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 - LaMizzy

#1
Quote from: zandadoum on October 02, 2015, 03:43:44 PM
Quote from: TLHeart on October 02, 2015, 12:39:43 PM
Changing an animals zone to a safe zone like a barn, takes time for them to respond to. It is not immediate.
have your animals assigned to a master colonist that never fights or leaves the base, like a cook.
when you need to INSTA re-route your animals (after changing them to a safe zone f.e.), draft that colonist and they will rush to him inmediately. even undrafting him again will assign any new zones or routes to the animal inmediately

Do this.
Basically all moving things carry out a specific instruction completely before getting another one. So when you assign a new region for the animal...they need to finish "wondering/hauling" their current task before they update that.
I see this often cuz I have an animal farm with animal region "Barn" setup. All my animal lives there...and I got another animal region called "Butcher" which is in my freezer with the butcher table. When I need meat, I will select a few animals and set their region to Butcher...and you will see them continuing wondering around (the instruction prior to changing region)...then suddenly they will stop and bolt towards the Butcher region in a straight line.
(its an amazing sight when you assign 20 chickens to butcher room...lol...interesting sight...interesting sight...)

So, when you are protecting your barn animal (no training)...then you will need to change their region ASAP...cuz it will take some time to kick in.
If you are protecting a trained animal, best is to assign the animal to an non-combatant owner and draft him. All animal will bolt to him. It works, haven't lost any huskies (7 in total) or chicken to any raids.
#2
Quote from: Jotun on September 28, 2015, 01:28:32 PM
Quote from: Louisthebadassrimworlder on September 28, 2015, 01:13:07 PM
It is basically a shared bedroom. Tynan created this room as an extra deterrent for trying to avoid building single rooms, as sleeping in a barracks gives a mood debuff.

Are you sure that's not sleeping in a bad barracks? Because you get a mood buff from being assigned to an impressive barracks, same as you do with being assigned to an impressive single room, but the buff is lower, obviously.

You still get the "shared bedroom" debuff but that's been in since before room types, and can be offset by making it a really nice shared room.

There is also stackable disturb sleep. That is why I always give them a single bedroom...even if its 1x3 room (works better than a barrack)
#3
Ideas / Re: Medicine Priority
September 27, 2015, 03:18:58 PM
I'm so lost Louis...your post of "Injury-Determined Medicine System" is created today.
This post was created back in Sept 16.

So what of the forum rule 9?? Don't see it applicable to OP here...
#4
General Discussion / Re: RimWorld change log
September 27, 2015, 03:05:49 PM
Quote from: Coenmcj on September 20, 2015, 09:10:18 AM
Quote from: Teovald on September 20, 2015, 07:21:31 AM
@tynan : It would probably be a good idea to post a post on your devblog about this break.

Some people skip the blog and go straight to the forums, a stickied thread In General on top of it would allow for maximum coverage.
I'm hoping he's having a good time though, He definitely deserves it. :)

That is because this is one of the few forums I part take that doesn't have an Announcement section. Usually there is a few stickie thread in that section that gives the most important updates to users...like Tynan is on vacation!
The content inside those thread can just be a simple line of description and the link to the original announcement area.
It will vastly reduce the confusion here...
#5
General Discussion / Re: Why so expensive?
September 27, 2015, 02:59:51 PM
Quote from: Oga88 on September 27, 2015, 04:46:16 AM
Rimworld is too expensive, I bought it cause I can and willing to but 30$ that is too much. I'm from Russia and the game costs 30$ that's 1950 RUB, and when I see a game like Cities Skyline cost 499 RUB that is 7,68$ I have to ask myself why is that? Clearly there is way more man hours in Cities. And on different forums I see a lot of people that just get a pirate copy, so isn't better to just adjust the price a bit so more people would be able to the a good game. And if Cities is a bad example for you, then look at games like Elite: Dangerous 2249 RUB, H1Z1 899 RUB, Rainbow Six Siege 1999 RUB. I love Rimworld but those games that I mentioned are in a different league (not saying that RW is bad, it's just other games are way way more detailed.) And I would love to know why is it so expensive? I don't thank that Rimworld will ever be a AAA game, but it is a good game right now. Just my thoughts.

P.S. sorry for grammar mistakes english is not my native language.

This question is asked from a pure consumer perspective, and the first thing I want to point out is this is an Alpha software. Hence, is not meant for pure consumer purchase...and of course not stopping end consumers to buy it early.
It is very common that Alpha software pricing is meant for donation...and the pricing of the game will change as it reaches Beta then Final Release.
Yes, as per your comment...this size of game usually will worth about $5 at most, but that is for Final Releases. Who knows, the pricing point might drop down to that then...as pricing are a whole new department that Tynan don't have time to look at.
Unfortunately, there is nothing that can be done besides leaving your opinion here for record purpose. So when it's time for Tynan to do all the marketing and product delivery, he got information to refer to.
It's sad to see buyer's remorse already, given it is only an Alpha pricing, which is a donation support pricing.

