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Topics - mvargus

#1
Support / my colonist stopped working
July 11, 2019, 09:45:32 PM
My colonist will obey a right click "prioritize" and do one thing, but with then just stand there endlessly.  I'm running a scenario with a solo start, so if this one colonist doesn't work....

I do have a ton of mods, so I expect its a mod issue, but I was hoping someone here could give me an idea on where to start looking for the fix.
#2
Mods / [mod request] Instruments
September 04, 2018, 02:09:55 PM
There have been a number of mods that added musical instruments.  Yet, as of today none of them have been updated to B19.  Is anyone working on updating them.  It would be nice to have instruments in the game again.
#3
Bugs / Strange Wound in unstable
August 03, 2018, 09:17:45 PM
My girl here somehow had her waist cut off.   

[attachment deleted due to age]
#4
I don't know how exactly to explain this one.  I had just started the game back up when I noticed a huge hole in the north wall of my colony.  I tried to just rebuild the wall, but the system beeped and said that building the wall would interfere with an interaction spot.   The problem was nothing was there.

I opened dev mode and after a couple of tests found that 5 "loading benches" had somehow had their blueprint loaded, but the objects were not built.  They did claim the area though.

I tried "Tool: Destroy" as well as god mode deconstruction and cancel, but nothing will remove these invisible benches that I never built.
#5
General Discussion / Why do my passive coolers never work
September 05, 2017, 09:19:49 PM
I like to play tribal starts and if there is a heat wave will throw down a passive cooler.  However, the inside and outside temperatures remain the same.  I'm watching my current game and both inside and outside its now 115F despite a passive cooler in the room.
#6
Mods / Question on mods that add races
September 04, 2017, 02:42:30 PM
I know about the Orassan mod (I like it) and the Beast Man Tribes mod.  (its nice, but it seems to overwhelm any human visitors.  I played one game and just about every visiting band was a beast man group.)

Are there any others at the moment?
#7
Was playing a tribal start.  After 2 years I had a good base, but couldn't craft any firearms.  Then a poison ship falls.

I'll admit I screwed up badly on how I set up my attack, but all I can say is that my team was curbstomped.  The "heaviest" weapon I had was a great bow.  I did have some animals to try to take the melee part, but it didn't seem to matter when 2 scythers appear the instant I touch the ship chunk with a melee weapon.

So I question.  What do I do?  Do I try to have more animals?  Do I take time to build some defenses like sandbags or embrasures to give my people limited protection from the charge lance?

Help!
#8
Mods / Is this a possible mod conflict
September 02, 2017, 12:31:46 PM
my colonists refuse to equip weapons on occasion.  I just tired to have one character equip some EMP grenades, but she just kept walking to them and then turning away.
#9
General Discussion / Arrgh!
August 31, 2017, 08:53:24 AM
I've been trying out a custom start, because I kind of want to write a story of a successful colonist.  I'll admit the start is very tough as you get almost nothing, and also have only tribal level tech with 1 colonist.

So far I've tried 3 times.

First time - died after 11 days due to heat stroke (heat wave raised temperatures to 154F and I was out of wood for a cooler due to building other items just before heat wave started)
Second time - died after 11 days due to a manhunter pack.  I forgot to micromanage and my pawn went out to harvest the crop fields.  They managed to get back inside, but the animals bashed the door down.

Both of those were on Randy Random (rough)

So I try again, but on Cassandra Classic (rough) since Randy appears to hate me.  This time I get past the first season and during the second 15 days I even finally recruit a second colonist (a refugee, but it works).  It's looking good...

Cassandra sends a pack of 12 alpha beavers to kill all the trees.  I send my new colonist out since they arrived with a lever-action rifle, but they take too many shots each time to get a hit, so I switch them to a short bow....
They activate the whole group of alphabeavers into a manhunter pack and get taken down.

My original colonist managed to hide out for a while, but I tried to sneak out to rescue my other colonist.  The beavers caught me on my way back to camp....

