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Topics - tyriaelsoban

#1
Ideas / B18 - Trade drops,
June 24, 2018, 06:00:57 PM
Before i make a bug report, considering the fact that the devs are already in the process of open testing/bug fixing on rimworld v1.0; id like to ask if theyve fixed the incredibly irritating tendency orbital traders have of dropping the goods/animals/slaves that you purchase/sell etc in places where you cannot reach them, like this;

https://steamcommunity.com/sharedfiles/filedetails/?id=1421613957

Especially when there is this, large unroofed area that has been a part (although not in its present shape) since day 1 of my settlement;

https://steamcommunity.com/sharedfiles/filedetails/?id=1421614660

I've had no problems with trader drops until i add areas that cant be reached into the map, like the little exhaust tower in pic one that now has sodding alpaca sitting in it! -.-'
So, if this hasnt been fixed;
Is it possible to block a trader from choosing to dump goods in areas smaller than 3x3?
Or is there something like a mod that ive missed that allows a designated drop zone?

#2
Now im no jerk when it comes to taking care of anyone who happens to drop while on my maps, assuming i can get to them before they get eaten by a cougar or a wolf etc etc
But of late, its been harder to get them to the edge of even a vanilla map before they go berserk, as soon as they can walk they will leave your care regardless of any injury or hediff like malnutrition - dunno about you, but it seems incredibly unlikely that anyone would leave without eating where food was available?
The screenshot is taken in tiberium rim, but i have people leaving with 30% function in their movement score in vanilla games.

[attachment deleted by admin: too old]
#3
General Discussion / Unusual NPC behavior...
June 27, 2017, 07:52:37 AM
So, i've got a world here that i just started - I'm being raided by two separate teams from the same faction, bop one on the head and the other guy decides now is the time to attack
DA DAAAAAA! Cass inserts event; [Friendlies!]

A rather large group of friendlies come in from a (no, seriously, there are like ... 13 of them when they arrive) nearby colony come to my aid (against two very badly equipped raiders) by the time these guys have reached by base, my two colonists have dispatched both raiders and one of the "friendlies" has been mauled to death by a wolf ... which i take -5 hit on rep with them because, you know ... i should suffer for rimworlds AI being retarded and splitting a group that arrived together into the three corners of the map (mountain range on one side) to return them home.

Now, the fun begins after that ... one of the pawns goes bezerk and gleefully smashes his friend over the head with his fists, the team around him converge on him and they actually kill him, then one of the npc's picks up the body and eats it ... he goes bezerk but is gunned unconscious, so i mouseover them and check inventories, asides to gear, these pawns are not being generated with ANY FOOD AT ALL - i checked an unmodded game and the same thing happens; assisting npc's seem to spawn moreoften than not, without food.

My question is; why the hell havnt they left the map yet? theyre sitting on the boarder, there are enough of them that they could of carried the downed pawns off the map before they all started passing out from exhaustion... instead, theyre here indulging a more base intelligence and murdering and eating eachother while "wandering" ... im assuming theyre waiting for some sort of "all clear" event that isnt firing to allow them to leave, but the bug tracker from the console isnt showing any misfire events beyond the pawns arguing over who is going to eat a dead body.

http://steamcommunity.com/sharedfiles/filedetails/?id=957112952
#4
Stories / Thought i was doing so well ...
June 11, 2017, 07:59:10 AM
Day 10, lone tribal on a scenario where i basically dump one character in the middle of winter where its - 40 outside and theyre practically buck-ass naked.
I've avoided predators, fought off my first raids, ive even managed to fashion some clothes!
and start work on something that means im not living in a painfully exposed shack in the middle of a big-ass opening.

