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Topics - 5thHorseman

#1
General Discussion / The TRUE origin of "Septober"
December 26, 2018, 03:25:19 AM
So I was just watching Santa Claus Conquers The Martians (Don't you judge me!) and was shocked - SHOCKED I SAY when one martian asked the other what month it was, and the other answered "Septober." It's early in the movie, maybe in the first 10-15 minutes so you don't have to suffer though much to find it. It's a really bad movie.

But it confirms something I've wondered for a while. THE RIMWORLD IS MARS. IT MAKES NO SENSE BUT IT'S THE ONLY ANSWER THAT MAKES SENSE.

Or it's a coincidence.
#2
Mods / [MOD REQUEST] "Non-pacifict lacks weapon" alert
November 20, 2018, 09:50:19 PM
It's one of the more annoying things for me that I tend to notice that everybody's dropped their weapons (for various stupid reasons) only when a raid shows up.

Ranged people are (generally) okay because I just set them to be hunters so I'll get the "Hunter lacks ranged weapon" alert. But there is no such alert for melee people or ranged people I don't want to set to hunters.

I'm sure reasons exist, but I can't think of a reason I wouldn't want everybody who is capable of carrying a weapon, to carry a weapon. It's so important in fact that I'd like an alert to that effect. "Non-pacifist lacks weapon" or something like that.

From what I can tell this would require code and that's beyond me, hence this request.
#3
General Discussion / Removing tech nodes from scenario?
September 30, 2018, 08:56:40 PM
I tried my hand at a "Nakeder Brutalitier" scenario. I wanted to remove the last resource the player had available: The scant few tech nodes you get at the start. Even going with a Tribal, you get a couple tech nodes. In the Scenario Editor you can add nodes, but I can't find a way to remove them. So that brings up my two questions:

Is there a way to remove them that I'm not seeing?

Is there a way to remove them outside of the scenario editor? I'm happy using debug commands or simple patch file modding but probably wouldn't go so far as to bother writing code to mod it.
#4
General Discussion / Worst 6 traits?
September 26, 2018, 10:49:19 PM
I had an idea for a game, where I'd take 3 crash landed pawns who each had 2 of the worst 6 traits in the game. However, I'm not sure which 6 would be considered by the community to be the worst.

The "Big 3" candidates I have right now are:
Chemical Fascination
Gourmand
Pyromaniac

The possible ones to add that I have are:
Annoying Voice
Creepy Breathing
Wimp
Chemical Interest
Slothful
Slowpoke
Depressive
Volatile
Staggeringly Ugly
Psychically Hypersensitive

So, which 3 of the 10 possibilities should I put on the list? I'm leaning toward Chemical Interest and Wimp, and maybe Slothful? Don't know. I'd love to hear ideas. Also any really good arguments that the "Big 3" should NOT be on the list are welcome, but they'd have to be pretty good arguments.

Also, an actual ranking of 1-6 worst-best is ideal, as I'd like to match them up 1 with 6, 2 with 5, and 3 with 4, unless you simply can't like with Chemical Fascination/Interest.

My idea is that each colonist would have one of those big 3, and then 1 of the other ones as well, using Prepare Carefully to force those but nothing else, and just take the first pawn that maches the list. Then drop somewhere and see how they die.

I meant fare. See how well they die.

Damn it. How well they FARE.
#5
Ideas / Pawn specific research
September 26, 2018, 12:10:42 AM
Okay I don't seriously think this would make it into the game. Even if the devs LOVE the idea (which they probably won't) it would be a ton of work first implementing and then balancing it. However, it seems like such a cool idea I just had to share.

I always thought it was weird that the "colony" somehow knew or didn't know research tree nodes. If you have a 1-person colony and unlock half the tree, and then die and someone wanders in and joins, how do they know everything that was researched? Likewise if you capture someone from a faction with LMGs, why does that pawn never ever know how to make them?

What if - instead of research being tied to the COLONY, it was tied to the PAWNS? What if a pawn came into the colony knowing a tech tree node, and they could teach it to others? What if pawns could only learn a certain total number of nodes, and/or needed to be a certain skill level in the appropriate skills to know the research? What if WHO did the research mattered, because not only would they research faster or slower but THEY would be the one who learned the node?

