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Topics - carbon

#1
Issue: If an ideologian for a non-player faction has the High-Life meme, the Drug Use: Essential precept will not appear, despite being a requirement of the meme.

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Steps to replicate:
1) Generate a new world with a non-player faction capable of getting the High-Life meme (e.g. Rough Outlander).

2) Pick a random landing spot and select creating a custom ideologian.

3) Scroll though the list of pre-generated ideologians for one with the High-Life meme. If one doesn't already exist, edit the memes of an existing ideologian to give it High-Life.

4) Note the lack of a Drug Use: Essential precept.

5) Neither re-rolling the precepts nor manually adding precepts allows Drug Use: Essential to be added to this ideologian. Indeed, the other (non-Essential) drug use precepts are disabled by High-Life.

This isn't purely a graphics bug. Pawns of this ideologian, show no interest in drug use during gameplay.

6) OPTIONAL: Select the pre-generated ideologian with High-Life as your faction's starting ideologian. You can now role-play as stoners with no desire to do drugs.

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Player-made High-Life ideologians DO have the Drug Use: Essential precept. This is a bug specific to pre-generated ideologians. There may be other meme/precept bugs as well for pre-generated ideologians. High-Life was simply the most obvious one I've found during my limited gameplay.
#2
I had an Imperial Trade Ship signal me to let me know it was available. My colony is allied with the Empire and I have a Praetor as my highest rank pawn.

I tried to have the Praetor call the ship, but it's just greyed out. No indication why there's a problem. I clicked it anyway, but it just gives the unhappy refusal audio sound. No other signs or signals as to what the issue is. I spent 15 minutes thinking it was a bug to report.

You need to be a Baron to call an Imperial Trade Ship, but it never says that anywhere. It really should.

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I realized as I was writing this that I do technically have a Baron staying with me as a guest, so it could be that triggered the Imperial Trader to visit. If you've never seen the Baron title gained message (which I haven't, yet), it's unlikely you'll ever read in-game that Orbital trading is a Baron-level privilege. So having guests trigger the orbital visit is probably a bad idea unless the privileges are made clearer.
#3
A pawn with a luciferium addiction will have a need bar devoted to their luciferium consumption.

This bar has a line marking the 30% point. If the pawn has the "Use for addiction" option selected under their luciferium drug policy, they will take another dosage when they reach this mark. Unfortunately, this is incredibly wasteful. They still have nearly 2 whole days before withdrawal will actually occur. You can and should ignore the 30% delineation.

The proper way to set up luciferium dosing is to disable the 'use for addiction' option and set the schedule to use every 6 days.

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I'm posting this because, despite being a veteran luciferium user, I couldn't figure out for a substantial time why my pawns were gobbling down luci so quickly. Hopefully, you won't make my mistake.
#4
Bugs / [Royalty 1.1.2566] Wild Woman vs mechs issues
March 08, 2020, 01:09:50 AM
I've had a wild woman running around my map for a few days. She had the back luck of being directly underneath / within a mech cluster that I quest-spawned in.

The mech cluster had several proximity sensors, one of which picked up she was there (after counting down). This caused the turrets to become active, and some mechs to both be jettisoned from some capsules and called in drop-pod style. All of these mechs were still dormant though. The active turrets also don't see the wild woman as an actual threat, so they just swivel around calmly.

When I approach and start fighting with one of the turrets, the mechs begin moving around and trying to attack me for a few seconds before I realize my colonists don't see the mechs as a threat (they don't shoot those in range automatically). At this point, I clicked on the nearest few mechs and their listed status still says "Dormant" even though they are clearly not. It's not until I manually order some of my pawns to shoot the nearest mech that the mechs' status switches to "Awake" and my pawns treat them as a threat.
#5
It seems there might be a weird edge case where the bullet shield doesn't work properly.

I was in an intense firefight with a bunch of mechs (pictured below), where I was exploiting a bullet shield from a previous mech cluster to protect my pawns from the incoming fire. Mid-fight I get the message that one of my pawns (actually a quest-loaned janissary) needs rescued. I immediately pause to figure out how it happen.

As best as I can tell, the lancer to Takashi's east must have fired a bullet that was still in the air when it died. This must have somehow confused the bullet shield into letting the bullet through which then struck Takashi, destroying his spine.

I clicked the combat logs and the crippling shot definitely came from the highlighted lancer and not some other source inside the bullet shield. The shield is also definitely still working as it's the only reason I'm not horribly losing the battle. Takashi is also definitely inside the shield, several earlier bullets from the lancer hit the shield as would be expected, only the final bullet made it through. I also highlighted the timing on the lancer kill which must have been just a fraction of a second before Takashi was struck.

I'm guessing whatever internal logic the shield is using breaks down when there's no live shooter to correspond to an incoming bullet.
#6
So uh ... Count Petronas is back and he's still having a bad time.

