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Messages - asanbr

#1
Nice ideas. It's almost a different game you're suggesting.

Maybe someone else had a similar idea and made a mod for this kind of gameplay? I don't know, but it's worth checking out.
#2
I also thought it looked like almost a copy of Rimworld, but the posters above have a point.

I haven't played it so cannot compare.

But it also made me think of games such as Doom, Quake, and so on. When something really good comes up, lots of "clones" are made by other companies and they look a lot like each other and play a lot like each other, but this is mostly part of the game market and not considered copyright infringement, right?

If Ludeon invented a new kind of game with RW (as far as I know, they did), it's only to be expected that other games will be made that are very much like it, since it is so popular.
#3
General Discussion / Re: Too many undergrounders?
November 12, 2022, 07:26:09 AM
It sounds like bad luck with the RNG.

You could check the XML files to see how often they are supposed to get that trait.
#4
I ordered a colonist to open a grave when a fire was nearby, to take advantage of the fire to burn some corpses.

To my surprise, the colonist would only stand on a specific tile to do this,  1 square down and 1 left of the grave. And on this specific tile, a fire was already burning. So he went into the fire , started digging the grave, and while doing so, caught fire and got severely hurt. This cannot be intentional behavior.
#5
Bugs / [1.3.3389] Manhunting megasloth opening doors?
September 09, 2022, 11:50:12 AM
Playing version 1.3.3389 (steam, Windows)

A wild megasloth on the map became manhunter through a random event, so I locked all my pawns inside rooms and forbid the doors so that no one would wander out. This has always worked with all manhunter animals before.

To my surprise, the manhunting megasloth opened a steel door on its own, to go inside and fight my colonist. Is this supposed to happen? I have never seen it before.
#6
General Discussion / Re: Two questions
February 11, 2021, 05:25:35 AM
For the raid question, it might help if you upload some screenshots to show, maybe then people can understand and help you better.
#7
I found this thread when googling for the same thing. The company names are no longer in the suggested folder. Does anyone know where they are in the current version?
#8
Ideas / Re: Animals run away when shot at
January 26, 2021, 11:54:02 AM
Having them run around and stand up after being shot 5 times with a rifle is probably not realistic either. I think there has to be some balance in terms of pragmatic hunting, or you would have to run all across the map for every animal you hunt.
#9
I saw a weird thing yesterday.

There are some neutral bugs inside caves on the map. The ones that spawn from the game start and don't multiply.

One lonely spelopede was the only One remaining from one such nest after earlier raids had destroyed the nest and the other insects that were originally there.

This lonely spelopede started wandering a bit and went far away from the nest, compared to the small area they originally kept inside. It may have been walking 20-40 tiles away. Is this normal/supposed to happen? Does their pathing or territory change when the hive is destroyed?

Another raid came and one pirate raider started shooting with a pistol, hitting this spelopede several times. The spelopede did not attack the pirate though, it just kept wandering around and even walked away from the pirate, who kept shooting from a corner wall inside the mountain.

This continued until the spelopede was dead.

I have never before seen insects not attack when fired at. So it made me wonder if this is normal behavior or a bug? Pun intended.
#10
I know it has been discussed before and I know there are mods to disable it.

But just trying to understand: what's the point, from a game design/user challenge/enjoyment perspective, of this?

Traps would be really useful if this could not happen. They are still useful but it just adds a lot of micromanagement, which I've mostly done with forbidden zones, to avoid people stepping in the traps. Then we get two new issues. We need to micromanage and change the zones every time we reload traps and loot the stuff from dead raiders. And also, when colonists go on a Daze or Mental wander , they will ignore zones and locked doors and still walk into traps and die.

I just don't see the point. It doesn't add upp with the rest of the game where most things can be automated and done in a way to avoid micromanaging everything.

It reminds me a bit of the earlier game where you didn't get a warning when a wild grizzly hunted one of your colonists. Suddenly someone would just die and there was nothing to be done about it. That could still be prevented though by scanning for animals and killing them pre-emptively, so even that was not as bad as this trap problem.


Edit: some earlier discussions

https://ludeon.com/forums/index.php?topic=22237.15

https://ludeon.com/forums/index.php?topic=13775.15

https://ludeon.com/forums/index.php?topic=42490.0


#11
Thanks for the reply and thoughts. I may have claimed a piece of wall but not sure about that. The hives spawned in some parts that I had mined out which were also next to the structure, but more hives spawned inside the structure than outside of it.

I read about insect hives somewhere after posting, and it says that they will spawn under any mountain roof within 30 cells from the colony. That certainly applies to my base since I was using the ancient walls for my kitchen and killbox.

But it has not always been like this, in older betas I played like this a lot too and never had a hive spawn like that. So it must have changed "recently" (in the past 3 or so years I guess).

Anyway, problem solved, or at least understood.
#12
Is it normal/intended that an insect hive spawns inside an unopened ancient structure?

My base was built next to one but I haven't opened it yet. I like to have them close so that I can open them during a raid and have the spacers/mechs fight the attackers. So I've built my base entrance next to one but not opened it yet.

Parts of the unopened room is in my home zone due to the automatic home zone extension that happens when building things nearby. And the unopened room is on the border of a mountain (I think they always are)
#13
I saw one recently dropped by a trader or a raider. Also noticed they are less common, but I think you can craft them nowadays. Look it up.
#14
Has your colony burned down yet? Roofs make more sense with regards to fire. Also toxic fallout and deteroration of things in general.
#15
I played a game yesterday after a long time without playing Rimworld.

I saw an item from an exotic trader which had a description that it would destroy equipment/artificial body parts on death so that they cannot be removed/reused by surgery.

This would make sense in a multiplayer game but as far as I know there is no multiplayer, so why does this item exist?