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Topics - Toast

#1
I don't know if this is a bug or not, but it isn't working as described by the game. If your colony is in a permanent summer zone and you get the wild wo/man wanders in event, the wild person will not leave the map if ignored and not recruited. I assume this is because the wild person uses animal coding, as this is standard behavior for wild animals, they just hang around forever if not killed/tamed or driven off by starvation or bad temperature. But a map with mild temperature and food always available will apparently never prompt the wild person to leave. I have one right now who's been on my property for almost a year. This is not what I would expect since the envelope for the event claims "they will leave in a few days." I expected there would be some point at which they would leave despite not being tamed or killed.
#2
So, this has been this way in every Alpha I've played, and I keep thinking I shouldn't report it as a bug because surely it's going to be changed, but it's almost 1.0 time and here we are, sooo... in every biome besides I think desert and ice, there are little rocks that appear as a static and non-interactable part of the landscape, just for cosmetic purposes. They are usually little clusters of 3 stones. They are a nice touch that make the landscape look natural. However, they also occur on unsmoothed rock, even on the inside of mountains, and worse, they persist even after the rock has been smoothed into high-beauty flooring, at which point they look ugly and horrible. Because they are non-interactable, there is no way to clean them up, and it looks like your beautiful stone floors have warts.

Example screenshot (sorry for the washed out color, I'm trying to get that fixed in another thread...): http://steamcommunity.com/sharedfiles/filedetails/?id=1299727846

Please remove the warts! My pawns deserve truly beautiful floors after all their hard work!  ;)
#3
I've been playing Rimworld since A15 without many issues. I just recently upgraded to a new Macbook Pro, and after the switch, Rimworld suddenly looks overexposed, like all the blacks are washed out greys and everything is too bright. It's like it needs gamma correction, but I can't find any gamma correction settings in the game. Example screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=1299727846

It doesn't make sense to me that everything looked fine on my older computer but the new one is having this problem. I'm not sure how to fix it. Any suggestions?

It's a Macbook Pro 15-inch 2017 with an integrated Intel graphics card and also a Radeon Pro 555.
#4
The situation: A nearby settlement wanted a crap-ton of potatoes in exchange for a very expensive uranium pool table. Potatoes are light, so I sent two people and a camel to bring them their potatoes, not realizing that URANIUM IS SO DAMN HEAVY. The reward was 300 weight units on its own, which was over twice what my small caravan could carry! They were rendered immobile and stuck at the settlement with their reward. I quickly loaded some more camels and people into drop pods, enough to carry the huge weight, and shot them over to the settlement to reinforce the original caravan. But, sadness: they did not automatically join the first caravan, and there is no available option to merge caravans on the world map, only to split them. Apparently you can only send reinforcements if the caravan is on an encounter-generated map. I was left with no recourse but to drop my very heavy and expensive reward in the dirt and leave with nothing for my trouble.

There are several solutions to this tragic situation:

1. Don't offer absurdly heavy items as quest rewards  :o
2. Offer the option for quest rewards to be drop-podded to a player colony instead of given directly to a caravan
3. Title. Allow caravans to merge on the world map so that one caravan can reinforce another for whatever reason without having to wait until the first caravan is on an encounter-generated map, or forcing them to settle on a tile. I think this could have utility in a number of situations, and it also just makes sense to allow two caravans to merge when it is already allowed to split one caravan into two.
#5
Title... easy to reproduce, roll up any female pawn with the Civil Servant adult background and notice that she has the medium-build male body type (https://steamuserimages-a.akamaihd.net/ugc/861730335812062317/38D95DFC00B26447787E61FEA21931237882BF9D/).

I have noticed that male and female pawns occasionally spawn with an "opposite-gender" hair style, so perhaps this is not a bug but merely an attempt to diversify pawn appearance... but the fact that, as far as I can tell, this is the ONLY background which does this to body types makes it seem like a bug to me.
#6
A cold snap came and I had to throw a growhouse up pretty quickly around my plants, so it ended up having a few roof support pillars in not the most elegant places. But my two sunlamps still completely cover my indoor plants with their light footprint (https://steamuserimages-a.akamaihd.net/ugc/861729956025176915/BD8AD0D40430D95A56AE5AEC53A7C99A1D51B173/). Despite this fact, there is exactly one plant that will not grow because apparently it is not getting any light from the sunlamp. In this picture you can see the one ungrown rice plant is only getting 50% light (from the torch) even though the lamp is on: https://steamuserimages-a.akamaihd.net/ugc/861729956025177166/E97E4E734B7291CDFDFD806F22EA5A0491D698DD/

The only explanation for this seems to be that the support pillar is directly between the lamp and the plant on the diagonal, so perhaps the pillar is blocking the light?... except that there are two other plants directly behind the pillar on the same diagonal, and as you can see, they grew and were harvested. They are not receiving any overlapping light from the sunlamp to the south. If it were the case that the pillar was blocking the light, I would expect that all three of those plants would be stunted, but they are not. So I am unsure what's going on here. Why does this one single plant not want to grow here?

