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Messages - Arcy190

#1
Ideas / Re: Construction priority
March 18, 2017, 07:43:54 PM
Quote from: AngleWyrm on March 16, 2017, 09:05:44 PM
I'd love to see a list of all scheduled jobs where I could drag and drop the order in which pawns consider doing them.

to add to that idea, it would be REALLY helpful if we could cluster a bunch of orders into projects. a list of ALL scheduled jobs would be way too long. a single perimeter wall would take ages just to scroll through, otherwise. a constructor would haul all required and available materials to the all construction jobs of a project before starting to construct any of it's parts. we could then see what materials are still missing to complete the entire project. if there are not enough materials to finish the project, they just start construction and either start hauling to it again or move on to another project.

honestly, this idea alone is enough to have it's own thread in the forum. but, to be fair, there are many things like this that the game still lacks.

Quote from: Brutetal on March 16, 2017, 04:08:39 PM
Or add a button to the orders menu point;

- Forbid

So you can just hover over things and mass-forbid them. That way you can indirectly take control what they build first.

there is a mod for mass forbidding and mass allowing of items and blueprints. it's called allow tool
https://ludeon.com/forums/index.php?topic=17218.0
#2
I had a problem with the Work Tab mod recently, see this thread for the details.
https://ludeon.com/forums/index.php?topic=31144.0
#3
Support / Re: Error while loading map
March 17, 2017, 06:11:35 PM
thanks for your help, I had 5 fluffy mods enabled, and it seems to have been the work tab that was causing the problem.
after turning all of them off and turning them back on in turn, trying to load the game every time, it's only work tab that causes the error. saving the game while having it disabled and then turning it back on completely fixed the problem. I'll report this bug in the mod's thread.
#4
Support / Error while loading map
March 15, 2017, 03:43:43 PM
I can't access any of my saves. It loads for a time, then an error message comes up saying "Error while loading map". This is the second time this has happened, but last time it sorted itself out, but this time it seems to be lasting.

I've attached the output log from my last try to load up a save game.

I'm guessing it's just something to do with the list of mods I've got enabled, but it could be something else, I guess.

Maybe someone here can help me resolve this issue.

[attachment deleted by admin due to age]
#5
Ideas / Re: EVENT: LOW Oxygen atmosphere.
February 22, 2017, 11:28:07 AM
while the idea might be interesting, abandoned building generation would have to be improved to facilitate any sort of start, because it could take a while before you can build your first oxygen-producing structure, and doubly so if there are no such structures and you need to resort to indoors-growing zones for oxygen. there also wouldn't be a lot of soil, only gravel or sand because nothing's grown there for a long time, potentially, so that takes it along to hydroponics.

Simply adapting the temperature-system to do oxygen is just not enough to introduce this. we'd need new, airtight doors. Tents. Pressurized oxygen tanks. Masks for breathing air from a portable air tank. A use of all this on a planet with breathable atmosphere.
#6
Ideas / Re: Readdressing surgery and body part health
February 22, 2017, 12:50:09 AM
Quote from: jpinard on February 21, 2017, 06:03:50 PM
I did not know bionic arms would make a doctor better at doctoring.  Does that mean it would make a person better at crafting as well?
yes, it does. bionic arms improve manipulation and if you look into the character sheets and click on the various items in the list, you'll see how that value is calculated on the right. Surgery success chance for example, is calculated from the doctoring skill, consciousness, sight and manipulation. If you improve any of those, the value goes up.
#7
Ideas / Readdressing surgery and body part health
February 21, 2017, 05:54:43 PM
For a long time now, I've been living in fear of my colonists dying on any one surgery, even when it should be exceedingly unlikely that the surgeon fails. So many times now, has a patient died because their torsos were cut up so much that they just flat out died. I have been enhancing my doctors with bionic arms and pumping them full of go-juice and wake-up before surgeries to minimize failure chances. And jet, the first time in a few hours of playing has a colonist died on a surgery that should not have had any chance to fail. A doctor with 2 bionic arms, a doctoring skill of 14, and high on wake-up and go-juice, using normal medicine, on a medical bed with a vitals monitor. the calculated surgery success chance in the character sheet is 134%. Even factoring in the 0.75 multiplier, it comes out just above 100%, and the offset form the bed isn't even put into this. All that aside, he failed catastrophically, and put 4 stabs, 3 scratches, and 4 cuts into the patient's torso, killing him. Why should I, when I waste this much time and effort on preventing the inevitable, still play by the rules of the game? I even tried out various mods to make surgery failure less likely, less dangerous, or more realistic, but all that didn't even do much. Why should I not just go around the whole surgery and cheat the parts into my people?