and.... there went another attempt out the window.  :(

I love this game.  Someday I'll pull this scenario off and get off this rock!
#10
Stories / A new player describes his mistakes. :P
August 28, 2017, 07:56:42 PM
Well, I figure I should write up a story, although I'm relatively new to Rimworld and making so many mistakes.
So. I'm going to describe my fourth and fifth attempts to get a game started.  The first was very experimental and I stopped after learning a few things about setting up the base.  The second was more successful, but I opened up a wall to an ancient structure without realizing what I was doing.  The insect hive inside wiped out my small colony fast.  I think I had just five people at the time.
My third was successful, but was still with the vanilla game, and when I found the mods I decided to start over.  (the fact that 2 of my best colonists had suffered brain injuries from gunshots discouraged me from continuing.  I had to take my top builder off construction after too many failures.)
So we get to my forth game.  I had uploaded the combat extended, medieval times, hospitality, recon and discovery mods as well as a bunch of other small QOL and display changes like additional hairstyles and the Osarran (sic) race add on.
So I started my forth game.  And for the first time decide to set up on arid scrubland with a river and a road passing through the tile. (all previous attempts were in temperate forest with no road or river.)  I did this after watching a couple of Youtube playthroughs, although I did set up on plains rather than hills or mountains, which appear to be more popular.
The game started slow.  It took my people a while to get the base set up, and I made a couple of mistakes. However, I was mostly happy even while I couldn't get anyone to join the colony.  I seemed to kill the few raiders I saw and none of the visiting groups had someone I wanted enough to accept the loss of favor with the faction they were part of.
Then I get notified of a "trade fair" being held just a short distance away.  I still don't have extra people, but I send my best negotiator with my only muffalo as a pack animal.
At the trade fair, he runs into a slaver and is captured.  The colony got overrun by raiders a short time later.  So... time to start over, and this time no solo caravans.
So my current game.  I'm new so I run with Phoebe Chillax as a storyteller at "some difficulty".  The usual 3 colonists.  Landing in arid scrubland with a river and an ancient stone road.  The land scans say that granite, slate and sandstone are in abundance.
My colonists on landing are:
Kevin – great social, growing, medicine and research.  Melee of 3, no shooting.  He's going to be my negotiator and trader as well as my doctor.  He got the plasteel knife.
Kane – good cooking, shooting of 5, interested in construction.  She's my cook and builder as well as the holder of the rifle.
Ray – not great at any skill, and can't do social, but has at least a 2 in everything else.  Only 2 shooting.  She got the pistol
Augusta – Kane's bonded pet rabbit.
**
It wasn't a great group, and I worried about the low shooting, but I could cover all requirements.  We looked at the tile (large 300X300).  I saw at least 2 ancient structures or at least the hints of ones based on walls embedded in hillsides.  One was in a hill that had a lot of steel. (curses).  Fortunately steel was available, there was another small hill about 8x10 that appeared to be mostly steel.  It was on the north side of the river.  The best fertile soil was just south of the river and to the northeast of the road.  I decided to set up on the east side of the fertile area.  My first orders were to put in a wind turbine while a 12x12 wooden building went up.  The building quickly had coolers added. 
That would be my only wooden building.  As soon as I could I had Ray cutting granite blocks.  The first rooms were small, but after 3 days Kevin, Kane and Ray had roofs over their heads.  Kevin even had plots of rice and corn growing.  (I don't use the mod that makes seeds necessary, yet.)
I did have some visitors, but of course, no guest beds or real amenities.  The only joy found was a horseshoe pole set up near the small room that had originally housed all my people, but was now just Kane's. 
So for the next 2 seasons (I didn't track days, might have been more.)  Ray cut up granite and she and Kane would build walls that eventually formed a large almost rectangular enclosure.  The western end was mostly farm plots with 3 wind turbines supplying power to the base. 
At this point I'm still at just 3 people.  I did set up a barracks for guests.  It has six beds.  Right after I opened it a raid to occured.  The raid was stopped and I took 2 prisoners who I placed in what had been the guest barracks.  (I didn't have any other beds in place.  Bad planning on my part.)
One of the prisoners was not useful.  I played "catch and release with him", but the other, a teenage female named "Bowman", looked useful, mostly as a backup for Ray, although with melee skills.  Kevin was working on her when a group of visitors arrived.
I'll admit I panicked and released Bowman at this point, so the room could be turned back into a hotel for the visitors.  By now I really wanted more people and I looked over the group.  None were great, but I decided to have Bowman try to recruit a pawn named "Orange."  She had shooting of 4, but also had some animal and mining skills that could be useful.  This time Kevin worked his magic and I finally had a fourth colonist.
Oh, the raid that occurred where Bowman was captured did result in some harm to the colonie's animals.  Kane's bonded pet rabbit refused to stay near her and was killed, and the colonies only Alpaca suffered a crushed jaw.  (How she eats I have no idea, but she's still going.)
Anyways, Kevin had been amazing as a farmer.  I had over 1000 rice and 2000 corn in storage and was running out of space in the walk-in freezer/food-prep area.   And there was a friendly outlander colony just a day's walk up the road.  This will be totally safe I thought.