I am using the Prepare Carefully, Mad Skills, and Trading Spot mods. But it seems unlikely any of them are related.

Dropbox link to savegame, hope I did it right: https://www.dropbox.com/s/e6430ofxefifupt/The%20Pines.rws%20copy?dl=0

[attachment deleted by admin: too old]
#7
So it works like this currently: colonists are scheduled to sleep from 10 pm to 6 am. The happy couple Sparkles and Doc both retire to their shared bed at 10. But they don't do Lovin' then, because that would be too normie! Instead, they wait until the middle of the night because reasons. They both wake up at 3 am, do Lovin', and when they are done they find that they are both at 85% tiredness or so, so they get up and start puttering around doing random crap instead of sleeping. Then at 6 am, when they are supposed to start the day with everyone else, Sparkles gets sleepy enough to go back to bed and sleeps through breakfast/socializing time with the rest of the colony, so her relationships suffer. Meanwhile, Doc just barely doesn't get sleepy enough to do so, so he heads off to work and gets tired and cranky in the middle of the afternoon, and accidentally cuts off someone's head instead of installing a peg leg. Then he buggers off to bed early, to ensure that he's nice and rested at 3 am again, so the cycle can restart anew!

It would be a lot less annoying and disruptive to simply have couples do Lovin' at the earliest possible moment when they are both sleeping in the same bed.
#8
Circumstances!!!

A raid arrived and none of my colony animals had been trained for combat, so I made a zone inside a building to keep them out of the fighting and sent them to hide in it before the raid arrived.

What happened!!!

A raider took a shot that passed through an open doorway and hit my megasloth. The injured sloth attempted to "flee" after being injured and in so doing, she left both the building and the zone she had been restricted to. See fig. 1: https://steamuserimages-a.akamaihd.net/ugc/861729637610253310/8678C8C06D4E5A55F27E906E22E632FCD03A3E09/ (The pirate Kami shot the sloth through the open door to the east, and the sloth fled to the south, through a closed door! The sloth had been restricted to a zone inside the dining room, where the doggos are standing.)

What I expected to happen!!!

That the animal would stay in her restricted zone even if injured, because... it's restricted. And that means "do not leave."

Log file is attached! Save file can be provided upon request! Thank you! Have a great day! Don't shoot my sloth! :(

[attachment deleted by admin: too old]
#9
Okay, Rimworld players are depraved monsters who lock caravans inside geothermal generator rooms and cheese them with artifacts and boomalopes to get their stuff. I get it. You want to penalize that. But there ARE some of us who don't play that way and are sick of being punished for caravans being morons who stand in front of turrets and Leeroy into manhunter packs and then blame us for it.

My proposed solution: LET ME TELL THEM TO LEAVE. A caravan is milling around and I get a manhunter/raid/siege/whatever alert? Okay, while everyone else is suiting up for battle, my one pacifist pawn makes him/herself useful by going over to the comm console, calling the parent faction of the caravan, and saying "Danger is approaching from [pick a cardinal direction], evacuate your caravan immediately." Or maybe let me tell the leader of the caravan directly! Just let me tell them to GTFO and pick a direction where they are least likely to get murderized. They immediately leave, and now I can shoot at raiders or rabid cows without having to worry about their idiots setting my base on fire trying to "help" and then bitching at me when they die. EVERYONE'S HAPPY.
#10
Some manhunter cows attacked my colony and were quickly dispatched, leaving two cows downed rather than dead. I wanted to end their suffering quickly rather than let them lie there bleeding out for hours, so I went to mark them for euthanizing, as I usually do, since hunting a downed animal usually just results in some moron standing there for hours blowing the poor thing's legs off one by one while it bellows in pain. Anyway, I noticed that in A17 there seem to now be 2 options to euthanize an animal: one says "euthanize by anesthetizing" or something like that--it seems like the old euthanize option, only now it requires medicine, which actually makes sense to me--and the other says "euthanize by cut." I thought "oh good, I can just have my doctor cut the cow's neck, like slaughtering, and not use any medicine."