My suggestion is this: Instead of putting in hidden variables, which I'm convinced are used, just put a "surgery success multiplier" into all body parts. Natural body parts have the highest difficulty together with parts put into the brain, like a joywire, and things like eye patches, peg legs and such have a value far above 1, as they don't have to be connected to any living tissue. Furthermore, failures should not cause random injuries to surrounding body parts, especially if failure is due to the medicine used, not the doctor. You don't suddenly start randomly cutting this way and that because you don't have antibiotics. Minor failures should cause permanent damage to the installed part, something like a scar, to imply that the part wasn't properly installed and, depending on the part, give a bigger or smaller debuff to the whatever the part affects. Catastrophic failures should be the equivalent of the part just being cut off or out, with bleeding and pain and all, as to imply that the part was installed, but so badly, that the part was useless and had to be removed again. this would be a death sentence on vitals. Ridiculous failures would actually cause damage to surrounding parts, but only enough to destroy organs that have very few hit points to begin with. This is to signify the surgeon's hand slipping and cutting something he wasn't supposed to cut.

The medicine used, the cleanliness of the OP and the doctor's Healing quality determine simply whether or not the area that was operated on gets infected or not. Something like [Cleanliness of OP]*([Medicine quality]+[Doctor's treatment quality])/2. for example, in a sterile room (0.6), normal medicine (0.75), and a medical bed with vitals monitor( +17% offset to Healing Quality) any doctor with a healing quality of 241% or higher will never cause an infection, and at 75% they cause it half the time.

As for the health of body parts, vitals should be able to take a shot or stab (excluding the heart and brain) and still let colonists survive long enough to let them receive emergency battlefield care, but die of those injuries in the span of a few hours. Bleeding should be toned up a moderate amount in general, as well as pain. People should die of a shot to the neck, two shots to the torso, two cuts in the leg and a bite in the arm in less than half a day, IMO. Pain should only max out an hour or two after an injury was received. Torsos should have 50 or 60 hit points, instead of 40, because all too often have colonists died in a social fight because their torsos were destroyed. What does destroying the torso even mean?

anyway, this is it for now, it's almost midnight as I write this and will look it over tomorrow as I'm able to. Try not to rip someones head off replying to this, I'm tiered and may not have worded things as I intended or have big blunders in this wall of text.
#8
Outdated / Re: [A13] More Traits v1.2
July 09, 2016, 04:55:45 AM
For some reason, this mod doesn't work with EdB's prepare carefully for me. while it doesn't cause the game to crash or anything, when I start a game that I prepared carefully, it simply starts the game as if I hadn't done that at all. while I could just turn more traits on AFTER my colonists crashed on the rimworld, I find it rather frustrating that I can't easily have good colonists with the new traits. if anyone knows what the problem might be, please let me know

EDIT: actually, the culprit seems to have been another mod I had enabled
https://ludeon.com/forums/index.php?topic=19057.0
this one
#9
Support / issues with buying the soundtrack
June 28, 2016, 12:51:46 PM

I just wanted to buy Rimworld's soundtrack, but the store page (http://www.lasgameaudio.co.uk/#!store/t04fw) won't let me do anything but listen to the promo-tracks, so, is something wrong with that page or is it somehow an issue on my side?

#10
Support / Re: Can't generate any new worlds
February 04, 2016, 11:18:10 AM
I tried a few of those things, and it turned out that, indeed, my download must have been corrupted somehow, because even deleting everything and re-extracting the files from the .zip didn't change anything. after re-downloading the game and extracting it, everything works as it should.
thanks for your help, M8, Imma name the first colonist of my next colony after you, maybe even tell you what's happening to him every now and then, if you'd like.
#11
Support / Re: Can't generate any new worlds
February 04, 2016, 06:48:59 AM
here's the log file after I did what you told me to do

[attachment deleted by admin - too old]
#12
Support / Re: Can't generate any new worlds
February 04, 2016, 04:41:18 AM
Quote from: Haplo on February 03, 2016, 04:09:09 PM
Which system do you have?
Did you extract your zip file?
Do you have full access to the savegame folder or does it need admit rights?
Does it show the create planet button or how exactly does the error occure?

Just a few questions I randomly had for your problem :)

Answering these questions in order:
Win8.1
Yes
I think it doesn't need admin rights
I can go into the create new world screen, and can see the button, but when I hit it, nothing happens. Well, not exactly nothing, when I look at my CPU-usage, it spicks for a moment and then goes back down.
#13
Support / Can't generate any new worlds
February 02, 2016, 02:47:54 PM
so, I just bought the game, because I've been watching a few LPs, but for some reason I can't generate a new world.
I haven't tried yet, if I can make a colony if there is already a world in the saves folder, but it would be a right waste of 30$ to now have to rely on other people's generated worlds to start a new game on a new world.

Does anyone know why I could be having these issues? If not, I'll always have something to fall back on, at least.