So someone could join who knows how to make a star ship engine, but can't make a component. Or they can make bionic eyes but don't know hydroponics. If you have the parts and the right bench, they could get right on eyes on day 1, but if they wanted to grow food indoors they'd have to build a research bench and spend a ton of time trying to figure out this whole plant thing that has always escaped them because their skill is like 2 or something.

A big side effect of this would be that you literally could not win the game (without going for Carl's ship) with a small colony, unless you were really really picky and only took star ship engineers so they came with the knowledge already. You'd need people with not just the skill but knowledge to progress further. Your 1-2 person colony could simply not learn everything necessary to succeed.

Like I said, this was all just a random thought but I sat on it for a day before posting to make sure it didn't start to feel dumb and it still feels like a really cool idea.
#6
General Discussion / Things you refuse to do in the game
September 18, 2018, 02:54:46 AM
Not sure if this belongs here or in "stories." If a moderator moves it I won't feel bad at all.

I was watching a LP and the player would not allow two people to share a bed until they were married. He understood the game mechanics and knew it was sub-optimal, but he described himself as "old fashioned I guess" and left it at that. It got me thinking, is there anything I won't do in the game, because in reality I wouldn't? I mean, this is a game where I'll happily chop up raiders and feed them to my wargs, or sometimes to my colonists. In this game I leave people writhing on the floor until I can bother to get around to stripping them before they die. I made a zone for a newly-acquired pack of self-taming terriers around a poison ship so when I shot it, they went for the dogs and I could shoot the robots in the back.

Surely, there's nothing I wouldn't do?

Well, that's not true Even though there is no detriment in the game for it, I simply cannot bring myself to clad my colonists in uranium helmets. I *might* put uranium armor on them and I will happily use uranium weapons but helmets? No way. Too close to the brain.

How about anybody else? Any personal taboos that keep you from doing something that is actually beneficial (or at least not harmful) in the game?
#7
In the Work tab the Hunting column shows the average of two skills: Ranged and Handling. It's pretty obvious how Ranged affects hunting, but how exactly does Handling affect it? I can't even think of a way it would, except maybe to decrease the chance of the animal going on a revenge (which doesn't seem to be the case).

I've not seen anything in the game or online that even mentions it, besides the Work tab.
#8
Late in the 0.19 cycle, colonists started retaining their bed designations when going on caravans. This. Is. Awesome. One of my favorite things in the entire version. Seriously.

However, if you stay overnight after a raid and plop down your bedrolls - or even designate sleeping areas for your beleaguered travelers - they will instantly lose their beds back home. This is so sly and dastardly that I had to experience it 3 times before I figured out what the cause was.

So I have a request: Can we somehow keep colonist bed designations at the main camp, even when they get a bed designation on the road? I'd further like in multi-settlement games (even though they're not really recommended) to allow everybody a designated bed in every settlement, plus any on-the-road spots they may make while traveling.
#9
Jump To is available on the messages where someone steps on a trap, but clicking on it does nothing.

I would prefer if it jumped to the trap instead of the person, so I can see where they were dumb and try to figure out a better way to lay the trap out to make them be not dumb.
#10
0.19
I was having a pretty bad time and trying to patch up my people, and then the game forced me to reform the caravan because my time was up. I was told that anybody left behind would be abandoned.
While choosing people, I hit F3. I'm not sure why I did it, but I did.
The "Assign" screen popped up, which cancelled the caravan loading process.
I instantly lost the colonists in the caravan.

This seems a pretty harsh penalty for hitting a key by accident. I think every effort should be made by the game to allow you to continue forming your caravan, to the point where there are 0 ways to exit that screen without confirmation that it's okay to throw these people away.
#11


DOWNLOAD ON STEAM
DOWNLOAD FROM ME (Version 0.1)
(Presumably this is on ModSync 1.0 but I don't use it so have no idea if it works or not)

WHAT DOES IT DO?

All it does is darkens rich soil and lightens poor soil and mud, to make them easier to see next to each other and to normal soil (which I don't change).

WHAT IF I WANT MORE?

Feel free to ask.

If you hate my images, please make me new ones. I am not an artist so just did the best I could.

