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Topics - ahowe42

#1
I've observed this bug newly with A16.  My colonists are in a temperate forest boime; it's the dead of winter and there's snow covering the ground and all the trees are denuded.  Frequently, when I panned over to a new part of the landscape, the trees would suddenly be drawn with full foliage, just to have said foliage disappear momentarily.  It happened fairly consistently.  I don't think I have a save still of that colony in winter, but they're in fall now, so I can play a while, then when this bug repeats, make a winter save and add it here, if needed.

Andrew

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#2
General Discussion / Coolers not working?
December 20, 2016, 01:38:34 PM
Ok, so this is something I've never seen before.  I've got a smallish freezer (~6x8), and am in a desert climate.  It's only 17C outside, but even with 3 coolers on my freezer, all set to -1, the temperature bottoms out at 5C.  I've been in other scenarios with heat waves, where the temps got up to 40s & 50s, and 2 coolers was sufficient to keep stuff frozen in a much larger freezer.  Anybody have an idea on what gives?  Thanks.

Andrew
#3
General Discussion / Colonists don't like floors
December 15, 2016, 07:42:33 AM
What is the deal with floors in my colonists' home?  Whenever I put nice granite / wood / etc. floors, the beauty score of the room goes down.  What is the point of floors then?

Andrew
#4
General Discussion / IED Trap Range
December 14, 2016, 12:29:09 PM
What is the range of damage for an IED trap?  I like to put them near my turrets, so when raiders try to walk up to the turret and damage it, they blow up.  Each time I do, though, even if the turret is protected by a sandbag, it also blows up.  I'm happy the raider dies, but then I defeated the purpose of protecting the turret...

Andrew
#5
So the subject pretty much says it all.  I want to define an animal area that will allow animals to go anywhere they want except inside the house (inside a hollowed out hill).  Is there anyway to define an area by inversion (i.e., I want to define the area first as inside my home, then invert it to be anywhere outside it)?

Thanks, fellow rimworlders!
Andrew
#6
General Discussion / Can't reinstall certain things
October 19, 2016, 06:03:22 AM
So, when starting a new colony, very high on the priority list is creating a kitchen & (especially if in a cold clime) butchering table / tailoring station.  So as to ensure the colony has sufficient food and warm clothes for the coming winter, these items need to be built almost as soon as a base is begun.  So, almost as soon as I hollow out enough room from a mountain, I begin constructing them.

Now, later on in the game, when my base is more completed, with much more room, it invariably occur that the initially-allowed placement of said production machinery is suboptimal.  It would be obvious to be able to move such equipment as necessary - as can be done with beds and some other furniture, but there's no option to move these (same with a boiler or battery).

Anybody know why we can't move equipment?  Is there any workaround, other than deconstructing & reconstructing, and therefore losing resources?
#7
General Discussion / Stupid Crazy Colonists
October 19, 2016, 01:13:00 AM

  • wanderer joins colony
  • complains about being naked (hahaha look at his tiny thing in the -3C weather :-D!)
  • feeling bad for him and his manhood, I get him to pickup up crappy clothes from stripped raiders
  • complains about wearing tattered clothing
[]aaaarrrrghhh![/li]
[/list]

Thanks for letting me get that out of my system :-)!
#8
General Discussion / Untreated Illness
October 18, 2016, 09:39:03 AM
Why is an infection marked as "untreated" when a colonist is set to bed rest in a hospital bed, getting regular medicine, and a doctor is regularly caring for him/her?
#9
General Discussion / No Joy
October 18, 2016, 09:37:49 AM
I have a colony with 10 colonists.  There is a TV next to the kitchen table and another facing 2 nice leather easy chairs.  There's 2 chess tables, a pool table, and like 8 horseshoes pins.  The time schedule is set with 7 hours "work", 3 hrs "joy", 7 hrs "sleep" and the rest grey.

Yet, I still see colonists complaining about low joy.  Any ideas about this?

On a related note, I have never seen any colonists sitting in the nice leather easy chairs.  Any ideas about this?
#10
General Discussion / Requested Caravan Never Came
October 17, 2016, 04:51:41 PM
I had a faction at -51 and thought I'd spend some silver to improve relations.  I paid a few times to get it up to -15, then invited them to send a caravan.  So I'm out 900+600 silver, but figured the invite, then doing business with them might improve relations even more.  They said they'd send the trade caravan in a few days, but it never came.  What gives?

Am I just a stupid pawn for trusting that if I sent the money, even though they're slightly negative, they'd actually live up to their promise?

