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Topics - Nieve

#1
Mod bugs / [1.2.2751] The Amazing Shuttle
September 15, 2020, 03:27:10 AM
Quest: Royal Pirate camp attack

What happened:
1/ Can't launch Shuttle when everything require was loaded:
- Pawn with Dame title are not counted (quest not mentioned, or not explained in the error message), have to bring different pawn (Freeholder title still can loaded).
- Pawn already loaded in the shuttle but still in load queue list. Have to cancel the load queue, unload-load the pawn few times to launch.

2/ When quest completed:
- The game freezed for a few second when you finish select the thing to load.
- The Shuttle instant load everything on the map that selected to load, even building objects that was not minisized.
- Then when it unload, everything unloaded at the stage when it loaded (as a building, not minisize).

What to expect:

1/ Since the honor give to who joining the quest, pawn with high title should can come, or at least mentioned about the minimum tile that can join in the quest.
2/ The objects should be minisized when unload.

Save fille: https://drive.google.com/file/d/1y4qC5J_op3LZJbunH1t6vGIJDiuK1Ils/view?usp=sharing

Note: There are tons of mod loaded. The sandbag was modded to be minisized (Better barricade mod).
#2
Mods / [Mod Request / Help] Looking for some old mod
October 14, 2019, 04:23:37 AM
Hello, just a come backer here.

I'm looking for some old mod that i can't remember the mod name, used a lot of mods in beta. I tried looking on the workshop and forum but there was too many of them.
If i recall correctly, there was mod called "Smarter Haul" and "Live stock animal" but i can't find them now.

So i'm asking if there are mods that have / similar feature like this or if there's a update version of them or already implement into the game.

- I can set colonist's hauling radius so they will check for the closest to them first then go for the far away. Also i can set for workbench too.
- They choice path smarter, like go cross river if it move more quicker instead of go around.
- Priority hauling zone order, for case when you just buy a bunch of stuff from trader and they all drop on the ground, so you don't have to right click 1 by 1.
- Unforbid/auto unforbid all items loot from droppod, raider, animal product, etc. So you won't forgot, or let rot unnoticed.
- Live stock will go looking for grass outside of restricted zone first when hungry instead of storming into food stockpile.
- Handler automatic butcher the animal when they reach adult/max meat cap size when chosen to slaughter. Instead of do it right away.
#3
Mods / [mod request/idea] Friendly visitor / Ask for help
February 24, 2017, 02:38:53 PM
I was run into this situation a lot, that my colony have only 1 pawn that can do doctor. Then i got raid, and a caravan arrive. The raider and caravan just ignore each other, even they're enemy in relationship.

Then my doctor got injured. And because he's the only doctor so he bleed to death. And then visitor caravan have 3 doctor in their group. That kind of annoying when see them just wander around your base, eating breathing and do nothing when me(their ally) in trouble.

So i'm ask if anyone make a mod that set visitor will help you defend raider/treating injurer/ firefighting or what ever immediately event that happen when they are in present. Even if you doesn't have closed relationship but that the normal logic everyone would does right?
#4
Ideas / Caravan and transport
February 21, 2017, 09:39:53 AM
I know this is new feature in rimworld, but it's seen like not viable to use yet. I just done some short run caravan and i have some suggestion for the caravan feature.

- Transport spot: Like party and wedding spot, spot where caravans stand to form instead of a random spot which often mils away from stockpile. This also can apply for visitor caravan when they arrive and caravan when they come back home.

- Pre-load: Instead of doing everything, just let the player select the goods for pawns to load first. That won't stress pawns out when they try to load everything in 1 shot which take about days without resting and eating, and it's easier to edit/manage the goods later.

- Room saving: Pawn back from caravan won't forgot their room, this help very much with pawn have room required trait.

- Animal: Animal doesn't need to follow arena restricted when leaving the colony and will stand at transport spot to wait for load-unloading. And may be they deserve a feed from colonist before/after a long drive.

- Price: selling price increase by the distance, idk if this have already in-game because i only doing trade with only 1 town nearest to my colony cause the preparing phase is too salty to make a long run. Reward give for the player who dare to explore the world, not punish them by just have the same price with comms console when they have more risk and cost.

- Stay form: Caravan will stay form until dismiss, if you're doing more run but just coming back to gather supply, this will be a pain when you have to form it again and have no idea what goods they have if you don't check every single one of them. Or the problem about pawn do unnecessary-unloading i was post in bug district.
#5
Bugs / [A16] Pawn unloading animal when forming a caravan
February 19, 2017, 06:11:15 AM
The bug happen when you use same animal which used in last caravan and had been unload manually.

Everything that loaded to form a caravan will be considering to be unload by other pawn have hauling job. Otherwise they'll load-unloaded infinitely.