So I had Kevin (plasteel knife) and Orange (sling) load up our one alpaca and head west down the road...
Where I promptly ran into raiders who demanded everything or else.  Me being stupid I fought.
Now the alpaca stayed out of it (the injury).  The 3 raiders included 2 with improvised guns.  And by the time two raiders were dead and the third ran away, Kevin was dead.
So I lost my colonie's grower and negotiator.  (Kane by this time had improved in medical enough to be effective.)
I did purchase a second alpaca from the settlement, but then had Orange rush back to camp.  My plans were definitely going bad in a hurry.
But things weren't over yet.  Bowman sent word that she was willing to join if we protected her from bandits.  We agreed and she arrived on the tile at one end of the road north-west of town.  I rushed all three of my colonists to the gun ports I had built into the north-west corner of the settlement.  By this time there were just 5 ways to enter the base.  2 on the north, 1 on the east and 2 on the south side of the colony.  The west wall is solid stone except for gun ports.
Bowman turned away from the road and followed the river along the north side of my base until reaching the ford leading to my first entry on that side (my fishing pier is set up there.)  Three of the bandits followed her.
One didn't and I sent Ray to take care of her.  Ray failed and was knocked down.  The bandit also broke one of the colony's batteries.  Fortunately the resulting explosion caused no significant damage.  (granite walls are tough and I don't put batteries next to each other. – However, the other battery sites next to my original, still wooden building, but the raider never made it to that one.)
Orange was also hurt during the attack before we drove off the last of the raiders.  We did capture 2.  Giggles and Sheep.  Kane and Orange were going to try to recruit them.  (Yes, with their social skill of 1 and 1.)
However, just as I got them settled in a group of traders arrived from the south.  They disrupted what little work I was doing.  I couldn't even get all of Ray's wounds healed before raiders joined in the growing party.  This time they came from the North.
They came directly for the boardwalk entrance.  Kane and a still recovering Ray raced to the gun ports to the west of the entrance.  Orange headed to a port just to the east.  Bowman, now armed with a club was waiting behind the walls to the east.
The raiders had someone with good aim.  Kane and Ray got one, but were then forced back from the gun port, with Kane taking damage.  Orange was also forced back and two melee fighters got inside.  The visitors mostly watched as Bowman was downed, before I was able to rally.  We captured Marjot as well as acquiring a boar spear (normal) and a long sword (excellent.).  Another downed raider died before Kane could treat them after we captured them.
In the end we had 3 raider bodies stacked in the discard stockroom.  (I later discovered that another raider had died far to the north.)   And 3 more in individual cells.  (I had learned from the last time, although Marjot's room was actually the brewery.  It was the only remaining finished room where I could stick a bed.  – that bed was later moved to a new room at the southwest corner of the current base.)
So with everyone hurt, I now have to recover and try to recruit 3 raiders despite having no one with social skills. 
I did decide that the openings into the colony need to be closed.  The one at the boardwalk went first.  It was just two spaces wide.  In went a granite door and more granite walls.  We also added a pair of gunports facing west since a number of raiders approached by wading up the river from the road and this port would cover that route the whole way.
Granite near the colony is now in short supply.  I had to scan for a nearby cluster of granite chunks.  The next planned expansion is from the northeast opening.  This is a full expansion as the colony will be adding about 125 tiles.  The actual doorway area is built up, with a small pocket of gun ports just north of a west facing doorway.  The rest of the wall still needs to go up, but granite blocks are in short supply.  Ray has been recovering from her injuries as well as trying to hunt for some meat.  Which got her dropped by an angry kangaroo.  (another mod I run to add Australian animals.)
Then in a miracle, Kane talked Giggles into joining.  But... Giggles is a melee fighter with some crafting and not much else.  Oh, well, I set her to making some shields and more sling stones for Orange and Ray.  Bowman has the boar spear and Giggles took a steel club.
But now we have tremors occurring.  Sections of roof fall on a regular basis.  Bowman and Orange are spending most of their time repairing and cleaning damage as well as trying to get the growing areas going again.  (I had shut several down when my foot storage overflowed.)  Sadly, one loss with Kevin's death was felt here.  I have plots for the healing root as well as hops, but no longer have a good enough grower to plant these.  And the recent fights cost me more than 20 units of medicine.
But we march on.  Sheep just signed up.  She's another melee fighter, but that should give my range fighters a bit more survivability since its melee attacks that have caused me the most trouble and I now have three of my own to use to keep them away from my range fighters.
I'm still hoping for Marjot, as she has great social and research skills and would fill the hole Kevin's death created there.
The tremors did cause one surprise.  I got an alert that a falling piece of ceiling damaged a Scyther.  The go to location was within an adobe walled ancient structure embedded in a hillside.  ( the one with a big deposit of steel, one of the few on the map.  Curses.  Oh, wait.  Don't I have some EMP grenades.  Would those work here?)
So now, about 2 years in.  (again, I haven't tracked days.)  I have a base, but it isn't perfectly enclosed yet.  I have a severe shortage of workers, but I'm trying to improve that.  I lack shooting.   But I can say I'm having fun.