WHAT'S NOT COMPATIBLE WITH IT?

Any other mods that change these 3 specific graphics. Nothing else, I'd expect.
#12
Ideas / Medical Bills Coded With How Much They'll Help
August 12, 2018, 05:06:55 PM
Medical Bills should have some sort of coding on them (Color and/or some +/- number) to show if they'll help or not.

I realize that installing an archotech eye will basically always be a plus, but I'd like to not have to either refer to a wiki or calculator to determine if I should install a prosthetic. I still don't know how many fingers you need to lose for a prosthetic to be better, or how many scars your legs need. I *think* a pegleg is only better than no leg at all but I'm not 100% sure, it just seems that way from common sense. But gameplay and common sense don't always jive (see: Wearing a dead man's shirt is worse than wearing a shirt made of human flesh).

So, I'd like the bills screen to look something like this (for someone with no left leg and a scarred right leg, assuming 100 is normal, prosthetics are 75, bionics 125 and archotech 150. I don't know the actual numbers)

Install Peg Leg Left (+5)
Install Peg Leg Right (-95)
Install Prosthetic Leg Left (+75)
Install Prosthetic Leg Right (-25)
Install Bionic Leg Left (+125)
Install Bionic Leg Right (+25)
Install Archotech Leg Left (+150)
Install Archotech Leg Right (+50)

...or something.
#13
I'm trying out an experimental type of Let's Play (for me) and embracing the storytelling aspect of the game, and am telling stories from the perspectives of the people I send out, naked and alone, onto these seemingly infinite Rimworlds.

In episode 1 we meet Sarah Jayne Ogden. SJ to her friends. Street Urchin turned bartender turned castaway. How long can she survive, naked and alone? Find out here.
#14
For my mod Toolboxifier, I have found that I have to sometimes add and sometimes insert into the buildings the code I need. In some cases, I do something like this to add references to items that have a "comps" section, but no "CompProperties_AffectedByFacilities" within it. This works fine.

<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "ElectricStove"]/comps</xpath>
<value>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>Stool</li>
<li>DiningChair</li>
<li>Armchair</li>
<li>PowerConduit</li>
<li>WaterproofConduit</li>
<li>PowerSwitch</li>
</linkableFacilities>
</li>
</value>
</Operation>


Sometimes though the buildings have no comps section, so I have to insert it. I do this and it works fine as well:

<Operation Class="PatchOperationInsert">
<xpath>*/ThingDef[defName = "Brewery"]/description</xpath>
<value>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>Stool</li>
<li>DiningChair</li>
<li>Armchair</li>
<li>FermentingBarrel</li>
</linkableFacilities>
</li>
</comps>
</value>
</Operation>


Where I have trouble is for those buildings that have a comps section, and within that comps section already have a "CompProperties_AffectedByFacilities" li with a linkableFacilities section. I do this currently:

<Operation Class="PatchOperationInsert">
<xpath>*/ThingDef[defName = "CraftingSpot"]/comps/li/linkableFacilities/li</xpath>
<value>
<li>Armchair</li>
<li>DiningChair</li>
<li>Stool</li>
<li>ButcherSpot</li>
</value>
</Operation>


This actually works. It does what I want. However, I get tons of errors, one per building that exists in the world, upon loading a save. Also, whenever one of the buildings is created (either by the pawns building it or by my creating one in god mode) I get another error.

Here's an error on save load:

Exception spawning loaded thing CraftingSpot54573: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.CompAffectedByFacilities.CanPotentiallyLinkTo_Static (Verse.ThingDef facilityDef, IntVec3 facilityPos, Rot4 facilityRot, Verse.ThingDef myDef, IntVec3 myPos, Rot4 myRot) [0x00008] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:113
  at RimWorld.CompAffectedByFacilities.CanPotentiallyLinkTo_Static (Verse.Thing facility, Verse.ThingDef myDef, IntVec3 myPos, Rot4 myRot) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:56
  at RimWorld.CompAffectedByFacilities+<PotentialThingsToLinkTo>c__Iterator1.MoveNext () [0x001b3] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:384
  at RimWorld.CompAffectedByFacilities+<>c__Iterator0.MoveNext () [0x00100] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:346
  at RimWorld.CompAffectedByFacilities.LinkToNearbyFacilities () [0x00051] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:580
  at RimWorld.CompAffectedByFacilities.PostSpawnSetup (Boolean respawningAfterLoad) [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:291
  at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x0002a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:231
  at Verse.Building.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00020] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:55
  at RimWorld.Building_WorkTable.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\WorkTable\Building_WorkTable.cs:49
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x0027d] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:105
  at Verse.GenSpawn.SpawnBuildingAsPossible (Verse.Building building, Verse.Map map, Boolean respawningAfterLoad) [0x0013c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:184
  at Verse.Map.FinalizeLoading () [0x00181] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:443
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Map:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:447)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:478)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:39)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)


