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Messages - Matthiasagreen

#1
Quote from: Jdalt40 on August 13, 2018, 02:01:03 AM
Actually no, the 4 digit version number is in reference to the number of days since Tynan's first release of Rimworld. You can work this out by dividing the current version number by 365.25. Tynan has been working on this for over 5 years now.

This is the correct answer. Tynan has stated (somewhere) that it is for each day he has worked on it. I would find the exact quote, but I have been following most of his comments for several years and would have no idea where to start.

Good thought though.
#2
Hopefully all those Pokemon trainers won't be too busy exploring the world to sit at their PCs to play Rimworld. Don't think there was any way to plan for that game.
#3
One thing I have noticed is the first part "Hauling XX steel to blueprint" only denotes how big the pile is that the pawn is pulling from. He then pulls the resources for as many construction spots as he can, which is why those two numbers aren't always the same. If he only has to build one conduit, it could still say Hauling 75 steel to blueprint because that is how big the pile is, even though he only needs and will only pick up one.

However, he has to take into consideration any other pawns that have reserved other construction spots. I think sometimes if there are many construction spots in a row (like walls or conduit lines) and pawn A only reserves the first 6 spots before the pawn B reserves the second 12 (since the reservations take place almost at the same exact moment), any spots past that are two far for Pawn A to consider close enough in the same area, so he doesn't pick up for those. This causes Pawn A to carry less than his max capacity. I haven't tested this enough to know for sure if that is happening. Just an observation.
#4
General Discussion / Re: More ways to stalk Tynan
June 03, 2016, 08:54:51 AM
Quote from: Tynan on June 02, 2016, 04:49:08 PM
I dunno, I'd kind of prefer you weren't comprehensively watching everything I do...

Twitter and forum and blog posts should satisfy, I hope.

Though I understand your point of view, it is really the only way to feed my Rimworld addiction while at work. I just like to get any sort of updates and teasers on the game in between updates and there is nothing better than getting it directly from you. It has also helped when someone asks a question about the game or makes a false statement, I can remember recent things you have posted to respond with.

the forums and reddit are the most helpful out of any of them, though mantis is interesting now that I took the time to understand  how it is organized.

Don't worry though. Bookmarking the various outlets you post on is about as technologically savvy as I get.
#5
General Discussion / Re: More ways to stalk Tynan
June 02, 2016, 10:15:40 AM
I should clarify. I am looking for more ways to electronically stalk Tynan. I have no funds to travel to Canada at the moment.

Also, I just decided to add Mantis to my list.
#6
General Discussion / More ways to stalk Tynan
June 02, 2016, 10:07:01 AM
I have a bad habit of trying to get as much information from Tynan as I can. I like to hear what the dev has to say about different topics and bugs in the game. As such, I have a daily routine of checking his recent activity on different outlets. Currently, I check his Twitter, Reddit account, Forum posts and I just added Steam posts. I used to follow the changelog until it was discontinued. Are you all familiar with anything else I should be checking on in order to get the latest from the Almighty Tynan?
#7
Quote from: Travinsky on June 02, 2016, 08:35:44 AM
Could you link the confirmation, I can't see it on the Dev Blog announcement.

Quote from: Tynan on May 28, 2016, 03:04:12 PM
I'm happy to inform you that as of next version, raiders will switch to stealing things and try to leave with their loot, if they see enough good stuff around. It's similar to kidnapping.

So, you could just leave a pile of silver for them to get a similar effect.
#8
Off-Topic / Re: Country Sayings
May 24, 2016, 05:02:32 PM
i have heard that the french equivalent to "raining cats and dogs" is "It is raining like a cow pees"
#9
General Discussion / Re: Is rimworld = earth ?
May 18, 2016, 10:31:41 AM
Though I haven't read the lore in a while, I believe it is very possible that the planet you land on is earth. In the RW universe, planets are inhabited, rise up in technology and advancements only to frequently be met with disaster and regress, possibly destroying the human population. I don't see why earth itself couldn't go through this same cycle and the name be forgotten. Also, looking at our position in the galaxy, we would very likely be a Rimworld. 
#10
Ideas / Re: Other factions fighting.
May 17, 2016, 08:29:17 AM
Quote from: JimmyAgnt007 on May 13, 2016, 12:55:57 PM
Did we?  I got married last week so I might have missed it.

Geez Jimmy, you can't just get married and miss something on the rimworld forums. Get your priorities in order.

Seriously though, congrats!
#11
Bugs / Pet hunting issues
May 10, 2016, 09:11:26 AM
I believe this has been mentioned somewhere and probably addressed. I haven't mentioned it myself because I just figured it will be taken care of, but after scrolling through the bug pages, I am posting it just in case, because it annoys me so much and I really need this to be addressed. My apologies if this doesn't belong in the bug forum.

