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Topics - lewisd

#1
Version: 0.9.722
Windows 7 x64

I've tested that this is happening with at least crematoriums and electric smelters, so I suspect it happens with everything.

Steps to reproduce:
1. Select a colonist.
2. Right click on a crematorium, and select "Prioritize cremating".
3. Immediately right click again on the crematorium, but don't select anything yet.
4. Wait until the colonist has finished cremating their first victim.
5. Click on "Prioritize cremating" on the menu that's still open.

Expected result:
The colonist goes and gets another corpse to cremate.

Actual result:
The colonist ignores your instruction and carries on with whatever else they were doing.
#2
Bugs / Unroofed all of a sudden? Can't tell why.
March 08, 2015, 09:06:27 PM
Has anyone else encountered parts of your base becoming suddenly "unroofed" without a "new area" being discovered, and without removing walls, etc?  I've had it happen 2-3 times on this particular playthrough, and it's getting rather annoying. Sometimes building doors in parts of my base, and then removing them, will fix it.
I've attached a zip containing the save, and the world.
All the hallways in the base show "unroofed", but they were roofed fine a while ago.
The right 1/3 of the base you'll see is "constructed roof", and the left side is under a mountain.  The "checkerboard" pattern floor area is where my beacon is. I add a no-roof region to allow trade, then remove it to cover back up so things don't wear out from being rained on.
This really seems like a bug to me.

Details:
0.9.722
Windows 7 64 bit

[attachment deleted due to age]
#3
I have hydroponics basins build in the mountain, inside a room full of cryochambers I found. (Cool!)  I put doors in, and heaters, so the room shows as indoors, with an appropriate temperature.  However, when I hover over the hydroponics table, either a complete one, or an under-construction one (not a blueprint though), it shows as outdoors, with the outdoor temperature.  Since it's winter, I'm worried this could affect whether my plants grow properly or not.  Even if it's just a UI reporting problem though, it's still a bug. :)
#4
Ideas / Growing plant "none", for winter
December 13, 2014, 11:49:40 PM
It'd be nice if, in winter, I could set my growing zone to grow "none", so that they don't waste time planting potato plants that are just going to die. I don't want to delete the zone, since I created it specifically on the "rich" dirt only, which took some time.
#5
Hey all,

I'm having an odd problem where right-clicking on some structures with bills doesn't work.  I tried to tell my artist to get to work at a sculptor's table, but there's no right click menu showing up at all.
It's not working for:
cook stove
butcher table
sculptor's table
tailor's workbench

But it is working for the stonecutter's table.
They all have bills, and most of them are active. The cookstove's is marked as inactive because I have enough meals stockpiled.
All of them have the necessary resources nearby, except the butcher's table.  The tailor's workbench and sculptor's table both definitely have active bills, and the necessary resources nearby.
The colonists I've tried with all are capable of performing the task, and have it checked off in the overview.

I've tried restarting the game, but that didn't change anything.

Is there something I'm missing?
#6
General Discussion / Do mechanoids ever give up?
June 14, 2014, 09:57:25 PM
I was doing a pretty good job of surviving, had a nice base built up with large indoor and outdoor areas.  Suddenly, 6 drop pods appeared inside the double-thick stone walls of my base perimeter.  Each pod disgorged a centipede!  I quickly pulled everyone back inside the base, and built metal walls over the doorways. I didn't have stone available inside the base, or I would have used that!
I have hydroponics tables inside, but all my power generation is out there where the mechanoids are running rampant.  They destroyed every turret without hardly breaking a sweat, and are now just running around pulverizing every bit of wall.  I can hold out indefinitely in here, until they cut off the power.
Do they ever give up, like normal raiders do?
(I love this game)
#7
I have a bunch of simple meals (made of potatoes, spoils in 0.5 to 0.8 days) sitting on the ground next to the nutrient paste dispenser. (The stove is there too, so that's where it dumped them)
My colonists keep coming up and taking nutrient paste meals, and then complaining about it!
Is that a bug?
#8
Help / Potted rose mod help - texture not scaling
February 23, 2014, 04:38:07 PM
Hey folks,

I'm trying my hand at rimworld modding for the first time, on build 362.  I'm trying to take the potted daylily, and make a new plant pot that contains a rose instead.  I have it mostly working, except that the texture for the rose appears at full size right away, even though the rose is only 11% (or whatever) grown.

I used the xml files from the Royal Bed mod as an example, and just copy-pasted the potted plant over, changed it's def name, and the def of the plant it grows.  I'm not sure what I'm missing, or doing wrong.

The only real difference I could find between the lily and rose definitions is that the rose has overDraw set to true, and the lily doesn't have it set.  Does anyone know what that does?

Could it have anything to do with the fact that the daylily is a DDS file, but the rose is a PNG? Does it not rescale PNGs?


