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Topics - Injured Muffalo

#1
Bugs / [1.0.1962] Map text clashing
July 21, 2018, 09:34:30 PM
Recent screen from the map generation.

#2
Ideas / Frozen tileset
July 18, 2018, 08:18:58 PM
Currently there is one thing that happens in very low temperatures that I am aware of. When your colonists sleep in low temperature, you can see their breath. But at other times, we do not.

Which made me realize there should be icicles on outdoor stuff (pretty much any stuff that's cold enough) and frost on things when the weather requires it. Even Age of Empires II had a snow tileset. Snow isn't exactly the same thing, but close enough. It would be neat to see a frozen generator, turrets, and so forth.
#3
Ideas / Power conduit graphics underground
July 07, 2018, 07:41:58 PM
I always thought it was a bit weird that power conduits are run apparently on the ground like an extension cord. I dislike that. My suggestion is that they be invisible ("underground"). Still work exactly the same. Just looks nicer than huge cords across doorways and intersections.  :D
#4
Ideas / Barbed wire
July 01, 2018, 01:51:51 PM
I was thinking about how basic our security options are. Then I thought about mechanoids and hedgehogs. Then barbed wire.

There are many ways it could work.
It could cause small cuts (logically) to those who pass through it.
It would certainly slow those who pass through it.
It could even have a chance of getting someone stuck for a few seconds. Nice!

Currently you can do something similar by building a crapton of sandbags. But that is a workaround to what should be there.

Another option is to make somehow passage possible for your people/allies. Walk between rows of barbed wire, for instance, or some kind of gate that you can place to pass through it. Bring the Great War to your RimWorld today, with a nice long crafted-at-a-workbench coil of barbed wire.
#5
Ideas / Items stuck in doors
June 28, 2018, 08:55:13 PM
This has probably happened to everyone (though of course I searched and found nothing). Some guy drops something in a door. The door won't close. For me that usually means the freezer is full. Well, it was the freezer until that guy dropped a pile of corn in the door and decided to walk away with it open.

So annoying.

Other times you draft or what-ever and people drop meals or even stuff they're hauling in doorways, which means people can get killed for no reason.

Therefore, I suggest either doors should close over items or the door cell should for the purposes of item placement be considered occupied already.
#6
I have a prisoner that in the pidgin language of the RimWorld interface is "incapable of social" and he is placed with another prisoner who can talk. Previously I had two other guys in there who talked until their relations were very high. Anyway...

Now I had the guy who wouldn't socialize. They never talked. It was as if they were unaware of each other - even the social guy won't have the other guy as an acquaintance.

Here's my observation - this doesn't work the same way for colonists. For colonists "social" means trading primarily. They can still react to social things; not sure if they initiate them but they have relationships.

So there seems to be a discrepancy. Talk already!
#7
I've been meaning to ask this. I assume it is linked to the seed. For instance, a game called "Secretary's Smalltown."

Seems to have nothing to do with the faction name, or...anything, really. It's interesting, but also a little confusing.
#8
Bugs / Doctor disturbs patients' sleep to feed them
June 23, 2018, 10:21:46 PM
Just what it says on the tin. It shouldn't upset patients to have the doctor come to feed them in bed. They are always in bed.

I guess the alternative is for the doctor to delay the feeding until the patient is awake. But then again in this game the patient is likely to jump out of bed missing half their blood and so on to have lunch.

Furthermore, my hospitals have more than one bed. So other patients can be disturbed as well. I feel this is inappropriate in this context.
#9
Ideas / Ambrosia and gold look too similar
June 16, 2018, 10:51:43 AM
You kind of have to squint at it to see what you've got. Granted neither are common and ambrosia is rare and transitory, but when you have both seeing what you have is tricky.
#10
Ideas / Better lighting equals faster work
June 14, 2018, 11:29:08 PM
More light in an indoor area, production bonus. Nothing crazy, just a few percent.

I thought of this when my workshop was remodeled and became well lit and I realized it was all cosmetic.
#11
Ideas / Joy meter - change "gaming" to gameplay
May 27, 2018, 11:01:01 PM
There are a few types of game related joy specified in the joy tooltip if a colonist has experienced such joy like gluttonous or meditative. Then there's this "gaming" nonsense broken into categories like dexterity or cerebral. Here's the thing...

Playing chess is not "gaming."
Throwing horseshoes is not "gaming."
Poker might be gaming, technically, but that's a strange and eccentric way to say that. No one playing poker says "I'm gaming" when you ask them what they are doing. No, they are "playing poker."

The solution here is simple, as I mean for it to be. This category is gameplay.

5 minutes to fix this travesty.  :D
#12
Ideas / Gender inappropriate language
May 19, 2018, 09:45:59 PM
Yeah, another linguistic thread. RimWorld earned them.

Many descriptions have linguistic problems. I don't know if the intention is to be gender neutral, which I suppose is an idea, but that is not the same thing as gender not existing. In this game there are genders, so it only detracts from the game when you build a story around your character and the game refers to him as "they." For example,

Elizabeth divorced me - We made a commitment and "they" just tore it up!
My rival Jonathan died - It serves "them" right!

Those statements make perfect sense (and I suspect that is why they were written that way) as long as there are no individuals in reference to them. They and them are plurals. So yes, check the gender and stop calling every individual "them." It's creepy.
#13
Bugs / Caravan pathfinding
May 19, 2018, 11:19:35 AM
I formed a caravan to go buy some food. Due to mountains, the quickest route goes away from the destination and loops around following a road.



