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Topics - Vlad0mi3r

#1
Ideas / Batteries could be different....
March 27, 2019, 07:37:57 AM
So batteries have catastrophic fails releasing all the charge at once. Batteries don't do this, well they do explode if they are lead acid and not well ventilated.

What does happen is batteries loose their ability to hold a charge. All batteries do this.

My suggestion would be that batteries loose .1% capacity each day that they hold current. If the batteries go under 50% charge then they should loose .2% capacity per day.

Just a thought.
#2
Ideas / Training food choices
February 03, 2019, 12:56:15 AM
Now we can set food restrictions for colonists. How about food restrictions for training animals?

Please use the kibble for training not the raw materials that can make twice as much kibble.
#3
Ideas / Shelves why only 2 square?
February 03, 2019, 12:53:05 AM
This is really a mod request.

Shelfs of only 1 square and shelfs of 3 squares. I am trying to keep my kitchen running smooth and fast but its not easy on the space when you can't just have a one square shelf.

Maybe rimfridge is the way to go but that costs power.

Is a one square shelf to much to ask?
#4
General Discussion / Tynan Well Done (Completed 1.0)
December 04, 2018, 08:47:50 AM
Well I have finished and launched the ship with 12 colonists. Randy Rough, Permadeath.

I stopped playing around 18b and wanted to wait for the finished product. What a product I must say. A super challenge and lots of new touches which refreshed things. The 15 days of hell at the end saw 3 colonist bite the dust (4 if you count using the resurrect on Engie) and really made the game feel like you had achieved a real outcome.

The balance is there, I never felt like i was just coasting along there was always something to think about. Especially with the new diplomacy system which I felt was a bit hard at first but warmed to it by the end.

My one and only frustration and honestly not a big one was the cooks and their habit of collecting the last 3 potatoes from the pile walking past the pile of 75 potatoes on the way to the kitchen then coming back for more potatoes. Some stockpile management reduced this for the critical simple meals so not a big issue.

Thankyou so much for your efforts Tynan and the efforts of your team. Will be Rimworlding again soon


Bet the Ukrainian boys were happy to be at the end of the credits  ;).
#5
General Discussion / Bionics and Caravans?
April 06, 2018, 05:19:37 PM
Why does having Bionics reduce my carrying capacity when in a caravan?

Is carrying capacity determined by mass that isn't calculated using bionic body parts?


#6
Ideas / Road over Terrain
April 03, 2018, 06:41:45 AM
I understand that there are going to be overhauls to how things work world map wise with the 1.0 release.

Just wanted to put out there that the movement speed over a tile should be based primarily on the road type present. This is why roads are constructed, to eliminate the hassle of dealing with the surrounding terrain. A well constructed paved road through a forest is just as easy to walk down as one built through a dessert.
#7
Bugs / Healer Mec Serum "Heals" pregnancy
March 12, 2018, 08:08:13 PM
Situation: Had a Grizzly Bear that had a brain injury and was pregnant.

What Happened: Used a healer Mec Serum on bear to heal the brain injury. (Yes I liked the bear more than my colonists) The serum "healed" the pregnancy.

What I expected to happen: Heal the brain injury.

I am not sure how the Mec Serum picks the worst injury but it always seams to avoid fixing the brain.

#8
Ideas / Save us from the construction Micro
February 24, 2018, 08:22:26 AM
Must fix:

Pathing over blue prints under construction. It is a bit silly at the moment building a room and animals/pawns keep walking over the tile where construction is taking place and it halts the job. Trying to fit an auto door where a door used to be in a high traffic area is a nightmare. Construction Pawn walking off to do something else and micro the only way to get it done.

How to fix it:

Make any blueprint under construction a high cost tile for the purposes of pathing.

Put things back the way things were where if someone walked over the construction nothing changed and the work continued.

Give Pawns with construction the Roshambo trait developed at Level 10 Construction Level 10. Any pawn/animal that walks over a blue print under construction gets kicked in the groin. Instantly downing that pawn/animal (Off the blueprint of course) the construction pawn will then return to the job after conducting the Roshambo. (see urban dictionary for further information in regards to Roshambo)

#9
Bugs / Snow puts out fire under roof.
December 23, 2017, 03:21:56 AM
Circumstances
Playing Radamants new Ice sheet challenge. Noticed that any kind of snow will extinguish a fire underneath a roofed in area. Outside temperature around -100C.

What happened:
Fire extinguished by snow while under roofed area. Plasteel wall section on fire.

What I expected to happen:
Fire to keep burning no matter what the outside conditions are like.

How to make it happen:
Start Radamants save game and dev tool roofed area etc with a fire underneath. Start snow event.

Save game can be found here:

tinyurl.com/rimworldeuropa
#10
Ideas / Crafting spot and smelter skill level slider.
December 17, 2017, 06:01:20 PM
It would be really nice to have the skill slider that you find at say the tailoring bench and other spots at more crafting/work benches zones.

The crafting spot, Electric smelter, stone cutting and growing zones are the ones I'm thinking of. The reason is I don't want my level 16 crafter working on making smokeleaf joints. I want her making components. Same for the other locations mentioned above. The growing zone I can live without but it would be nice to be able to restrict my high level people to high level tasks.

