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#2
Ideas / Comments to news
October 27, 2017, 07:29:55 AM
Think you want to delete 3 particular comments made by some troglodyte. :V
#3
Help / "Some" mod broke mining grid
June 04, 2017, 05:20:47 AMQuoteException in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.DeepResourceGrid.GetCellExtraColor (Int32 index) [0x00000] in <filename unknown>:0
at Verse.CellBoolDrawer.RegenerateMesh () [0x00000] in <filename unknown>:0
at Verse.CellBoolDrawer.ActuallyDraw () [0x00000] in <filename unknown>:0
at Verse.CellBoolDrawer.CellBoolDrawerUpdate () [0x00000] in <filename unknown>:0
at Verse.DeepResourceGrid.DeepResourceGridUpdate () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Mods I'm using:

This started happening after yesterday's update (1577). This DOES NOT happen without mods.
#4
Bugs / [A17.1534] When allocating items in caravan UI, multiple items are allocated
May 11, 2017, 04:31:17 PM
Example of what happens:
1. I have colonists out in the caravan
2. They are wearing, say, armor (any kind)
3. I have extra armors which are stacked in caravan view (say, 3 normal quality Power Armors)
4. If I try to assign power armor to a pawn all 3 armors will be assigned, instead of just one.
1. I have colonists out in the caravan
2. They are wearing, say, armor (any kind)
3. I have extra armors which are stacked in caravan view (say, 3 normal quality Power Armors)
4. If I try to assign power armor to a pawn all 3 armors will be assigned, instead of just one.
#5
Ideas / Infections are way too polarized as of A17
May 08, 2017, 12:27:59 PM
As in title. Infection rate went up with A17. That is all good, but the infection is way too polarized towards you either can apply cure at the very first second, or you might as well consider them dead.
This is especially annoying when you get in any sort of combat while traveling. There is little chance to mend a wound in field conditions without getting it infected. And if it does get infected, there is no way given pawn survives it without proper hospital (or at least bed). I got that vibe from testing A17 changes to caravans (which are, on their own, pretty nice).
I'm not really sure how you could fix that problem without trivializing infections, tho. Adding consumables for it would pretty much mean infections aren't a threat at all. On the other hand, as it stands it is simply not worth it to ever fight while doing caravans.
That said, infections aren't that much of a deal when you have a proper hospital... :V
This is especially annoying when you get in any sort of combat while traveling. There is little chance to mend a wound in field conditions without getting it infected. And if it does get infected, there is no way given pawn survives it without proper hospital (or at least bed). I got that vibe from testing A17 changes to caravans (which are, on their own, pretty nice).
I'm not really sure how you could fix that problem without trivializing infections, tho. Adding consumables for it would pretty much mean infections aren't a threat at all. On the other hand, as it stands it is simply not worth it to ever fight while doing caravans.
That said, infections aren't that much of a deal when you have a proper hospital... :V
#6
Ideas / The I can haul whole Thrumbo but not all of it's part at once problem
February 10, 2017, 01:56:05 AM
So, you know how it is - one pawn can haul Thrumbo, or anything else that then is turned into stuff that single colonist cannot haul.
I've got a while showering idea (actually 2):
a) Why not have colonists drag bigger animals, considerably slowing them? Adding to another idea, which was hunting parties, two or more colonists could drag bigger animals together, making it quicker (bonus points for colonists interacting socially while doing so - hunter couples and so on). Given it would increase the difficult of getting meat from animals, the amount of meat could be potentially increased (but just a tinny little bit).
b) Have the animal butchered at the spot. It would result in meat dropping all around, and you'd need pawns to haul it back to home (at this point some sort of carts or wheelbarrows would be a nice idea). While we're at it, I think we could add bones to the stuff we get from butchering animals. Bone armor (and spears) tribals attacking your colony, anyone? :V
Going further with the additional stuff dropped by butchered animal, I think there could be another item that can get generated when butchering animals - organic remains. These would be all sort of non-meat (or simply meat wasted in the process by inexperienced butcher) parts of an animal that could be used for refining it into oil (for example). It would simply also force you to clean it, and have an area to store it (since it isn't a pleasant thing to look at :V).
The amount of these remains would of course depend on the cooking level of the butcher - higher level, less remains.
What do you think?
I've got a while showering idea (actually 2):
a) Why not have colonists drag bigger animals, considerably slowing them? Adding to another idea, which was hunting parties, two or more colonists could drag bigger animals together, making it quicker (bonus points for colonists interacting socially while doing so - hunter couples and so on). Given it would increase the difficult of getting meat from animals, the amount of meat could be potentially increased (but just a tinny little bit).
b) Have the animal butchered at the spot. It would result in meat dropping all around, and you'd need pawns to haul it back to home (at this point some sort of carts or wheelbarrows would be a nice idea). While we're at it, I think we could add bones to the stuff we get from butchering animals. Bone armor (and spears) tribals attacking your colony, anyone? :V
Going further with the additional stuff dropped by butchered animal, I think there could be another item that can get generated when butchering animals - organic remains. These would be all sort of non-meat (or simply meat wasted in the process by inexperienced butcher) parts of an animal that could be used for refining it into oil (for example). It would simply also force you to clean it, and have an area to store it (since it isn't a pleasant thing to look at :V).
The amount of these remains would of course depend on the cooking level of the butcher - higher level, less remains.
What do you think?
#7
Ideas / Tilt the planet so it represents the seasons better
February 09, 2017, 06:38:51 AM
Just like Earth.
Also, events like Eclipse and so on should be applied to all colonies.
Toxic fallout should affect large portion of the planet, too (maybe visible on the world map?)

Toxic fallout should affect large portion of the planet, too (maybe visible on the world map?)
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