^ Title. Nothing else to add but screenshot to clarify what exactly happens.
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#1
Bugs / [1.3.3087] Artifact quest breaks if received when there is no one in colony
August 12, 2021, 10:55:13 AM #2
Bugs / "Covert Installation Investigation" should warn about temporature conditions
August 01, 2021, 09:18:05 AM
Not really a bug, but there is no feedback section (please add one, not every issue is a bug), so:
"Covert Installation Investigation" quest sends colonists to distant place on shuttle, and that place may have very different from player's colony temperature conditions. Without any warning about that or slightest hint of destined location, which can lead, just as happened to me, to total failure, because my dressed for tropical forest colonists weren't prepared for mission in winter in tundra. I believe this should be addressed and some kind of warning added to the quest.
"Covert Installation Investigation" quest sends colonists to distant place on shuttle, and that place may have very different from player's colony temperature conditions. Without any warning about that or slightest hint of destined location, which can lead, just as happened to me, to total failure, because my dressed for tropical forest colonists weren't prepared for mission in winter in tundra. I believe this should be addressed and some kind of warning added to the quest.
#3
Bugs / [1.3.3072] "indoor light" debuff from non-lamp buildings
July 31, 2021, 03:26:52 PM
Some workbenches (Machining table, Fueled/Electric smithy, smelter) and heaters produce short radius dim light, which is enough to trigger "light indoor" mood debuff on pawns darklight preference.
I guess can make sense with smithy and smelter, but not with machining table and heater, which have light just for visual effect. Pawns with darklight preference should not get debuff from them.
I guess can make sense with smithy and smelter, but not with machining table and heater, which have light just for visual effect. Pawns with darklight preference should not get debuff from them.
#4
Bugs / [1.3.3067] Apostate opinion debuff wrongfully applied?
July 22, 2021, 02:28:13 PM
I have an ideology with "Apostasy: abhorrent" precept, and i noticed that my colonists dislike pawns after converting them into my ideology. Description of precept "To leave our ideoligion after having known it is depth of immorality" gives a strong impression that it should only be applied to those who left our ideology, not ones who just joined it.
So, ether it is wrongfully applied or it has very misleading description.
So, ether it is wrongfully applied or it has very misleading description.
#5
Bugs / [1.2.2723] Turret explosion considered as attacking friendly faction
August 23, 2020, 06:49:24 AM
This situation happened: i got difficult mechanoid raid, called ally faction for help, one of them was nearby turret when it exploded due taken damage, and then my relationships with this faction dropped from 65 to 1. Doesn't seem like intended behavior,
#6
Bugs / [1.2.2723] Smelting locust armor returns chemfuel
August 23, 2020, 05:43:58 AM
I'm pretty sure it is not how it supposed to work. Most likely the same happens with phoenix armor.
#7
Bugs / [1.2.2723] Pawns meditate in bed during long-term diseases
August 22, 2020, 09:03:38 AM
As i understand, there is mechanic that makes pawns meditate in bed instead of usual way if they have diseases/injures. Problem is that this mechanic is enabled even during diseases like Fibrous Mechanites, or during normal diseases/injures with "bed rest" job disabled, which prevents efficient meditation unnecessarily.
#8
Bugs / [1.1.2589] "Colored lights" researh has wrong requirements
April 04, 2020, 02:08:21 PM
In 1.1 this technology was changed to no longer require microelectronics and moved left on research tree, but it still requires high-tech research bench, which makes this change insufficient.
#9
Ideas / Breaking wooden weapons for wood.
March 27, 2020, 04:53:45 AM
I'm talking about all these pila and bows that remain after tribal raids, they could be recycled on smithy like firearms get recycled on smelter.
It would help players in inhospitable biomes to sustain braziers, or get single required piece of wood for peg leg in early game.
Overall, with increased need in wood and less frequent traders it seems like a nice simple addition that all extreme biome players will appreciate.
It would help players in inhospitable biomes to sustain braziers, or get single required piece of wood for peg leg in early game.