<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<bulletImpactSound>BulletImpactMetal</bulletImpactSound>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<surfaceNeeded>Light</surfaceNeeded>
<constructionEffect>ConstructMetal</constructionEffect>
<repairEffect>Repair</repairEffect>
</ThingDef>


<ThingDef ParentName="BuildingBase">
<defName>RosePot</defName>
<eType>BuildingComplex</eType>
<label>Rose plant pot</label>
<thingClass> Building_PlantGrower</thingClass>
<texturePath>Things/Building/PlantPot</texturePath>

<altitudeLayer>Waist</altitudeLayer>
<passability>Impassable</passability>
<maxHealth>100</maxHealth>
<flammability>1.0</flammability>
<description>Growers plant decorative roses here.</description>
<size>(1,1)</size>
<workToBuild>100</workToBuild>
<costList>
<li>
<thingDef>Metal</thingDef>
<count>10</count>
</li>
</costList>
<filthLeavings>
<li>
<thingDef>SlagRubble</thingDef>
<count>1</count>
</li>
</filthLeavings>
<overdraw>false</overdraw>
<plantToGrowDefName>PlantRose</plantToGrowDefName>
<fertility>1.0</fertility>
<designationCategory>Furniture</designationCategory>
<sunShadowInfo>
<basewidth>0.3</basewidth>
<baseHeight>0.3</baseHeight>
<tallness>0.6</tallness>
</sunShadowInfo>
<plantsDestroyWithMe>true</plantsDestroyWithMe>
<supportsPlants>true</supportsPlants>
<rotatable>false</rotatable>
<itemSurface>true</itemSurface>
</ThingDef>

</Buildings>
#9
Ideas / Custom scenarios
February 07, 2014, 08:21:06 PM
I think it would be pretty cool to have a few kinds of custom scenarios.  Scenarios that are just maps, and scenarios that impart other restrictions, like which storyteller they use, and/or a set of starting colonists.

I picture a "Start Scenario" button on the main menu, that goes to a list of scenarios to be chosen.  The list would indicate what the scenario provides, any combination of: map, starting colonists, story teller.  Upon selecting a scenario, the player would be prompted for story teller and colonist creating if not supplied, just like starting a normal game.

The maps provided with scenarios would also specify a starting location for the pods to be dropped.

It's not a trivial feature, but it doesn't sound like it's giant either.
#10
Hey folks,

I was trying to update the launch pad wiki page to note that you don't have to create a stockpile, since it does it for you.

I clicked on the "You can help RimWorld Wiki by *expanding it*" link, but got a page saying it was not editable, because of translations.  I tried following all the translation links, but everything say saying that because English is the source language, I can't translate it.

I ended up going to http://rimworldwiki.com/index.php?title=Launch_pad&redirect=no, (Using the "redirected from Launch pad") link at the top, and editing that, but the English page (http://rimworldwiki.com/Launch_pad/en) isn't showing the change, and I can't figure out how to get it to.

I don't know what's up with this, why it's this hard to update a wiki page, or if I'm just missing something.
#11
Ideas / Separate cleaning/firefighting zones
January 27, 2014, 01:46:06 PM
I've got a fairly sizeable (in area, not # of colonists) base going on, some of which is dug into the rock, some of which is outside.  I have long runs of power conduit to some geothermal generators around the map.

To prevent those generators and power conduits from being burned to a crisp, I have the home zone set to be a couple tiles around those, so the colonists have time to get there and start putting out the fire before it reaches anything critical.

However, my sole cleaner (he's not good for much else, the lazy bum) spends an inordinate amount of his time sweeping the dirt outdoors, around my power cables.  Meanwhile, the bedrooms are strewn with rubble left from when they were hewn out of the rock.

It would be really nice if cleaning (home?) and firefighting zones could be set independently, instead of a single "home" zone.
#12
Bugs / Indoor batteries starting fire in rain
November 06, 2013, 11:58:12 AM
A few times in one game, I've had batteries that I built indoors start fires in the rain.

I dug out a small cave, with a 1 tile wide entrance, and put batteries in there.  There are no walls involved, just cave.  I put a door in the entrance. (Though now that I think about it, maybe that didn't work, since there was also power cable coming out through the same tile?)

When I mouse over the tiles in the room, it says "thin rock roof" or something along those lines, but those batteries keep shorting and starting fires in the rain.
#13
Bugs / No power, fixed after reload
November 05, 2013, 12:46:33 PM
I haven't tried replicating this yet, but wanted to mention it despite that, since I haven't seen it posted.

When I was playing my first game, I had a solar storm which disrupted power.  I don't know how long solar storms last, so I didn't think too much about it when there were "no electricity" lightning bolts flashing on everything for a few days, and then more days... but eventually raiders came and wiped everyone out easily because I had only one pistol, and my turrets were down.  During the battle, I went to a turret and clicked the "use power" button off, then right back on, and suddenly the turret started working!  Was too late to save the colony though.  I reloaded from a save, from after the raiders arrived, but before they started attacking, and surprisingly all my electrical equipment was working.

Edit: I just realized this should be in the "Bugs" forum.  Would a mod mind moving it?
#14
Support / When is a room roofed?
November 01, 2013, 04:17:14 PM
I was watching one of ChristonianA's videos on YouTube, and at one point, while digging a tunnel in the mountainside, he discovers a room (or cave, or something).  Later, he digs out that room a bit, making it more square, and then gets a message about being unable to roof it because it's too large.  However, he was putting farms in there, so I'd think you'd want to leave it unroofed, probably?

How does that work?  When does it decide that something dug out of the mountain is roofed or not? Is there some way to tell it to roof or not?  Is there visible indication that it's roofed?  I couldn't see any.

(Disclaimer: I'm a backer, but haven't got the game yet, so I haven't actually played it, just watched it on YouTube.)