Plague.
oh i hate you so much cassandra...
#5
General Discussion / Question about sleeping spots.
June 03, 2017, 12:53:28 PM
I've been curious about this since A13 and the only documentation ive found about them (http://rimworldwiki.com/wiki/Sleeping_spot/en) says 8/10 effectiveness, so;
What is the actual rest effectiveness of the sleeping spot, is it indeed 80%? or is it lower?
#6
General Discussion / F*ckin' really?
May 28, 2017, 03:28:42 PM
Ok, so cass rough as a tribe i've barely got 21k colony worth here and i had to migrate because toxic fallout essentially starved me out of my base, after being ambushed for 5 days straight i finally make it to an area i like, set up camp and before ive even put the plan down for the first house, mechanoid Raid, psychic ship and a mass animal madness.
i can handle those one at a time, but all dropping in the same game hour? ... i thought cass couldnt chain events like that unless you played on max difficulty, and it dosnt matter how creative i get with my tactics, this makes the kobayashi maru look like a walk in the park.
#7
Ideas / Caravan unloading - migration.
May 27, 2017, 12:30:41 PM
Caravan unloading after migrating to a new area is a little problematic imo.
All your pack animals just drop everything theyre carrying on the ground as the map loads, your guys need time to set up and build roofs over everything, so if you bought anything perishable beyond food it all begins to deteriorate as soon as the map loads (spare weapons/armor/apparel)
It would be great if it was possible to keep the animals donned up with gear until youve got a viable shelter to store it under.
Also, i feel there needs to be an option for a caravan to take a "joy day" so that you dont load into an ambush/your new home and immediately have anyone with any building skills go AWOL because of 0 joy.
#8
General Discussion / A-17 Why, suddenly ...?
May 25, 2017, 04:51:17 AM
Did something get changed? sometimes my guys will walk outside to the "tent" (pagoda, whatever) and eat at a table ... other times they will just scarf it down on the floor and get mad about it ...

http://steamcommunity.com/sharedfiles/filedetails/?id=932422399

In my testing, most of the time it seems to be related to where their hunger bar currently is if its anything below the first notch, they eat "off of the floor" but it dosnt always happen (who seriously does that? if i have to eat without a table i just sit down and put the plate in my lap ... ::)) and im aware of the 25 cell change, but theres no way in hell thats more than 15 cells ...

I do have a few mods, but nothing that directly interacts with how colonists choose to do things ... apart from taking a dump being used as an excuse to get laid then go for a dump ...
#9
Ever thought its just a little strange that three people can be sitting at a dining room table, a married couple and a third wheel (some random guy who just happens to be there at the time) and so as theyre all chatting away, the third wheel hits on the other guys wife ... right infront of him and they just nonchalantly continue to chat away as if nothing ever happened, you know the last time i did that unknowingly to someone elses S/O, the guy threatened to break my legs ... but this one guy is doing it intentionally.
He knows the husband (+100 bestest friendies in the whole wide world) infact, looking at the social logs, hes had three "nice chats" with the husband, two deep talks with his wife and a further nice chat with her too as well as a random person who walked into the room and walked right back out again ... and then hes dispersed hitting on the wife FOUR TIMES in a 3 hour period into that mix, right infront of her husband.

So, why does it have no effect on the opinions characters have towards eachother when someone else tries to bed their wife/husband within earshot? i mean, at the very least a character earmarked as jealous should immediately insult the perpetrator and their opinions should be harmed.
#10
I broke something in the dev tools on a save file fooling around before the drop pods had even touched the ground on a new world, forgot to turn the fog back off before i saved the file to make a "restart" copy so i dont have to go through the trouble of starting again if i screw up, i just copy the "parent" save file and load it again to start from the drop.
When i realized i was still running in dev mode, i turned it off but i also realized that the fog was also disabled, so i go back into dev and take a look at the settings which tell me fog is enabled, but i can still see clean through this mountain with a stasis ruin inside it.
Setting fog off, resuming the game and turning it back on in the tools have not re-enabled its rendering.
Is there a text line in the save file that i can alter to force fog rendering back on? or have i screwed the file totally? (or is this something as simple as "restart your client and try again?")
#11
Bugs / Pemmican vs Berries and similar foods
January 12, 2017, 08:11:42 AM
I've been playing alot of tribe start maps lately noticed an annoying trait of pawns, it seems that pemmican and berries share the same priority when a villager chooses stockpiled food to consume, in some cases, even though the pemmican is closer i will see a villager go and consume berries from the stockpile instead, none of the villagers in my current save have that stupid "eats raw food" trait (ascetic?) but its highly irritating having to micromanage every meal a villager has when you're gunning to make the best use of all your stocks in order to survive winter on the tundra.