Apparently not! Both operations require medicine. Why do you need medicine to cut an animal's neck to kill it? Am I misunderstanding what "euthanize by cut" even means? If both operations require medicine, what is the point of offering a choice between them? This was very early in a colony without a good grower, so I had no herbal medicine, and I wasn't about to spend my precious regular medicine on a future hamburger, so I ended up having to let it bleed out all over the place and it made me kind of grumpy. Can anyone explain these options to me?
#11
In my previous colonies, "Killed/harmed colony animal" would appear as a social debuff for pawns who accidentally shot a dog in the bum during a raid or whatever, so I'm familiar with its existence. But I never saw it appear after a colonist *slaughtered* a marked animal. That is now happening to poor Sparkles, who is apparently incurring the ire of her fellow colonists for slaughtering the hideous and nasty-tempered lizards that the colony specifically keeps as a food source. I have no idea why they should dislike her for producing food for them.

I could post a save for you to look at if you want, but the trouble is that there's no proof there that she hasn't been killing other colony animals by shooting at them or w/e--you just have to take my word for it, and I assure you she has not. But if you still want the save let me know.
#12
Topic. The description of the trait doesn't really make it clear and the wiki seems to have outdated information ("-4 mood for anyone who has a social chat with this colonist. Stacks up to 3 times" is obviously no longer true). Are Abrasive pawns more likely to slight/insult other pawns? More likely to start a social fight? How much more likely?

I've had several Abrasive pawns in various colonies in A15 and 16 and it's hard for me to notice much difference between them and other pawns.
#13
A drop pod raid arrived on the edge of the map and the envelope indicated that it was a sapper raid. I wanted to see the composition of the raid so I watched them land. As soon as the raider with the grenades landed, he froze in place, "Standing." He has been "Standing", unmoving, for several in-game hours. The other raiders are just "Wandering" around him. It does not seem to be normal pre-raid activity since the envelope did not indicate that they would prepare before attacking, and he has not moved at all from where he landed, he really appears to be frozen in place. Exiting the game and reopening the save does not fix his behavior.

The only mods I use are Prepare Carefully and the trading spot mod and it seems unlikely that this is related.

Log is attached and here is a link to the save on Google drive (I hope): https://drive.google.com/open?id=0B6noVWnmk7YWZUllS0hXcHpxREk

[attachment deleted by admin due to age]
#14
Bugs / Teetotalers hate luci addicts: WAD?
April 14, 2017, 07:50:37 PM
The Teetotaler trait notes that the pawn "abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs." An unstated aspect of the trait is that Teetotalers have a rather large grudge (social malus) against drug addicts. Luciferium is unique among the addictive drugs in the game in that it does not provide any pleasure (neither a mood boost nor joy need fulfillment), yet Teetotalers still receive the social malus towards pawns who are Luciferium addicts.

Considering that Luciferium provides no "pleasure" to pawns, and in fact can be used to save pawn lives and thus might well be considered medicine like Penoxycycline rather than a "pleasurable chemical," I have to ask if this is working as intended or not. If it is, perhaps rewording the trait to remove the reference to "pleasure" would be in order.
#15
Support / A16 Black strip on top of screen
January 30, 2017, 11:10:23 AM
Hi all. I just updated to A16 and I have suddenly developed a strange visual artifact that was never there before--a black strip on the top of the screen that persists throughout the game, from the splash screen to the actual gameplay.

I am only using two mods, Prepare Carefully and Trading Spot, both updated for A16, and I don't see how either of them would be causing this.

I am playing on a Mac on Steam, and I have always experienced the bug where the game is not fit to the proper resolution upon opening (it is 1400x898 or something instead of 1400x900), but that has always been easily solved by adjusting the resolution immediately upon opening the game, and it does nothing to remove the black strip.

The game is not unplayable or anything, but it's rather annoying not to be able to see the very top of the screen, and my poor colonists have the top of their heads chopped off on the bar! :(

I've tried to take some pictures but you can't see the black strip in them, it seems. It just looks like the top of the game screen is not captured in the screenshot. But you can see how, for example, the top of the colonists' heads and the Learning Helper are cut off.

http://images.akamai.steamusercontent.com/ugc/171536200081966930/68AB92FAFBFCDFFB175C9699480A20C96EE3A3B2/

http://images.akamai.steamusercontent.com/ugc/171536200081967197/3804E9EF2AAA141DB803417BD9968328EC602483/