So now, I'm completely out of Neutromine and Components, and haven't seen traders in like a year.  I installed the orbital trading station and had only a single f'ing ship in several years.  My colonists are screwed when stuff starts breaking :-(.
#11
General Discussion / Unhappy Gear
October 16, 2016, 04:14:08 AM
Stupid colonists choose to pick up some crappy gear (50% or less), then complain about tattered gear.  So then I force them to drop it.  if they're at "home", then I have the crappy item sitting there with the red x.  But that then makes the home look bad which also makes them unhappy.  How can I indicate that some item should be picked up and stored but *not* worn?
#12
General Discussion / Mortars and shells
October 16, 2016, 04:09:41 AM
I want to have two mortars - one on either side of my colony.  However, I can't figure out how to put a storage zone dedicated to shells near each mortar.   If I put identical storage zones near each, my colonists won't evenly distribute the shells as should happen.  Anyway to fix this, so I can use more than one mortar?
#13
General Discussion / Healing Raiders
October 16, 2016, 04:01:58 AM
When a raider is downed, if I capture him, heal him, then send him on his way, the animosity between me and that raiders faction is supposed to decrease.  However, I've noticed that this is not consistently happening.  In my current game, I've had three sequential raids from the same faction.  In all 3, I did exactly this - captured a downed raider, then healed & released.  And yet, I did not get the nice little message about relations improving since he left the map healthy.  Why is this occurring?

Also, I've noticed in previous colonies, that if I capture a downed raider, and set his prisoner interaction to "Release", the idiots will release him immediately.  Since my goal in capturing is typically to heal him & improve inter-factional relations, I have to set the interaction to "Recruit" so he stays around long enough to heal.  Then, I set to release.  Is this possibly causing the problem I've mentioned?
#14
General Discussion / Tailoring
September 01, 2016, 05:46:02 AM
Has anyone seen a situation where a colonist has some job at sole highest priority, and yet he refuses to do it?  I have a guy whose only 1-priority task is Tailoring.  His crafting is <fire><fire>9.  There is a backlog of stuff on the Tailoring bench bill.  Yet, he does anything but tailor (he's currently meditating).  Any idea what gives?

Thanks!
Andrew
#15
General Discussion / Factions Questions
September 01, 2016, 05:38:53 AM
Two questions on factions, if I may:

  • Why is it that factions who like me only start out liking me around +20, while those who don't hate me around -100? It seems to me it should be more balanced.
  • The other day, I had a visiting friendly faction, when a raid occurred.  The raiders and friendlies got into a firefight, which happily scared off the last-standing raider.  Afterwards, I noticed the friendly faction became my enemy at -12.  I'm pretty sure none of my colonists accidentally shot a friendly.  Is this expected behavior?  It doesn't seem reasonable to me.

Thanks!
Andrew
#16
General Discussion / Escape Pod Survivors
August 25, 2016, 05:43:25 AM
What's up with escape pod survivors?  I go through all the trouble and rescue them, give them food, shelter, medicine, and a nice warm bed.  As soon as they're healed they just leave.  No thanks, no "here, have this for your trouble", and no request to join.

What benefit is there to my colonists to rescue these guys?
Andrew
#17
General Discussion / Animal Zones
August 22, 2016, 05:55:15 AM
I don't think my colonists like their cows coming into their bedrooms :-).  I notice on the animal tab something about animal zones, but when I go into the zones, I don't have an option to create an animal zone.  How is this supposed to work?

Thanks!~
Andrew
#18
I hope this doesn't get drowned out by the new spamming @sshole.  I'm looking for some general advice about how to survive long enough to get good stuff going (with the Cassandra AI and basebuilder level, ouch!).  I've done a fairly decent job of staffing my colonists, getting better at optimizing work and keeping them happy, and they only rarely starve!  Also, whenever I get traders, I buy all the medicine they have.

However what I experience is that the biggest problem I have is "mad" animals and hunted animals going for revenge injuring my colonists.  Of course, this is unavoidable (gotta eat meat!).  Throw in raiders also injuring my colonists and - even when I successfully fight them off - I have real shortfalls of medicine.  This is exacerbated by the fact that I only rarely get traders lately.  As I can see, this result is entirely out of my control; even when I do everything right, my colony is dying off (only doctor is critically injured? sucks to be me!) after a few hours of play.  I have enough time to make them a house that makes them happy and to stockpile sufficient food / resources stores.  I also have enough time to research 1 or 2 items, but that's all.

What am I missing?  Advice please!

Thanks!
Andrew
#19
General Discussion / solar not working?
August 14, 2016, 04:50:59 AM
The other day, I installed my solar panels in a dug-out section of rock (like where I typically dig out for the colonists to live).  They never produced any power at all, which I'm guessing is because there was a roof that I could not see.  Is there any control over roofing?

As a bit of an explanation - in a previous scenario with my solar panels outside, raider came and destroyed them with frag grenades. Hence, I wanted to put them "inside" (but obviously not covered!).

Thanks!
Andrew
#20
General Discussion / don't put crap on my shelves
August 14, 2016, 04:46:52 AM
As I understand it, the purpose of the storage shelves is that whatever colonists put on them won't go bad.  However, when I've installed shelving, they put stupid crap there like some junky weapons.  They did not put prepared food or butchered meat.  Since the colonists are stupid about what they're storing on the shelves, how can I force them to put perishables on the shelves?

Thanks!
Andrew