I love wargs. I tend to breed them any game I can. Either buy or tame a male and a few females and let them multiply. However, since Alpha 13, I rarely end up with any more than I started. The two biggest issues are:

1. Warg puppies hunting things that are bigger than them. They frequently get downed or seriously maimed. If they survive into adulthood (had a few reach teen, but never fully matured), they are missing a few limbs and are covered in scars.

2. Wargs in general hunting boomrats or boomalope. By the time my colonist even gets out of my base to save my downed, burning warg puppy, it burns to death. Adults are better off, but require a lot of healing and usually don't even get to enjoy the meal they risked their life for (it either burns up or the pet goes to be healed after it puts the fire on itself out). They also end up with some hefty scars. You would think my animals of advanced intelligence would learn what to avoid hunting.

Smaller issues:

1. Warg hunts animal, warg starts eating, colonist takes hunted animal corpse to stockpile. Rinse and repeat.
2. Turtles
3. No options for bed-ridden animals. Can't heal 'em. Can't give them new legs. Can't sell them. (had a trading caravan accept any pets BUT the bed-ridden ones. Who wants a warg puppy with only two legs, i guess?)  Can't kill them without pissing off a colonist. Not sure if they even mature while bed-ridden...?
4. Pet corpses get the same treatment as wild animals. Oh, your bonded pet died? Better grab it right away to butcher it for meat. I understand that on a barely surviving colony, meat is meat, but it seems off.
5. Are trip plotting mechanisms (can't remember the technical term) turned on for animals the same as they are for colonists? Because my warg sure tends to travel a long distance to hunt that animal that was on the opposite side of the wall he was on, but was not easily accessible without a very lengthy trip.
6. Do animals follow allowed areas when hunting? Or is it just my warg puppies don't understand allowed and disallowed areas at such a young age?
7. Do animals prefer to eat off the same corpse repeatedly or do they always go for a new kill. I would think animals would prefer corpses to hunting again, as long as they are fresh.
8. Why is my war puppy starving to death, walking all over creation to find an animal to hunt when I have plenty of meat and kibble in my base (the kibble is right next to his bed)?

Possible (hopeful) Solutions:

1. warg puppies only eat meat or kibble. At the adolescent level, they move to rabbits and squirrels.
2. Animals either learn what not to hunt or avoid certain animals altogether. I hunt a turtle a few times and get my butt kicked, I am going to learn to go for easier prey. If i get set fire every time I kill the animals with yellow sacs on them, I am going to avoid them. I understand this is probably too complicated to implement, so I would be ok with total avoidance for now.
3. I realize the choice between forbidding to not forbidding pet prey is not a clear cut decision, but I would go for forbidden with the choice to manually unforbid.
4. Give pets meal preference. Possibly: Kibble, corpses, hunting, meat. The priority is flexible though.   
5. Give butchering a pet allowed option, same with cremating.
6. Allow bed-ridden animals to be sold at the very least. At the very most, give some sort of offset to euthanizing a pet. Possibly a negative buff when a bonded animal is in pain and a short positive buff when a bonded animal is no longer in pain (specifically to euthanizing though. Mercy kill of sorts). Yes, you will be sad when they are killed, but when my own pet was old and dying, I was also just glad she wasn't in pain all the time.

Feel free to move the post if necessary. Also, If this is being addressed, no need to go through each point. I trust you enough and all i really need to know is I can start my warg breeding colony again in alpha 14. Thanks Tynan and Ison!
#12
Bugs / Inconsistency from months to seasons
April 10, 2016, 12:28:38 PM
Not a huge deal, but when exploring a world map, the average temperature is listed by Months instead of seasons. For example, it says average temperature in January, 47 degrees Fahrenheit. I would think it should now say average temperature in winter
#13
General Discussion / Re: Tynan, I swear to god
April 08, 2016, 03:25:58 PM
Quote from: Vault101 on April 08, 2016, 02:07:53 PM
@Tynan It would be great if family members of current colonists would get instantly recruited by their family wardening them. It would encourage family getting reunited type of stories

If you crash land with a group of people and become part of their group, would you automatically join a group that your family member has joined? Especially if your group considers that group an enemy group. What if they killed some of your new friends in the process? They had to kidnap you in order for you to be in the recruiting situation. Also who is to say that you should leave your group? Why can't your family member join your group?


Doesn't seem as straight forward as one would think.
#14
General Discussion / Re: Sneaky Tynan
March 11, 2016, 04:25:56 PM
Quote from: Tynan on March 11, 2016, 02:49:53 PM
It's the "I Agree" that gets me every time.

I agree.
#15
Off-Topic / Re: Corrupt-A-Wish
March 10, 2016, 12:55:11 PM
Wish granted. I will ensure a13 does not break your mods by esnuring it never gets released. Everyone hates you now.

I wish for every shoe my enemy buys to be slightly too small.