You can guess what happened. They seemingly tried to go directly there through the mountains. I never saw that happen before, so I didn't realize there was a problem until the caravan was starving...which wasn't good since the purpose of the caravan was to go buy food for the colony.

Save file: http://www.filedropper.com/goodwillsplainpermadeath
#14
Ideas / Caravan status alert
February 28, 2018, 10:54:49 PM
Yeah, another caravan topic.

So my recent experience with a large caravan (11 colonists, 1 prisoner, 11 animals) was that it was surprisingly hard to arrange and then it didn't go anywhere. Apparently the hold up was not every person or animal was awake.

So that may be the main thing with caravan packing, or maybe it's a missing item or whatever. I think we need some kind of status check we can look at to see what is going on. The colonists do show if they're packing or moving, but it's all quite vague unless you already have it figured out.

Id est we have stages, touch all animals, gather to one spot, packing stuff, and then leave unless there's a hold up like an asleep animal or a mental break or a missing banana or of course you get raided while you're packing and someone gets incapacitated (we do get alerts for mental breaks and incapacitation). But a lot of this stuff is quite esoteric and if you don't see it happening, you don't know why your caravan status is "wandering" for several hours.

So if there is no progress happening, I would like some kind of clue that that is the case and what I can do about it.
#15
General Discussion / Failed to send caravan
February 26, 2018, 06:39:47 PM
I want to move my base. So I waited until everyone was in a caravan mood (because it's RimWorld and people don't pay attention to their needs during caravan formation) and selected everything to be included in the caravan.

I forgot to pack something I wanted, but I know there is no way to deal with that. Then an animal was born during the packing process. I guess it gets left behind?

Anyway, the packing was completed. Then began the wait. I was expecting an hour or two of delay, but, no. Everyone just wandered around the map aimlessly hour after hour. People fell asleep. Eventually starvation set in: Forming Caravan. Then the mental breaks, and then finally some unidentified caravan member was incapacitated (not that I would have sent it at that point) and the caravan was canceled. I waited over a day with absolutely nothing happening.

So I'm a little confused. Was it something I did? I know it's a "complex" caravan due to the size, but is there a way to make this work? I didn't want to found the new colony first for a couple of reasons, but do I have no choice?

There are 11 colonists, 1 prisoner, 11 animals, and all the stuff everyone can carry. Pretty pissed; I have attempted this like 7 times and it blows up every time. Then when I make every accomodation to make it work, everyone just sits on their asses and it still fails. What is the game doing after packing but before the caravan starts moving? Waiting for everyone to be awake?
#16
Ideas / Sounds - this is your brain on drugs.
February 23, 2018, 12:19:02 PM
Just a comment about some of our sounds. I guess they are placeholders. For instance, rolling a smokeleaf joint sounds like you're frying an egg.  :P

You get the same noise when making kibble; suddenly the butcher table is a stove even though it has no power. I would assume I would hear some sort of chopping sound for these events.
#17
Ideas / Resend caravan button (restart last caravan)
February 22, 2018, 11:05:28 PM
I was putting together a caravan. Of course, xyz has a mental break and gets in a fight with abc and now the caravan is canceled. People drop shit everywhere, animals eat my food, babies are having babies, and time will need to pass before I can send that caravan now.

Then I have to do it ALL OVER AGAIN. No need. The game should keep track of the last caravan configuration (members and items) and I should be able to press a shiny button to restart it. That way I don't have to spend several minutes studying inventory all over again.

Ideally this "reset caravan" thing won't actually send it, but just select everything the previous caravan had selected if it still exists. That way a missing orange or muffalo or whatever won't prevent it from working.

Need this.
#18
I want to move my colony. There is a caravan returning. The caravan arrives and the colonists go do their things like unloading. I ordered a new caravan to pack everything up. But this screen does not include items already loaded on the pack animals.

So the colonists were unloading items I wanted to take but which I could not designate as being items for the new caravan. Therefore, the caravan had to be canceled until the animal was unloaded so it could be reloaded with those same items.

Bad.
#19
Ideas / Improve keyboard support
February 14, 2018, 12:13:17 PM
So, currently we have hotkeys and some basic tools, also the "misc" bindings which AFAIK do something, but what exactly is a matter of research to determine.

But it remains rather rudimentary. Consider the trading screen. I want to select (scroll through) highlighted items, change their quantities, and buy/sell using the appropriate keys. Or the closely related caravan screen. For things which require targeting like selecting specific items, the mouse remains the simplest choice. But for other things the keyboard is easier and faster.

One of the main things I am looking for is shortcuts for specific colonists. Call them #1, #2, whatever their order may be on the top. All we have is a "next" and "previous" button which is MUCH better than nothing, but very crude. I want to be able to jump to #3 by pressing 3 and then use 3 to buy 3 jackets in the trade screen.

Menus as well need this. Load game, and so on and so forth to be highlighted with keys so we aren't shackled to the mouse when we aren't targeting map objects.
#20
Bugs / Rubble can block blueprints
February 06, 2018, 04:28:53 AM
A tornado went through my camp and destroyed a bedroom. I ordered a bed where the previous one was destroyed, and tried to prioritize the task for my builder. But the only menu option I could get was cleaning rubble. There was a guy repairing the wall too, but the bed is two cells and the cell he wasn't standing on was no help.

I do believe the other cell was more responsive when I tried again later.