And here's an error on placing:

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.CompAffectedByFacilities.CanPotentiallyLinkTo_Static (Verse.ThingDef facilityDef, IntVec3 facilityPos, Rot4 facilityRot, Verse.ThingDef myDef, IntVec3 myPos, Rot4 myRot) [0x00008] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:113
  at RimWorld.CompAffectedByFacilities.CanPotentiallyLinkTo_Static (Verse.Thing facility, Verse.ThingDef myDef, IntVec3 myPos, Rot4 myRot) [0x00016] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:56
  at RimWorld.CompAffectedByFacilities+<PotentialThingsToLinkTo>c__Iterator1.MoveNext () [0x001b3] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:384
  at RimWorld.CompAffectedByFacilities.DrawLinesToPotentialThingsToLinkTo (Verse.ThingDef myDef, IntVec3 myPos, Rot4 myRot, Verse.Map map) [0x00040] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\ThingComps\CompAffectedByFacilities.cs:408
  at RimWorld.PlaceWorker_ShowFacilitiesConnections.DrawGhost (Verse.ThingDef def, IntVec3 center, Rot4 rot, Color ghostCol) [0x00020] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\PlaceWorker\PlaceWorkers_Various.cs:374
  at Verse.GhostDrawer.DrawGhostThing (IntVec3 center, Rot4 rot, Verse.ThingDef thingDef, Verse.Graphic baseGraphic, Color ghostCol, AltitudeLayer drawAltitude) [0x00097] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Utility\GhostDrawer.cs:31
  at RimWorld.Designator_Place.DrawGhost (Color ghostCol) [0x0001b] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Place.cs:131
  at RimWorld.Designator_Place.SelectedUpdate () [0x00067] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Place.cs:116
  at RimWorld.Designator_Build.SelectedUpdate () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:317
  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x0001d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:125
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x0006f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:197
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00036] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:159
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.UIRoot_Play:UIRootUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:178)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:122)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)


Anybody have any ideas what I'm doing wrong? I assume it's me because:

  • This is my first Rimworld mod and all of this stuff is pretty new to me.
  • It's always me
#15


DOWNLOAD ON STEAM
DOWNLOAD FROM ME (Version 1.5)
(Presumably this is on ModSync 1.0 but I don't use it so have no idea if it works or not)

WHAT DOES IT DO?

You know how when you select a production item, the toolbox shows up as a buildable thing?

Wouldn't it be nice if that same thing happened for - say - chairs when selecting tables, or wires when selecting objects that require or generate power?

Well now they do! And a lot of other things too!

WHAT IF I WANT MORE?

If you have any requests just ask. I can't promise I'll add it (especially if it's for a mod) but it never hurts to ask.

WHAT'S NEW?


1.5:
MAJOR rewrite. I basically went through every single item and changed the way I coded them.
There should be NO more problems. If there are (and lets face it there probably are) tell me but for now, I'm considering this bug free.
Re-added mortars.
1.4:
Fixed mortars. Really this time. I removed them from the mod. :D
Changed the Rimworld version to match the new versioning of 0.19.x
Likely the last build for a while unless I need to fix a bug.
1.3:
Fixed loading error spam.
Fixed vents and mortars (hopefully! please report if there are problems!)
More file structure reordering so I can edit the files easier in the future.
1.2:
Switched order of chairs to make mod not be literally unplayable ;)
Added chairs to all previous production items that did not have chairs.
Added other beds to beds.
Modified file structure so I can more easily find and modify things later.
1.1:
Thought I fixed things that I did not.
1.0:
Initial release.


