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Topics - NolanSyKinsley

#1
I found I wanted to keep a drop pod stocked with some emergency supplies for my caravan, and enough room left over for a colonist to go along. One drop pod is more than enough to send a colonist, the food needed to sustain him for the duration, and enough pemmican and medical supplies to extend a caravan's capabilities significantly. I use this generally to send my doctor if/when needed.

The only issue with this is if I load up all the pemmican and supplies, I cannot modify it later to hold the doctor. I have to unload the drop pod and re-load it with the new manifest, which can take quite some time as only the doctor will load the pod, while if I have no colonists set to go with the pod everyone (who is a hauler) loads.

Plus it would be nice to have an emergency drop pod standing by where you could quickly add a few needed items before launching without completely unloading it for various scenarios.
#2
Ideas / [A16] Add date/time to linux log file name.
December 18, 2016, 10:14:27 PM
Currently Rimworld only creates one log file in /tmp under linux called rimworld_log. I think it would be a good idea to append the date and time to the file name so it creates one log file with each loading of the game, so you don't have to hold off on playing again until you retrieve the log, you can keep playing and submit the errors after your play session is over. It will be deleted anyway when you reboot, so it will not fill up the drive. Something like the following in the start script should do.
LOG="-logfile /tmp/rimworld_log_`date +%Y-%m-%d_%H-%M-%S`.txt"
The resulting filename should be along the lines of "rimworld_log_2016-12-18_19-09-18.txt"
#3
The settings for the minimum, desired, and max colonists are still at the old A15 levels. This is all well and good for a single colony, but the game is shifting to needing to send out caravans, with security, charismatic persons to do the trading, medical support, etc, so a single caravan can need 3-5 people. This doesn't really leave enough personnel behind to properly operate the base and maintain security.

I would say to almost double the numbers as they stand, this would allow sending out multiple caravans while also being able to secure your base compound.
#4
I encountered several bugs in one play session, and were reporting them on the Discord channel, but was asked to post them here, so I am doing them as one to reduce spam as they all have the same log file.(**edit**It seems I am missing the log file I saved, turns out /tmp/ is not a good place to store them >.< but I do have screenshots!)

I think they are all just null reference errors, so not much really critical, just unfinished.

1. embarking on a caravan with an exhausted pawn causes a null reference error.

2.I get an error every time an animal body fully decays on the map. (I assumed for a while this was common, but see no reference to it)

3./4.are concerning caravans. Entering and exiting a drug binge while the pawn is on a caravan cause an NRE .

Images for above:
1. http://i.imgur.com/4TBk9vx.png
3. (contains the #2 error as well) http://i.imgur.com/g1QJ2pt.png
4. (contains the #2 error as well) http://i.imgur.com/s1V6KI0.png

Note: The warning with the number 35 on the left titled "Can't determine transferable count hauled by others because transferable has 0 things" seems to fire quite often but is muted in the client but fills the error log, yesterday I saw it was over 300kb while playing, which may not seem like much, but is a lot for one error repeating over and over again. I think it started when my caravan left, but will have to verify.

Lastly not so much of a bug really, but something not implemented yet I guess but my pawn had a mental break and went on a wandering daze state while on caravan and it did not hinder my caravan at all, it continued as normal with no penalty to movement. IMHO a mental break like that should halt the caravan until the state is resolved, otherwise sending pawns on caravan is an easy escape from addictions.

Sorry for long post, if this is inappropriate I will submit one for each issue, I just didn't want to spam the forum with non critical errors.
#5
I use huskies as my haulers, so I can't just forbid them from the area, and forbidding the area doesn't stop trade caravan's muffalo from tearing through my beer stock at an alarming rate.

First, my huskies, seem to get hooked on it young, I haven't found out exactly when or how, but by the time I can actually train them to haul, half have "massive" alcohol resistance, a quarter have alcohol addiction and about another quarter has cirrhosis. How can you stop this?!? Dogs should NOT be drinking beer all on their own, especially in that excess. It is really eating into profits too.

Second, these stupid trade caravans. They should NOT be eating my food! Two muffalo burned through at least a dozen beers a piece and the only thing that stopped them was the caravan leaving. Forbidding doors and the piles had NO effect on them, they just disregarded it completely. At 6$ per beer that is quite a lot for them to be guzzling down a dozen at a time with no repercussions.
#6
**removed erroneous bug report**

I thought I had gotten to the root of the issue but I jumped the gun, disregard, unless anyone knows the actual source. I have a dedicated gardener and all the time I am getting notifications for plants dying due to rot from being unharvested.
#7
Bugs / A16 Caravan preparation woes.
December 16, 2016, 12:12:07 AM
If your caravan takes too long to load, it ends in absolute disaster. Pawns don't eat, won't sleep, and neither will the muffalo. This ends with the muffalo passing out due to exhaustion before they leave, and your pawns going berserk because they can't leave the map with the muffalo passed out, and during that time they will neither eat, nor sleep.

This is caused by only the pawns participating in the caravan loading it up. ALL pawns with hauling should help load the caravan, and pawns should not completely disregard their needs to load the caravan, it may take many hours, or even over a day to fully load the caravan if you are packing many light weight items, or depending on how far the caravan is from where your resources are.