Overall, with increased need in wood and less frequent traders it seems like a nice simple addition that all extreme biome players will appreciate.
#10
Bugs / [1.1.2567] Smoke is not visible on snow
March 12, 2020, 01:56:36 PM
Not really a bug, a visual issue, but i thought it worth reporting, considering how important smoke for dealing with clusters, and maybe smoke could be changed to be black or something.
In attached file example of smoke on snow.
In attached file example of smoke on snow.
#11
Bugs / [1.1.2567] Janissaries leave too soon.
March 10, 2020, 10:03:06 AM
I got quest that asked me to fight two raids (second in short time after first) and provides two janissaries. First raid arrived and decided to wait, and in a short time second raid arrived and it was a sapper raid with no waiting, so second raid actually attacked first. I dealt with second raid and janissaries decided that their job is done and decided to left me before first raid finally attacked me.
It looks like an oversight, that game decides that quest is finished when second raid is defeated (not both raids defeated).
It looks like an oversight, that game decides that quest is finished when second raid is defeated (not both raids defeated).
#12
Bugs / [1.1.2567] Greatbow can't be crafted without a smithing reseach
March 10, 2020, 04:01:05 AM
Greatbow technology was changed in 1.1 to no longer require smithing technology, but it still can be crafted on smithy only. Player can research greatbow technology before smithing and get zero advantage. This looks like obvious oversight.
And please add greatbows to crafting spot instead of returning smithing technology requirement, it will turn researching greatbows to actually attractive option . And you don't really smith bows anyway.
And please add greatbows to crafting spot instead of returning smithing technology requirement, it will turn researching greatbows to actually attractive option . And you don't really smith bows anyway.
#13
General Discussion / Please bring back camelhair!
March 05, 2020, 03:04:18 AM
It was the only kind of wool that was strong at heat insulating, which was great for extremely hot (+80C) desert colonies. And just good for extreme desert colonies. And now breeding dromedaries for camelhair is no longer a valid option, while update added two new kind of cold insulating wool.
I know that you wanted to make animals produce only one resource, so can you switch dromedaries to produce camelhair again instead of milk? Another suggestion is to switch alpaca wool to be heat insulating, because it always was weird to have hot region animal that produces cold insulating wool.
I know that you wanted to make animals produce only one resource, so can you switch dromedaries to produce camelhair again instead of milk? Another suggestion is to switch alpaca wool to be heat insulating, because it always was weird to have hot region animal that produces cold insulating wool.
#14
Releases / [1.1/1.0] 82ab53e4 mods
October 09, 2019, 04:11:28 PM
Few little mods that i made for personal use, but maybe someone else will find them interesting too.
For some reason armor in Rimworld (plate armor, marine armor, recon armor, cataphract armor) doesn't protect hands and feet. This mod changes that. Fear no more for your toes and fingers!
Only affects vanilla armor. Don't use it with mods that add footwear/gloves and such.
Page on GitHub
Direct download link
The purpose of this mod is adding tribe-related items that will be useful in later stages of game so tribes can look like tribes even if they are about to build a spaceship. This includes:
Direct download link
Minimalistic surgery expansion that aims to fill gaps in vanilla options with minimum things added. This includes:
Direct download link
Rights stuff
Do whatever you want as long as you mention me. If you want to upload any of these mods somewhere else, don't forget to leave link to this ludeon forum topic in description.
Full armor coverage
For some reason armor in Rimworld (plate armor, marine armor, recon armor, cataphract armor) doesn't protect hands and feet. This mod changes that. Fear no more for your toes and fingers!
Only affects vanilla armor. Don't use it with mods that add footwear/gloves and such.
Page on GitHub
Direct download link
Tribal heritage (Deprecated, 1.0 only)
The purpose of this mod is adding tribe-related items that will be useful in later stages of game so tribes can look like tribes even if they are about to build a spaceship. This includes:
- Three new war masks. They are helmets analogues that provide slightly less protection but have +10% pain shock threshold buff like basic war mask. They can be crafted by tribes only.
- Two new joy activity items that replace poker table and billiard for tribes.
