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Messages - Darth Fool

#1
I have seen pawns leave a party early to go to sleep since it was in their restrict schedule (and presumably they were tired).  I didn't think it was a bug, although it was a bit annoying when the whole party was canceled because the guy throwing it went to bed...
#2
I haven't had enough time to test this idea enough to be sure, but it seems to work:  Removing the home zone from your growing zones seems to keep raiders from igniting them on fire.  Has anyone else seen this?
#3
Mihsan and others of you dealing with the changed infection model:  Secondary infections happen later and therefore start after some immunity has already built up.  The secondary infections, therefore, rarely are lethal unless they happen right away.  To deal with the principle infection, you really need to have your infected pawn in a bed (not just a sleeping spot).  The 10% immunity gain is critical, and it only works while they are in the bed.  It is often the difference between immunity at 95% infection and death at 95% immunity.  Damage that diminishes blood filtration combined with an infection is often lethal unless you have shiny glitterworld meds or an ace surgeon with very high medical.
#4
Mini-exploit... If you build your exterior doors of different materials, it is possible to see which doors raiders are going for.  Especially useful if you are also using the raiders-attack-useless-external-doors-to-nowhere exploit to identify which type of raiders will be part of the first wave.
#5
campfires should not disappear when they have run out of fuel.

generate map in the background during character choosing to save time.

Can not feed starving sleeping animal that is not yet downed without
resorting to trickery.

Colonists seeking safe temperature should wait until not shivering
before choosing another job.

I would really like a history where I can see recently "cleared" event notifications.

No notification when a colonist or pet is being hunted often leads to
needless and annoying deaths.

It would be nice to be able to assign allowed foods.

Caravans should be able to stop to hunt without having to settle.

Caravans can't always choose direction of formation.

Interrupted colonists drop food.

Remember last set of options when generating new game...

"Honeymoon phase" and "got married to ..." seem to be redundant

Healers do not heal most deadly wounds first.

psychic pulse drives nearby animals mad...but they are all asleep...so nothing happens.

Instead of world percentage...maybe use different size worlds...

Colonists will change from doing what you told them...

It would be nice to be able to socialize a wandering/dazed character to try and "talk them down" without having to arrest them...

Should be a way to choose to prevent a guest from joining the colony.

Similarly, you should be able to expel an arrested colonist.

It would be nice if hoppers had use for more than just nutrient paste dispensers, for example, generators.

It would be nice to be able to cycle through tamed animals.

Poison Ship is not really a threat unless it lands in your fields.

You don't need to actually complete building a wall to make it impassable.

Food binges last too long...how many meals can someone eat before they
are stuffed?

Ranged wielding colonists should automatically drop their personal shields.

Most Blights should destroy only one type of crop.

Being able to list all items on map would be nice.  (For example, I
had a very nice weapon dropped for no apparent reason by one of my
colonists near the edge of the map.  I wandered what had happened to
it, but did not find it until much later when it had seriously
deteriorated...)
#6
Ideas / Micro Management Annoyances and other comments
December 06, 2016, 02:29:39 PM
Tusks and thrumbo horns should be gotten as a result of butchering, not falling on the ground when the animal dies.

It would be nice to see the ages of animals in the animals window.  Also, it would be nice to be able to sort them.

Warnings should be given the moment any animal begins hunting a
colonist.  Waiting until the animal has actually attacked and wounded
the colonist is often too late.

I had a strange case of a colony animals (grizzly) hunting a berserk ally trader.  Since there was no real notification of this, I was unable to intervene in time, which lead to war. 

Cleaning growing zones.  It would be nice if cleaning and firefighting did not both depend upon the home zone.  I would like my colonists to fight fires in the fields, but not go out and clean them.

Animals tend to stay near the edges/corners

Pyromaniacs should get a mood boost from having an equipped molotov
cocktails or incendiary launcher.  If equipped when going on a
firestarting spree, they should use it.
#7
General Discussion / Re: How Cold is Too Cold?
November 16, 2016, 11:49:45 AM
One thing to do is immediately send a hunter out to kill any large game while the other two colonists build your first shack around a geyser.  Don't set up a dump stockpile, since the corpses will do fine laying out frozen, you can pick them up later.  The goal is to kill all the big game before they decide it is too cold and never come back.  Then, when there is little to no game around, you can get the corpses at your leisure.
#8
General Discussion / Re: A16 Hype
November 03, 2016, 04:11:58 PM
He hasn't explicitly said it, but is quite clear that A16 is a total rewrite that will allow the creation of giant fleets of spaceships which you can use to explore other worlds, expand to place colonies on them, exploit them for resources, and exterminate rival civilizations... reminiscent of Masters of Orion.... ;P   
#9
Bugs / Re: Roofs and clothes
November 03, 2016, 02:57:47 PM
As for your wandering colonist, can't you just forbid the clothes that he wants to go pick up until after the toxic fallout ends?
#10
Rimworld is a very high oxygen environment.  Many things burn that would not on Earth, but in the high oxygen environment are easily ignitable.
#11
Bugs / Re: Delete zones tool is a bit broken
November 03, 2016, 01:30:25 PM
Perhaps you are unknowingly deleting the master cell?  What happens then?  I could guess that a bug could cause this might delete the whole zone...

To test, you could make a 1x2 zone.  if this is the cause of the bug, deleting one cell should about half the time delete the whole zone...
#12
When a colonists has had a mild break pigging out...set a prisoner sleeping spot in your food storage to prevent the thief from raiding your precious food.
#13
Ideas / Re: Animals Shouldn't Eat Devilstrand
October 11, 2016, 03:53:40 PM
There is a general problem with visitors and their animals going through forbidden doors and eating your stuff.
#14
Ok, not the most useful of exploits, but when a colonist is having a "psychotic break-- hiding in room", it is possible to get the colonist to move to any enclosed area simply by laying down a sleeping spot and assigning that spot to the colonist.
#15
Quote from: chaotix14 on September 01, 2016, 07:29:50 AM

@darth, nice to see that you've been able to hold together an open colony. Looks pretty nice actually. But using an exploit(the whole shoot through door, run back inside, repair door till they lose interest and repeat cycle is very much exploiting the ai) against the manhunters to survive them is also something that's not desirable, since well it's an exploit and beyond the fact that there is a reasonable chance for exploits to be removed it's not fun to have to rely on exploits to deal with unfairly balanced events.

Actually, I was quite explicitly not having to repair the door until they lose interest.  The key is that having multiple shooters in multiple doorways, and having the ability to move from one doorway to another to attack whatever is attacking the first door allows one to fairly quickly deal with manhunter packs.  In no situation have I had to repair a door to defeat the manhunter packs.  This is in contrast to single entrance fortresses where one does need to repair the only door since it becomes the focus of all the manhunters.