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Messages - Dr. Z

General Discussion / Re: Is anything in the works?
October 12, 2019, 07:14:09 AM
I still remember the time where Tynan would have a daily changelog where you could keep up with the developement of the game. So this long period of silence make me wondering what's going on.
General Discussion / Is anything in the works?
October 12, 2019, 04:12:12 AM
So, it's been half a year since the last update came out. Is anything big in the works? Anything at all?
Help / Re: Disable marriage
September 13, 2018, 07:02:56 AM
I made a scenario where I build me and my girlfriend with prepare carefully and I broke up with her after she proposed to me (in the game ;) ). Both of these things don't make any sense under the circumstances of crashing on a unknown world, and as we're playing in commitment mode, I had to close the game with task manager so it didn't save.
Help / Disable marriage
September 11, 2018, 05:04:15 AM
Is there an easy way to just get rid of it? Or preferably, only make it possible when the colony has a minimum amount of citizens?
The german version of RimWorld currently contains the word "völkisch", a term invented by the Nazi-regime for propaganda purposes, which should not be a part of this game.
Mods / Start with a corpse
September 09, 2018, 05:27:26 PM
I'm working on a scenario at the moment and want to start with a corpse carrying specific gear next to my starting position. I didn't find anything in the scenario editor to accomplish this. Did I maybe miss something or is there a mod which could do that?
Quote from: Canute on March 06, 2018, 07:20:55 AM
1. Yes, and anything on your map for caravan, when there are no hostile creature near.

The entire map O.o
Now that I think about it, it makes sense, because you can just make a stockpile anywhere you want anyway. But at the same time, isn't that also true for orbital traders?
Is there any way to tell which specific items are going to be sold? Lets say I have 40 meals in my stockpiles and three lying around on the far side of the map from the start of the game, can I specifically sell those three to the caravan?

Quote from: Canute on March 06, 2018, 07:20:55 AM
2. Not realy, moving over traps is a slower way then around. So pawn's mosttimes use the faster way. But sometimes ...

What I mean is will they trigger them if they do walk over the tile? I have a one tile wide back entrance to my base and would like to lay traps. But at the same time my colonists should be able to use it without getting decapitated.
General Discussion / Questions on traps and trading
March 06, 2018, 06:53:00 AM
Hi, been a while since I played this game frequently, so I have some questions about a few details:

1: Can I still only sell items to orbital traders which are inside the radius of the trade beacon or can I sell everything in my stockpiles just like when trading with caravans?
2: Will my colonists avoid traps if they walk over the tile or will they trigger them?
3: Are sieges still a thing? Because I haven't seen one in ages.
Me going through the patchnotes being like: "yep...swamp biomes...nice...orbital bombardment targeter...insulting spree...seems like...WAIT A SECOND!"

But seriously, some amazing changes and new modding possibility just like we are used to. Looks like I'll be sinking into RimWorld again for some time.
Joined in right after the kickstarter, which I would totally have backed if I'd have known of it.
General Discussion / Re: The bottom right bar.
June 02, 2017, 04:11:27 AM
Ok, that's actually a valid reason I didn't think of.
Although the AI has again been improved with this Alpha, there are still some annoying little issues. The most important of which is that your colonists are still not able to anticipate how long it would take for them to reach a certain destination. I had this today when two miners where on the last hour of there working shift and headed out to a distant mining site. They got there, hit the stone twice, and then returned to the colony.

A similar thing happens when they reach their destination, decide that there are now hungry, go back to the colony, eat, then go back to their work. Usually they take meals in their inventory to prevent this, but for some reason they don't do this when using NPDs. So either give them the ability to take nutrient paste in their inventory (I know it's disgusting but what you're gonna do?) or to plan on how long it will take to reach a destination and react accordingly.
General Discussion / Re: The bottom right bar.
June 01, 2017, 05:27:35 PM
Why is it bad for them to be combined? I think it's a rather sense full choice as the outcomes of the beauty inspection have influence to the room quality. So why separate them if the information is related?
Well I think you're overdoing the planning a bit. I usually build a main room where I put everything in and then gradually move everything in distinct buildings, so it takes me around half an hour before I hit start. Planning where to put your colony and having a clue of where to put the different rooms in the beginning is of course important to your survival, but planning everything down to the power grid is not at all necessary in my opinion wasting time you could spend playing.
General Discussion / Eating like animals
June 01, 2017, 05:12:34 PM
Colonists seriously need a wider search radius when deciding what and where to eat. I have a NPD and a table set up in my main building, but when they get hungry while they are in the storehouse 20 meters away they grab some raw meet and eat of the floor. And then complain about both! This gets really unnerving and needs to change.