pirates on their tail? I would like to know if it would be worth risking the lives of my colonists for them. (it rarely is).

Cheers!
#12
In the latest version (0.17.1528), ambrosia appears to stop growing if it gets too cold.

According ot the tooltip, it has a growth rate of 54% (it's been at 100 previously), non-ideal temperature and a temperature growth multiplier of 54%.
They spawned and grew fairly quickly to 6.9%, which is nice. The problem is that it's now been it's been stuck on 6.9% grown for the past 3 seasons, which is a bit much even if it's growing at half speed. The tooltip changes to reflect the temperatures, but it never grows.

If this is intended, perhaps alter the tooltip?

Map type: boreal forest, no growth period.
#13
General Discussion / I need a fix
April 28, 2017, 09:21:18 PM
So, devs... Any word on that update? Hmm? Just a little taste? I don't have a problem with it or anything I just require just a little bit of it. C'mon man, don't hold out on us.

Slightly more seriously though, what's the status? Can we expect some new teasers soon? Perhaps even a test?
#14
Ideas / Caravan forming needs reworking.
December 26, 2016, 03:38:41 AM
At the moment it's totally and utter retarded the way it's done. So far I've had 6 mental breaks, 19 miscarriages of muffalos due to starvation, 2 escapes and fuck knows what else. Oh, and for some reason - the caravan is formed half way accross the map, so it takes an eternity to get there with all the items.
#15
15x:
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.PawnGraphicSet.ResolveApparelGraphics() 0x000331 in C:\Dev\Rimworld\Assets\Scripts\Verse\Pawn\Drawer\Renderer\ParnGraphicSet.cs:176

5 Scythers attacking the base - The scythers are for some reason wearing winterclothes. (Toque and parka). Also, if they are comfortable in -170C, why are they wearing clothes?

Bug can be recreated by executing a raid with mechanoids (scythers).

#16
I can only assume that you can all answer this one: Is there a file I can edit to change the default size on Create World to 400x300, so I don't have to change it every time I re-create the maps? This may seem like a small thing, but it adds up to a lot of minutes over time.
#17
General Discussion / Drugs are awesome!
August 20, 2016, 03:32:52 AM
Got really sad from butchering a human, snorted a bunch of coke and had a beer. Happy as can be. No mental break! ...Now to play some Rimworld.
#18
Ideas / A few suggestions on visitors/traders
April 27, 2016, 04:19:19 AM
A couple of small suggestions that I would like to see implemented. And one larger one:

    Allow us to mark an area for cleaning, without adding it as a home region. When playing long games, the map will often be full of rubble that we cannot remove without setting it as the home region (which can cause a lot of problems).

    Allow us to perform surgery on traders/visitors that have injured limbs. I'm not talking about stealing their organs, but for instance giving them a prosthetic leg so they can walk home.

    A trader/visitor area. Right now, they appear to go wherever they please (as long as it's considered an outside area). On cold maps, this can be very hazardous to their health. Let us just make an area for them to congregate in.

    (the big one) Some trader changes. Allow us to summon a trading ship. It can take a LONG time for a trading-ship to arrive as it is, and I currently have 4 times the storage-space I would otherwise need, since they arrive so slowly. Much like asking for help via the comms, it would be nice if we could pay some neutral trader faction to send us a ship. Make it as expensive as you please (upwards to 5000 silver) to prevent abuse. All the functions needed for this are already in the game, so it shouldn't be very difficult to implement, and charging lots and lots of money for it would help balancing things out. You don't even have to specify the ship. It could be random, as long as A trader arrives.
#19
General Discussion / coldest seed in A13?
April 17, 2016, 07:25:46 PM
So, today after almost two full days of trying to find a properly cold seed, I encountered 'NRWG' which has a pleasant -70.5C on average. If anyone has been able to find a colder one, me and the rest of the guys over on the subreddit would love to hear about it :)