Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - prototype2001

#1
Quote from: RawCode on August 26, 2021, 01:08:31 PM
fire does not spread to stone, if you have cozy wooden mountains, this also does not sound like vanilla.

Read the title thread and the first post instead of putting random words together to form non-sense.
#2
Quote from: RawCode on August 26, 2021, 12:07:16 PM
whole mountain was set on fire with single molotov?

sounds very vanilish.

Yea, fire spreads from a single molotov, very vanilla.
#3
Quote from: Canute on August 26, 2021, 05:40:24 AM
Just to clarify, from where is the Raider oven ?
At vanilla rimworld and royalty i don't see that thing, but i don't own Ideology so it could be from there.
Or it is a mod item ? Then it is possible that it is something you can use to build a heatkillbox.

No mods, take a molotov throw in inside a room, it heats up to 1,800F... Have raiders inside this room and you have a raider oven.


I can't even replicate this in dev mode it happened in a real game in which the whole mountain was set on fire.
#4
I'll assume its a bug after ovening raiders for 2,500 hours, a room size of 4,000 spaces should not go from 60F to 1800F from a 80 space 1,800F oven merge. Never encountered this until today's patch.

Just to clarify, ~4,000 spaces is a vast majority of a dug out mountain on 325x325 size. Its temperature goes to the max from a tiny room merge.
#5
So I have a raider oven, sometimes it goes up to 1,800F and when they all all unconscious from heatstroke I deconstruct some walls to merge the oven with another room. Now in my case this other room is much larger then the oven. So at most the temperature equalizes to ~150F. Since this update whenever the rooms are merged, the large room instantly inherits the 1,800F without any averaging done.

I have not seen any mention of this anywhere including the patch notes, let me know what you think if this is intended or bug?
#6
I narrowed down the issue to the drums but couldn't find a pattern, whenever its stuck I force a couple of the drummers to leave the event without canceling the event, the progress bar progression resumes. Otherwise without me interfering this event gets stuck 100% of the time, sometimes it manages to reach 20% progress sometimes its 1%, but when the pawns swarm the drum area, it gets stuck. Had no problems the first 5 times i've done it, but something about this drum configuration / quantity of pawns triggered this bug.


#7
After hacking all the terminals and leaving the area via quest's shuttle, the this is what sits in the quest log.





This bugged out quest also prevents any future ancient complexes to be added to the atlas via rituals as it states "There is already a known ancient complex to explore."
As you notice in the second image, the quest doesn't provide a link to jump the the POI on the atlas map and in the first image it lists the relic info progress as 1/5 when it should be 2/5
#8
Well considering this quest gives you no progress when you hack all the terminals, i highly doubt anyone has finished it.
#9
https://imgur.com/a/dAaptQp

Also every room has at least 40 mechs at the POI complex.
https://www.reddit.com/r/RimWorld/comments/p0dpuq/obviously_i_should_of_expected_18_centipedes_23/

It lags out each time i claimed a door or did a wall raise.

Moddless second relic quest, no one gotten this far?
#10
So when I unplug a fully charged neural charger for several days and plug it back in in and its ready to go, they don't de-charge just be clear and to counter your role-play logic, yet they consume power while being full. Bio-sculpting pods consume full power while not in use, the topic of this thread, your solution is just to unplug them instead of having a low energy mode, like the sleep accelerator. Meanwhile the sleep accelerator behaves properly and the neural charger and bio sculpting pod should follow its behavior, its a QOL change.

I don't want to micro manage the biosculpting pods, especially in colonies of 30-100 pawns, Tynan thought the same when designing sleep accelerator low energy mode, i'm fine with 50w drain while no one is sleeping and i'll be fine w. 10-20w drain on the biosculpting & 50w drain on the neural charger while in low energy mode.
#11
The sleep accelerator has this but why not the biosculpting pod or the neural supercharge?
#12
General Discussion / Re: Insectoids and Tunnelers
July 29, 2021, 09:26:22 AM
Quote from: zgrssd on July 29, 2021, 06:04:31 AM
Quote from: prototype2001 on July 28, 2021, 08:11:16 PM
Here is how you deal with insects. https://www.youtube.com/watch?v=coFza0V8hCc

Key: Chokepoint, one good repair, few good non spraying dps, & 1 plasteel turret.
-9°F indoors. You supercooled the base anywhere but that one room, to control where the infestation spawns.

Yes, but this was made before two DLCs worth of changes, back then infestations spawned and bugs appeared instantly. Now you are given plenty of time to reposition your pawns when infestation triggers, reposition them along with the plasteel turret. Cooling the base is not needed, just make a kill spot at any of the many doorway chokepoints throughout the base as necessary, just make sure all the doors where the infestation is occuring are open so they funnel to their slaughter.

I've had an incident where either the jelly or the hives just outright destroyed some of my buildings, this could be a problem which may need a cooling solution, if it keeps occuring.

Edit: also its -18f and lower or the hives don't care
#13
If my leader has a warmask and becomes a royal and suddenly wants a top hat, what happens?

Edit: The royalty requirements disable leader requirements if anyone was wondering.
#14
General Discussion / Re: Insectoids and Tunnelers
July 28, 2021, 08:11:16 PM
Here is how you deal with insects. https://www.youtube.com/watch?v=coFza0V8hCc

Key: Chokepoint, one good repair, few good non spraying dps, & 1 plasteel turret.
#15
Bugs / [1.3.3069] Crash landed shuttle quest fail.
July 24, 2021, 02:53:28 PM
Quests reads... shuttle contains 1 royal, 2 civilians, and 3 guards. The royal and the civilians must be rescued and the guards can be sacrificed. Battle happens, the royal and 2 civilians survive and board a new shuttle, its contents include 3 names, some guards die and some wobble away from the map. Shuttle sits there with contents which list 3 names and requiring a FOURTH name, which isn't even listed in the quest log?! Which i can only assume was one of the guard's name who wobbled away. The shuttle sits there I get a 12h quest failure countdown, quest fails, shuttle keeps sitting there, next to the broken shuttle requiring a fourth name, long after the quest was failed.