Long story short:
1) Host a noble as part of quest (#1)

2) Have said noble return as part of an imperial caravan

3) Have said noble have such atrocious movement speed that by the time they make it to the edge of the map, they're starving and exhausted.

4) Offer to host said noble a second time (quest #2)

5) Said noble arrives still starved and exhuasted, because needs were never reset when not on map.

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Below is a picture of how the Count arrived to begin quest #2. As you can see he's already starved and exhausted. The quest requires that I keep the guests above 18% happiness, so I'm starting it in a failure state already (although we'll see if I can recover when I press play).

Going forward, all guests should have their needs and mood reset before re-entering the map.
#7
Outlander bases generally buy almost everything, but they won't buy any of the musical instruments.

They will buy art, and music is generally as central, if not more so, to human culture as visual art. They also act as beautiful status symbols (even if you can't play) in the way that a sculpture would. So, I'm calling this a bug / oversight.

Correct me if I'm wrong.
#8
If you are allies with the Empire, you can burn diplomatic favor to call a caravan just the same as any other faction.

Unfortunately, you can call a caravan when you don't have a title, but to actually interact with that trader you need a title (I'm guessing Knight / Dame, but it doesn't say explicitly).

Seems unfair to let the player burn diplomatic relations on something they can't use.

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Also, THIS IS NOT PART OF THE BUG, but...

Why would you make Count Petronas a caravan guard!?

I already said in the last bug report he's an 81-year-old man with chronic health issues, who has no place in a fight. Leave the man alone, Tynan!!
#9
I was given a quest to host Count Petronas + 4 others + 5 guards for 14 days.

Everyone, including the guards, was still alive when on day 10 when the guards decided they had had enough and just left the map. At that point there's still 4 days to go and I have no more body guards.

I only have 5 proper colonists in this colony and 1 of them is violence disabled. Its not really fair to expect me to be both host and body guard. I had a manhunter pack a day later that managed to down one of the guests. It would have been a lot easier with those guards still around.

Also, Count Petronas is an 81-year-old man with all kinds of chronic health issues. He can barely walk (Movement tops out at 25%), let alone fight.
#10
I had quest given to me that paid me in exchange for some tribespeople building a psychic droner camp nearby.

When I went to destroy the camp to stop the drone, the building containing the droner was blocking one of the camp building doors, trapping 2 of the 7 tribals inside. The first image below shows the situation in question, while trapped tribals were trying to smash their way out (hence the damage).

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I also wanted to bring your attention to the quest message itself (also pictured below). I found the text to be rather confusing and even misleading.

1) The message includes the phrase "help using signals to draw them towards <my colony>". The "using signals" part in the context of the later mentions of a psychic droner, made me initially think the droner was going to be built at my colony to draw the tribals to me. I would just remove "using signals", since I, the player, don't do anything with any signals and the line is much clearer without it.

2) The quest message both explicitly describes the site having a psychic droner and an 'unknown threat'. As far as I can tell, the 'unknown threat' is the psychic droner. There wasn't anything else of note at the camp when I went.
#11
By 'Feature complete', I mean to ask are there any existing plans to significantly add to what is already included in the Royalty expansion?

While it may not be typical to think of a DLC having an early access phase, given Rimworld's history with it and the relative price of the DLC versus the base game, it doesn't seem entirely implausible that it might be scheduled for several more months (maybe years?) of serious development.

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I ask partly because it seems like there's a huge opening for some form of anti-imperial faction as an alternative to the Empire.
#12
There's a minor display bug with some blood and vomit outside my base. They were originally put down from a raider named 'Gravegaga' several game days ago when I psycasted vertigo on some raiders. I've since saved and reloaded the game.

Depending on how the game camera is zoomed and panned, the vomit and blood layers will quickly swap places as to which appears on top of the other, leading to a rather morbid stoplight effect. Ideally, they would pick an ordering and stay that way.
#13
Version 1.1 added two new states of sedation (woozy and residual). In these two states, the pawn can walk around, but has significantly reduced stats.

These reduced stats can cause a lot of trouble like: hunters can't outrun angered prey, builders routinely fail construction jobs, buchering wastes loads of resources, and probably many more.

Unfortunately, there's no way to order a partially sedated pawn to go to bed and not cause trouble, because the game doesn't currently recognize the pawn as sick or injured.

Please allow us to order partially sedated pawns to 'Rest until healed'.
#14
Bugs / [1.1.2557] Sedation confusion outlasts sedation
February 28, 2020, 03:35:50 PM
Sedation now has three states. The middle state Sedation (woozy) can cause the afflicted pawn to enter a confusion state and wander around aimlessly for hours.