If anyone is aware of a mod that can make this happen glad to hear about it but would be good to see this QOL added to Vanilla.
#11
General Discussion / A18 Vanilla Complete. My thoughts
December 12, 2017, 12:23:28 AM
So A18 Vanilla completed see pictures and saves below if you like. Use the save and images as you like.

https://imgur.com/a/oYLow

https://www.dropbox.com/s/vaurwbtz9u0jegx/A18.rws%20copy?dl=0

So what are my feelings about A18 Vanilla. Its getting there for sure, the new content that has been added has changed the game but not completely.

So my thoughts on the why or gee I don't think thats the best idea.

The new Zzzt but I managed to adjust to play with it. Still don't like it though.

The look of the ship. I used to feel like you were building something with Technic Lego. Now it feels like you are messing around with Duplo. The new ship has odd shapes that defy symmetry. Why at least is the sensor cluster not the same size as the persona core. Its also clunky with some of the parts looking like someone just stretched the image to make it bigger. So anyway would be nice to see some changes here.

The good bits:

Changing animal zones from the animals interaction screen. So awesome so much time saving thank you.

Boomalopes that give Chemfuel. Yay walking bombs that you can keep inside your base. Risk verses reward did I already say Yay.

New mental breaks and mental boosts great to see the plus side for keeping your people happy.

Meteors gave me a laugh this play through especially when it landed on my graveyard of fallen colonists and destroyed the grave yard completely.

Targeting with Grenades and Miniguns. Feel Miniguns now are the kick arse weapons they should be and will now feature as part of my defences.

Still feels like Rimworld which is really important.

So as you can see more positives than issues and I am look forward to Rimworld moving forward.
#12
Ideas / AI Persona Core. More than 1 method to get one.
December 08, 2017, 04:41:17 PM
Having noticed some comments about people trying to get their hands on AI persona cores. The problem that seams to be on the creep is certain map locations Ice Sheets and Islands are not getting access to the required event missions to access them. So here are some Ideas:

1. A very small chance like 1% that a fallen ship chunk has a persona core in it.

2. Poison ships and Psychic ships going back to dropping them at a much reduced rate. maybe 2%.

3. Pirate merchants selling them for a fantastic sum of silver like 10,000+ per unit.

Ok they are the easy ones to implement.

Not easy but interesting in my opinion:

Have a chance that mechanoids drop AI persona chips (Or you can harvest them from them like Syther blades). What is an AI chip you ask? The AI chip is what operates a Mechanoid and links it to the hive mind. If you can get enough AI chips together than you can construct an AI persona core. Lets say 50 chips is enough to make a core.

I would suggest the crafting requirements be Crafting skill of at least 15 with a Research table connected to a Multi analyser also connected to a Component manufacturing Bench (Yes a new connection).   
#13
Bugs / Another Issue with Mech Healer Serum
December 05, 2017, 05:35:29 PM
1.What the circumstances were.
So I used a Mech Healer Serum on a pawn that had suffered a brain injury and received the Trauma Savant trait.

2.What happened.
When I applied the Healer Serum it removed the Savant trait but left the brain injury at 2/10.

3.What you expected to happen.
I expected the Serum to fix the brain injury which would also result in the loss of Savant status.

4.Steps we can follow to make the bug appear on our machine.

https://ludeon.com/forums/index.php?topic=36481.msg374183#msg374183
Try the methods suggested in this post

5.Savegame file
Sorry Permadeath and I don't save scum.
#14
Ideas / How much Boom for a Boomalope?
November 18, 2017, 06:39:53 AM
So now we can milk our little Boomalope friends. The best addition to the game for A18 IMO. So I was thinking that a Full Boomalope would explode more than a recently milked Boomalope. Should not the amount of chemfuel they are carrying adjust the size of the bang?
#15
General Discussion / I Call Bullsh*t
November 05, 2017, 09:16:25 AM
So just had an electrical fault in a power conduit that has no battery involved. The enhanced level of "sorry you can't have agency" is starting to get frustrating. Really frustrating.

Yes A18 unstable.
#16
General Discussion / A18 Raids. Lots of Sappers?
November 02, 2017, 06:07:48 AM
Is anyone else experiencing a large amount of sapper raids in A18? It may just be Randy being Randy but at the moment I am looking at around 70% of my raids being sappers.
#17
Bugs / A18 table range
October 27, 2017, 02:45:01 AM
Pawn not eating at table.

Expected Pawn to eat at table if range under 20 squares.

Pawn ate food in the fridge.

See screen shot for further.

https://imgur.com/a/XcuWz
#18
Bugs / Hunter won't stay on target
October 27, 2017, 01:28:25 AM
Hunter chopping and changing which animal is targeted resulting in lots of dead animals but nothing in the freezer.

Happened whenever animal retreated out of weapon range. Hunter would not follow up but change to another animal targeted for hunting.
#19
Ok, have raiders attack and they have targeted my sandstone wall. Fair enough but this sandstone wall is not surrounding anything. Its the wall I am building to expand my base. One of the attacks was a "They will be very cleaver with their tactics" cool go and attack a wall then mate??? see screen shot for further explanation.

https://imgur.com/a/Mil7v

Moderator's edit (Calahan) - This was incorrectly posted in the A18 feedback thread (so moving it to bugs where it belongs).
#20
General Discussion / Finally a Thrumbo Calf
August 31, 2017, 02:49:43 AM
Well it took a lot of luck and some high level handling but finally after the 80 day pregnancy He finally arrived. I give you a baby Thrumbo.

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