- Two new bow weapons. They can be crafted by any player faction.
Direct download link
Simple surgery expansion (Deprecated, 1.0 only)
Minimalistic surgery expansion that aims to fill gaps in vanilla options with minimum things added. This includes:
- Wooden eyes and ears. For dealing with social debuff in early game. Requires wood.
- Nose reconstruction. For dealing with social debuff.
- Bone reconstruction. Requires universal bone reconstruction kit that can be crafted with simple prosthetics technology. Works for all bones that can be destroyed and pawn will live after (excluding spine.).
- Replacing brain with AI persona core. No efficiency bonus, only for curing brain conditions.
Direct download link
Rights stuff
Do whatever you want as long as you mention me. If you want to upload any of these mods somewhere else, don't forget to leave link to this ludeon forum topic in description.
#15
Ideas / Nomad Playstyle (Without colonies)
November 18, 2018, 05:02:24 AM
I tried that and this is already possible and pretty fun! Pick people with high Growing skill for collecting berries, choose proper landscape (with berries and safe temperature) and you can just abandon your starting colony and live without settlements. Do quests, trade with factions, equip your pawns, use temporary maps from quests for temporary camps (hunting animals for meat and leather/trophies, making clothes, cooking pemmican/packaged survival meals). You can even complete a game by traveling to spaceship!
But game is not really designed to be played like that, it's more like a fun challenge for one time rather actual gamestyle. But i see that with small changes it can be made much more playable. Or, with less small changes, it can be developed more to make game more rich with fully alternative gameplay.
My suggestions:
1. Game should recognize nomad status of player in order to always provide quests so player always can have something to do. And provide more stash/camp quests and less prisoner/refuge quests because player do not need so many pawns. Not having proper quests is main problem of nomad gamestyle.
2. More quests and events specifically for nomad playstyle. Like ambushes on travelers/their camps, faction requests for material gathering/hunting down dangerous animals, hints for ancient dangers or maybe even actual dungeons in mountains.
3. Special scenario for this playstyle. Starting with group of nomads that prepared for nomad live (roll beds, clothes for hot/cold temperatures, pack animals). Instead of colony this scenario will place pawns on world map. And maybe it will prohibit colonies and instead there will be a button for temporary camp. Special scenario will not only support this playstyle but also will inform players about this gamestyle.
4. Faction settlement changes. They are not designed to be raided. Absurd amount of people who have nothing worth to raid.
5. Folding furniture! Of course you can carry an usual table with you or craft furniture on place, but it would be nice to have more proper option.
6. Mobile power source. You can carry miniturrets with you, but in order to power them you need to build a reactor. The only mobile power source in current game is rare Vanometric power cell.
But game is not really designed to be played like that, it's more like a fun challenge for one time rather actual gamestyle. But i see that with small changes it can be made much more playable. Or, with less small changes, it can be developed more to make game more rich with fully alternative gameplay.
My suggestions:
1. Game should recognize nomad status of player in order to always provide quests so player always can have something to do. And provide more stash/camp quests and less prisoner/refuge quests because player do not need so many pawns. Not having proper quests is main problem of nomad gamestyle.
2. More quests and events specifically for nomad playstyle. Like ambushes on travelers/their camps, faction requests for material gathering/hunting down dangerous animals, hints for ancient dangers or maybe even actual dungeons in mountains.
3. Special scenario for this playstyle. Starting with group of nomads that prepared for nomad live (roll beds, clothes for hot/cold temperatures, pack animals). Instead of colony this scenario will place pawns on world map. And maybe it will prohibit colonies and instead there will be a button for temporary camp. Special scenario will not only support this playstyle but also will inform players about this gamestyle.
4. Faction settlement changes. They are not designed to be raided. Absurd amount of people who have nothing worth to raid.
5. Folding furniture! Of course you can carry an usual table with you or craft furniture on place, but it would be nice to have more proper option.
6. Mobile power source. You can carry miniturrets with you, but in order to power them you need to build a reactor. The only mobile power source in current game is rare Vanometric power cell.
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