The roster for now: 
Kane - Herbalist - shooting 8, animals 7, medicine 10, cooking 14, construction 16, growing 7.  Primary cook and medic.  Used to be primary builder as well.  Carries the Lee-enfield rifle.

Ray - Chemist - shooting 3, melee 5, animals 6, mining 8, crafting 8.  Was primary miner and crafter for the colony.

Orange - Warrior - shooting 5, melee 9, construction 11, growing 5.  New top builder (she's passionate about building.)

Bowman - Pilot fan (teenager) - shooting 0, melee 4, animals 4, growing 4, intellectual 5.  mostly a grower and cleaner right now.

Giggles - traumatized youth (teenager) - shooting 2, melee 7, medicine 5, growing 5, crafting 4.  She's been a backup crafter since she was recruited.

Sheep - Cave Tender - shooting 0, melee 4, medicine 10, cooking 8, crafting 4.  nothing special.

Kane has my highest social, at 3 after her time spent wardening.

And hopefully soon.
Marjot - scientist - shooting 4, melee 12, social 4, intellectual 10, medicine 9.  And master diplomat.

And the supporting zoo.
2 alpaca – both female.  (injured one - bonded to Kane.)
1 desert rabbit
1 rabbit – found due to the "what's up doc" event added by a mod - bonded to Ray.
1 hen
#11
General Discussion / A few questions
August 28, 2017, 07:32:59 PM
I'm a fairly new player and find that I have a few questions.

Things the game doesn't detail very well and I'd like to know before I make more mistakes.

1)   Do turrets shoot over walls?  So far I haven't built any, but reading the stories it seems like they will be extremely necessary in the future.  Can I have them inside my defenses or do they go outside?

2)   Cassandra v Phoebe v Randy?   So far I've run Phoebe on base-building or some difficulty.  I do this because the descriptions of Cassandra suggest that the difficulty increases over time and the description of Randy makes me wonder what would happen.  But recently I read a few posts saying Phoebe can be the worst storyteller.  How do I know which one to use?

3)   What events exist?   I've only seen the basic "raid", "visitor", "Mad animal", "visiting alphabeaver swarm".  I've read about some kind of insect hive infestation, but haven't understood that.  I've also seen people post about psyche ships and poison ships.  What are these and how can I prepare good defenses?

4)   So far I've always built on flat terrain and had to build walls all around my base eventually.  I've seen videos suggesting that building in caves is better, but then a suggestion that insect infestations become more common.  What is everyone thoughts on this?

5)   How do insect hive infestations work?  What can I do to prevent them?

6)   How many pawns named "Diver" have you seen in one game.  I think I'm up to 8 in my current playthrough.  He leads one faction and is a guard with just about every visiting caravan.

I'm sure I'll think of more, but that's it for now.
#12
In every play I've done I've planted and harvested at least one growing season's worth of haygrass.  I've taken the hay along on caravans and left it out for my herbivores.  None will eat it.  They'll munch on my kibble before they touch the hay.

What is the signal than an animal eats hay.  I checked a couple of animals I know eat hay in real life.  Here's their list of "foods".

vegetables
seeds
live plants
meals
processed foods
kibble
liquor

I don't see Hay, and they don't seem to see the hay waiting for them to eat it.
#13
Mods / Fairly New Player looking for mods
August 26, 2017, 10:56:11 PM
I just got Rimworld recently, and my girlfriend is a bit mad at me because I have been playing it so much. 

That said, I'm noticing that the vanilla game does kind of run out of things to do once you get a colony set up (even if you really mess it up like I have). 

I've already uploaded a lot of the mods in the suggested lists found here and in the reddit for Rimworld.

What I'm looking for now are the ones that add what I'd call color.

More animal types
Races other than humans
More things to research
etc.

I'm not too excited by the combat and weapon upgrades and right now I'm avoiding the bionics.  Yes, I know they can improve the game, but I'm looking for things that make the game more interesting by adding story, not interesting because I've raised the difficulty from challenge, to "OMG! what was I thinking"

Hopefully you'll have some suggestions.  Right now I'm browsing the list of mods on steam, but there are quite a few and I am not sure what will fit what I'm looking for.

Edit:  I do want to know if there is a good mod for adding more factions to the start of a game.  The most I've seen in the base game is 5, and that is usually 2 trading factions, 1 tribe and 2 pirate gangs.  I'd love to see more variety here.