This would be fine except the confusion state often lasts longer than the sedation effects themselves. I've had at least two pawns already that I've witnessed still be stuck in confusion even after Sedation (residual) goes away.

Unless this is intended to model some real world medical phenomenon I'm not familiar with, confusion should generally go away when the thing causing confusion goes away.
#15
All of the new Royalty stomachs have a listed efficiency of 125%, like the standard bionic stomach.

Yet when I installed a Detoxifying Stomach on a pawn, his metabolism did not improve. Mousing over the part in the health tab also doesn't show "Efficiency 125%", like you would see in a bionic stomach.

Either the 125% efficiency listed in the info menu for the stomachs is an error, or the part is not working as intended.
#16
Short Version:
Do skin hardening implants act as their own armor layer (separate from the Outer, Middle, Inner of worn armor), or as an additive to one or more of those existing layers.

If it's the former, I think Toughskin gland and perhaps some of the others may need a bump up in their values to be worthwhile.

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Long Version:
With the expansion there's a set of three skin implants that offer blunt, heat and sharp armor for the cost of the movement speed (and beauty). Right now I'm considering the lightest version "Toughskin gland" and whether it would ever really be worth it.

The relevant modifiers are:
Quote from: Toughskin glandArmor - Blunt    +10%
Armor - Heat    +20%
Armor - Sharp    +20%
Movement    x95%

Now you might be think: "Cool 10% to 20% damage reduction for 5% speed reduction, I can totally make that work!", except that's not really how it'll play out in practice.

Every single weapon and attack has some measure of armor penetration which directly cancels a corresponding amount of armor. Even for the most basic weaponry (steel knifes, a log, autopistols, etc.) this value is around 15%. Melee even without a weapon still has 12% armor penetration. Now when you apply that effective minimum penetration (15%) to the above values the reality begin to come into focus.

Quote from: Toughskin gland with 15% penetrationArmor - Blunt    +0%
Armor - Heat    +20%
Armor - Sharp    +5%

Then convert the above to damage reduction (i.e. x75%)

The relevant modifiers are:
Quote from: Toughskin glandDamage Reduction - blunt    +0%
Damage Reduction - Heat    +15%
Damage Reduction - Sharp    +3.8%

I hope its becoming clear by this point why I'm rather skeptical that this implant will ever be useful. Assuming an attack makes it through your proper armor, it's very unlikely some toughened skin will save you. All the while, you're moving 5% slower both in and out of combat which has real consequences.

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That being said, I did notice the "+" on all the armor modifiers (e.g. Armor - Blunt    +10%). For conventional armor descriptions, there's no plus. This makes me wonder whether the implant isn't acting as its own armor layer, but is instead additive with some other layer (e.g. Inner).

That would make the implant MUCH more effective, because adding +20% sharp armor to something like a leather button down with 20% (i.e. already above the 'minimum' 15%), means you get the full 20% armor (or 15% damage reduction).

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So my question is, does skin armor actually behave as its own layer or is it acting in a unique way to avoid armor penetration?
#17
Ideas / 'Nimble' trait should be more common
December 13, 2017, 11:01:19 AM
Nimble is one of the few really well done traits that actively incentivizes the player to try new tactics (namely melee), without actually penalizing them if they don't.

The only problem with it, is that the trait is so uncommon, that if you're looking for a good nimble pawn to add to an existing non-melee colony, you can end up finishing the game before one ever appears.

Please consider increasing the chance of nimble at the expense of other largely uninteresting traits (e.g. industrious, staggeringly ugly, etc.) The user experience would be better for it.
#18
Just one of those weird edge cases I was wondering about...

Say a pawn has a 50% bleed rate wound in their torso.
Does the pawn bleed out sooner if they are missing limbs (or have artificial ones) compared to a pawn with all of their blood-filled bits still attached?

Realistically, you would expect they would, but I've never specifically noticed if it's the case in-game.
#19
This probably isn't technically a bug, more a weird edge case of the combat AI unable to cope with the situation, where hopefully some minor improvements could be made.

The raider 'Skye' is located at an exterior corner of a building. Either side of the corner is flanked by one of my colonists. Instead of pulling back to a piece of cover that isn't flanked (there are several around), Skye will continue to dance between the two sides of the corner seemingly forever.

Save file of the situation attached. I have disallowed firing of the two colonists doing the pinning, so you should get several seconds of good dancing to enjoy.

[attachment deleted by admin due to age]
#20
Bugs / [0.16.1388] Pawn 180-No-Looks at horseshoes
December 15, 2016, 03:54:45 PM
Could be a bug, could be my pawns just have mad skillz.

I have a pawn facing south while throwing horseshoes toward a pin to their north.

Possibly related to the North facing bug... I'll let you dig farther.

Save file of 'Potts' showing off his sweet horseshoe skills is attached.

[attachment deleted by admin due to age]