Don't think I gave you a direct answer, but hopefully this makes sense to you.
#6
General Discussion / Re: Wiki needs updating!
September 27, 2015, 02:34:56 PM
Quote from: Fernbhoy on September 27, 2015, 06:49:54 AM
Cheers lamizzy, i do the version update but i know next to nothing bout wiki code or scripting so i just went with what i was given. I'll try not to break it with future updates  :)

No worry! The version pages are mainly using my new template, VersionFrame, and I have documented that template in details so should be straight forward. If you have any issues, you can refer to all other version pages...its very straight forward. =)

Just a heads up, I haven't had time to review and update the two previously existing template...Template:V, and Template:Version.
Template:Version is the infobox that float to the right with links...it is basically a navigation infobox.
Template:V is a template for linking to individual version page. So you just need to keep the pattern going, creating the version page as sub pages of Internal Version or Version.

Of course, if you ever had a question...goto my wiki user talk page and drop it there. I will get back to you =)
#7
start writing wiki...since I started helping with the edit...haven't touch the game for over a week o_O
#8
General Discussion / Re: Base design
September 26, 2015, 05:35:30 AM
Quote from: LordMunchkin on September 20, 2015, 09:19:45 PM
I'm pretty sure tool cabinets can support more than 4 work benches. I have just two in the center of work area and every station that can benefit from tools get 112% work speed.
Yap, I usually let my 2 tool cabinets support 8 work benches. I can't recall exactly but tool cabinets can support up to 4 squares or 5 squares away...
Let B = work bench, S = work bench standing spot, T = tool cabinets, o = open area...
my design looks like this... (you can put a Lamp between the tool cabinets to remove "in the dark" thought for colonist that only works there. Lamp got like 6-7 square of lighting, so 1 will cover the entire setup)

o B B o o T o o B B o
S B B S o T o S B B S
o B B o o o o o B B o
o B B o o o o o B B o
S B B S o T o S B B S
o B B o o T o o B B o



Quote from: Stone_enderman on September 23, 2015, 11:37:34 AM
Have you ever had a cave in when you first made the design?
Walls/doors can support a roof up to 6 tiles (inclusive)...so his bee hive design is "just" on the edge
#9
General Discussion / Re: Wiki needs updating!
September 26, 2015, 04:41:59 AM
Well, after a long day of effort...I have completed overhauling the http://rimworldwiki.com/wiki/Version page and its contents.

I have also started discussions in the Wiki To-Do talk page (http://rimworldwiki.com/wiki/RimWorld_Wiki_talk:To-do).
They are [Project Proposal] Category Hierarchy Overhaul, and [Project Proposal] Wiki Guideline.
If you got a moment, please drop by and help expand those topics, thanks!
#10
General Discussion / Re: Development Stopped?
September 24, 2015, 05:59:00 PM
Well, whatever is not done...there will always be mods...

And there was a thread about doing another funding event to hire Tynan for another year long development =)
Don't know how that ended tho...think it was on the positive end
#11
Ideas / Re: Keep Clear Of Plant Zone
September 23, 2015, 11:26:10 AM
This idea doesn't seem to make or break the game...most like a good to have thingy.
I would say its a mod idea...
#12
Stories / Re: Prisoners
September 22, 2015, 03:04:03 PM
scare them into submission?? LOL
#13
Ideas / Re: search in stockpiles and appearance menu
September 22, 2015, 03:02:26 PM
Ah~ You want a search option in the filter/selection screen...so you can select what each stockpile are allowed to put in...
I actually don't have such problem as I have been using that screen for a while, kinda know where most of stuff are already. But I guess if the number of item increases, that could be helpful. At the same time, easier for new player to pick up as well...valid suggestion =)
#14
Ideas / Re: World Ending Fallout
September 22, 2015, 02:20:53 PM
Quote from: Canaris on September 22, 2015, 01:16:20 PM
My most recent fallout lasted almost 16 days.
It was really cool to watch every animal die around the map, as my survivors slowly emptied food stockpiles ( of course i had a blight in the middle of that fallout because why not ) and it provided very tense experience of real danger :)
I liked it and rather than shorter fallout i would like to see ways of countering this like Hazmat suits, oxygen mask, enchanced hydroponics etc.

Right right?? LOL, starve your people till they ABSOLUTELY need to eat. So the food will tick at 0.002 instead of 0.004 =P help keeping your people running longer.
#15
General Discussion / Re: Megascarab paradox
September 22, 2015, 02:04:12 PM
Quote from: Bozzarr on September 22, 2015, 11:56:05 AM
I am not a modder unfortunately... but if anyone was interested, I would know a way around to make this mod happen. There would have to be a new thing added to megascarab behaviour.
A trigger that would cause rapid metamorphosis1.
Basically something that would turn female megascarab into building.
Building that is shaped like a queen, this building type would require a hopper(but a megascarab variant) that would feed the queen. In return, queen would be producing eggs of megascarab2.
Building that produces pawns is already in place, ancient ship part produces mechanoids.

Hardest thing to do would be coding of megascarabs bringing food to the queen.

This cycle of megascarabs foraging for food, bringing it to queen and queen making new megascarabs could never end. Unless it would be stopped by the player somehow.
This is an idea for new event.

1-I am thinking about some chemical trigger in here, megascabs are biological weapon used to stop mechanoids, so their behaviour should be controllable by humans and/or their creators.
A new type of psychic lance type of item could be a good choice in here.
2-Those eggs could be in fact eggs of megascarab larvae, that then, once enough food has been consumed would turn into a chrysalis and then into adult megascarab.

LOL, sound like a zerg =P

"Minerals depleted..."