WHAT'S WRONG WITH IT?


  • This doesn't work when you don't own the items. For example, selecting a wall in the terrain that you haven't "claimed" will not let you build a door. I consider this not really a problem so am not looking into it.

WHAT'S NOT COMPATIBLE WITH IT?

I don't know of any mods that are incompatible, and I *think* this will even play nicely with mods that modify the same parts of the items that I modify. However, I know of none that do so can't test it effectively. Note: No modded buildings are in this mod and I don't plan on adding any, mostly because I don't use any mods with buildings and partially because I can't be bothered. However, those mods will still work, you just won't get easy access to chairs for your modded work benches or power lines for your modded power-hungry items.

SHOULDN'T IT BE TOOLCABINETIFIER?

No. That is a horrible name.
#16
Disclaimer: I am *totally* new to modding Rimworld. I've dabbled in modding other games to certain extents so am not afraid of xml files. Though, I learned xpathing about 30 minutes ago.

I have a very small patch file, that works and does what I want with no apparent side effects:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
  <xpath>*/ThingDef[defName = "PowerSwitch"]/comps</xpath>
  <value>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>PowerConduit</li>
<li>WaterproofConduit</li>
</linkableFacilities>
</li>
  </value>
</Operation>
</Patch>

When you have power switches selected, you can now easily select power lines as well. This makes doing power a tiny bit easier.
If I were to expand this so that power lines had switches, it would be even better. And if - say - generators had power lines, tables had chairs, walls had doors... You get the idea.

Is there any problem anybody can forsee to my doing this? My concern is that the code seems to be for defining buildings that help the building in which it's defined. I got the code from beds, that allow you to easily place dressers and end tables. Work benches similarly allow you to easily place tool chests. Am I somehow adding this helper functionality, even if it's not actually helping? Is that inherently a bad thing? Would it cause any problems or perhaps slow things down because there are so many "helper" interactions?

I want to go whole hog with this and enable this for basically everything that could benefit from it.
#17
I'm sending a caravan out and I'm confused by the food rotting times.

I'm sending one person with 1 Muffalo.
I take 2 lavish meals. It says I've got 3.1 days of food and it will rot in 2.7 days. Fine. I assume this is correct.
I add 75 corn. Now it says I've got 8.5 days and there is no rot time.

Why does adding corn remove the rot time of Lavish Meals? Is it just a display bug or will the food truly not rot? I expect it *should* rot, but I'm not 100% sure how I can see if it *does* rot, considering how little info I seem to be able to get out of the Caravan info screen.
#18
You can't stretch a growing zone through a door, which seems reasonable. However, if you build a door over a growing zone the zone remains.

Note the growing zone goes into my comms room, which I built over the zone. I cannot however stretch it into my workshop through the door.

[attachment deleted due to age]
#19
Bugs / [1.0.1964] Deep Drill use vs move
July 14, 2018, 11:37:46 AM
When a drill runs out of ore there is no way to move it without also allowing drilling. Seems whoever gets there first takes precedence.
And you can't tell someone else to move it, as the option is to use it.
#20
Ideas / Caravans can't drop items without settling.
July 08, 2018, 12:13:34 PM
Unless I'm missing something. Here's what happened.

I sent 3 colonists out to fulfill a quest. They took the quest items, food, and some medicine with them. About midway there, it got really cold (I'm near the equator so have year-round growing so wasn't really expecting this) and one of them got hypothermia, and 1 square from the destination died from it. It's 55 degrees F back home, by the way. That's about 10-15 c.

Now the caravan - which is 2 people and a dead body and enough stuff to require 3 people to carry - is stuck. I can't split because that will just leave one person stuck. I can't "settle" because I'm right next to my destination. I tried to split away the dead body and enough stuff so the other two could continue on but the game won't let me. This is what I'd like added to the game.

I *can* go and rescue them, with a large enough caravan to take them and their dead body far enough away to settle so we can leave it. And I *can* divide them in two and send one person with the dead body and all the other stuff far enough away that they can dump him in the woods and then come back. Neither is very time efficient and if one guy can die from hypothermia in springtime temperatures I don't know if the others will as well.