May even want to make the caravan process two stage, loading/ preparing the caravan, then disembarking at a set time, like morning the next day so everyone is well rested to start off. That way you can take your time while loading up, and the pawns can do what they need to in order to stay sane, then you disembark when the animals and pawns are fully prepared, physically and emotionally.
#8
I have been looking for a casual gameplay experience, so I chose Phoebe on "some challenge". But I have found that this setting only scales timing of events, and not the events themselves. For instance: I had a situation on "phoebe some challenge" where 4/6 of my colonists were downed with a disease, shortly after a doe went mad, taking out the only gunman I had, just as the last ambulatory person got said gunman to the infirmary, TWELVE villagers started a raid, 9 of them with ranged bullet spewing devices, while I had just base weapons and one additional bow, had I anyone to wield them.

Reverting this save nothing much at all happend, except one raid, with 4 people, only one ranged, so it was a cake walk.

To me, it seems, that the storyteller only changes timing in between events, and has absolutely no bearing on the scale of said events, which, to me, is rubbish for someone seeking a "casual" gaming experience as "phoebe some challenge"'s description purports it to be. From what I have seen the "challenge" portion is left up to RNG entirely, which is, well, dismaying.

I don't want no challenge at all, but even turning it to the lowest of the available settings seems to open myself up to absolute, pardon my french, bullshit RNG events. The events themselves should be scaled rather than relying on timing alone, which seems to be the system used now. An event fires, then it finds a location for that event.

Take the "bzzt!" event (one I hate and think should be removed regardless). The event fires THEN it finds a location for the event, so even if you have a base with only ONE electrical conduit, as soon as that event fires that ONE conduit will blow up with great repercussions, when in reality the likelyhood of the event should scale with the number of conduits used.

This seems to be an issue with the engine in of itself, looking for excitement and forcing it based on wealth or just time, rather than looking at how the player is playing and stopping bad habits, it just wants to stop all use in of itself.
#9
Just had a rather dismaying experience, playing on chillaxed storyteller. Day 20 hits, lightning storm rolls through. I am running about worrying about fire while several of my guys are mining. I get an "area exposed" notice but think nothing of it as my guys are digging at my base, it happens randomly so often I just dismiss it.

Boy was I wrong. The lightning had popped a cryo casket in an ancient danger, and FOUR hostile humans came out with assault rifles... on day 20... chillaxed.... Even if I had the full warning there was no hope for my colony. They appeared on my screen without notice, and with only a pistol and survival rifle to defend myself my colony did not stand a chance.

This was just horrible, no way to stop it, no way to prevent it, no way to defend from it.
#10
Ideas / Constraining end game goal.
October 08, 2016, 10:46:45 PM
In a recent discussion on IRC I came up with a constraint on end game that would add a bit of interest. Currently the game ends when players either A. Decide to leave the planet or B. Get bored and start a new colony. This is my idea to put constraints on leaving the planet and thus limit the ability to achieve the actual end of the game.

It is quite simple. If the colony is too nice, and the colonists are too comfortable, each of them when the ship departs ends up with a roll. If more than half of the colonists decide to embark and head back home then you have achieved the end goal. If less than half have decided to leave then you have failed.

**edit**

A further development has brought in the idea of active sabotage by colonists wanting to stay to prevent able bodied people from leaving and reducing the survivability of the colony.
#11
Ideas / 2 Suggestions about roof construction.
August 25, 2016, 02:56:50 AM
First, I would really like the prioritize build roof to do the whole room it is in, rather than just one tile. Roofing is the absolute last thing to be constructed, and when something comes along that you really need roofed you have to keep prioritizing over and over and over to get them to do it, or find every singe blueprint on the map and forbid it.

Second, the construction algorithm should prioritize finishing the roof in the the pawn is in before moving to another room. I always build a double walled freezer, and their construction becomes very inefficient, constantly jumping from one side of the wall to the other, greatly increasing build time. The same thing happens when building lots of rooms.
#12
Title says it all, I have 34 components in a stockpile and they are not showing in the resource list:

#13
Ideas / Randomize same priority jobs
August 22, 2016, 02:18:20 PM
Currently when using manual priorities if two jobs have the same priority one will always always take priority over the other. For example I have construction and plant cutting set to the same priority, construction will always come first, and he will only start cutting plants after the construction is done, even if I designated the plant cutting first.

I think it would be a good idea to randomize tasks with the same priority, if two jobs are present and the same priority just a simple dice roll to choose which one to do.

**edit**

Well, I realize this could create a lot of walking back and forth, so maybe just swapping between the two, like an hour of one, then an hour of the other would suffice.
#14
Bugs / A15 Pawns ignoring injuries
August 21, 2016, 02:16:46 PM
Using manual priorities I have all my pawns set to have bed rest and patient as highest priority, yet many times after battle my pawns walk around with injuries, bleeding all over, and just continue about their day. Some play horseshoes, others go back to their jobs. I keep having to manually order them to the hospital.

Illnesses work fine, they go to the hospital, and same with scheduling surgeries. It is just physical injuries that they seem to ignore.
#15
I am trying to run a muffalo farm, but and quickly realizing that I cannot, because the handlers all get bonded to every single muffalo. Already half of my adult muffalo and a third of the children of a decent sized heard have been bonded to someone. One of my handlers became bonded to 3 new ones on a single milking trip through the herd.

We need a way to designate that these are farm animals, they will die, do not get attached, these are food, not pets.
#16
I am running into the issue that I cannot keep food stocked because my farm is too far away from my kitchen and my chef is always running directly to the farm. I had solved this by having a bunch of hauling animals. This worked for a while, but all of a sudden my food stock plummeted and I could not regain it. I found this was due to all of my hauling animals consuming the farm plants before I could harvest them. They have plenty of food elsewhere, and are allowed on the entire map area except for a few small areas.

This could be remedied by a haul only zone so you could forbid animals from an area unless they are on hauling jobs. Or possibly marking growing zones to toggle animal grazing in them.