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Messages - KingKnee

#1
Quote from: grinch on February 22, 2017, 10:00:18 AM
I set penoxycyline every 7 days. Got plague but inmu its at 91% , pretty safe

The game says to take it every 5 days IIRC.
#2
There needs to be more settings.. when someone breaks down from alcohol addiction, you don't want your assault rifle guy to just empty on them.
#3
and literally no-one is talking about advanced sex robots at all.
#4
General Discussion / Re: Trauma Savants.
February 05, 2017, 04:59:57 PM
My best doctor got this after I tried to install a painstopper IIRC.
#5
Still, you didn't address my point about advanced sex robots.
#6
Imagine the sex robots 3000+ years from now. I mean, the guns are unrealistic.
#7
Quote from: Zhentar on January 31, 2017, 12:36:54 AM
Zhentar's Vanilla Fixes includes a fix for the nutrient paste dispenser issue.

Thank you, gonna try it.
#8

Hey all.

1. I think there should be a cooldown on sound feedback. If a pawn is freaking out, then going for joy, then freaking out again and so on, you'll get a ping for each "mood swing" on how close they are to their breaking point. That can mean a LOT of "DINGS" alerts being triggered and it's not pleasant. Please put in a cooldown between each DING for each particular pawn. Right now I'm about to go look for the DING sample to delete or replace it.

2. Nutrient paste dispenser seems to be weird in A16. My pawns seem to value pretty much anything else over a nutrient paste meal. I can see strawberries as an exception but when they prefer raw meat and raw potatoes to the machine goop, I feel something is off. The machine is right there, yet they run to eat raw food, get food poisoning and then complain. Seems unintended to me.

Regards.
#9
Hi Zhentar, I'm still using the even earlier version of WorldPawnGC so I will definitely give it a shot. I dunno if you caught my reply last time but your older version was removing pawns buried in sarcophagi, which seems unintended?

In any case, thanks for working on this, imho huge challenge with this game.

EDIT.

Removing pawns from graves after a while would be great, making them empty again ofc.
#10
Quote from: Shurp on January 26, 2017, 07:00:16 AM
In my experience... the colonists who are precious little snowflakes ("mental break threshold +15%") are much harder to manage than colonists with a few scars.  Although I suppose it depends on how many they have.  They usually don't come with more than one or two, and prompt treatment of injuries usually prevents them from getting more.

Maybe it would help to think of a Rimworld "scar" not as a bit of discolored flesh but rather a giant chunk of missing arm/leg that the warg bit off and swallowed.

Would make more sense. Right now having a "scar" seriously decreases function and mood. I've put in bionic limbs because someone had a scar.
#11
General Discussion / Re: Almost all colonists female
January 26, 2017, 09:44:44 AM
Someone write a script to generate 100.000 pawns so we can see the gender spread.
#12
General Discussion / Re: Almost all colonists female
January 26, 2017, 04:16:49 AM

I got this too, even much later I realize that some of the pawns I thought were male, were actually female.
#13
General Discussion / Re: Curious performance
January 24, 2017, 04:29:10 PM
Quote from: Zhentar on January 21, 2017, 07:51:18 PM

I did notice a small improvement, but nothing radical. Probably most of the deleted pawns were dead, so they aren't very expensive to tick.

As for burning corpses, the only pawns that could be cleaned up would be the dead pawn that you burned, so again, not a very big win. Unless..... hmmm....

Another new version. This one prunes branches only connected to the relationship tree through dead, corpseless pawns. It clears another ~350 pawns from your save, and potentially more if you start burning corpses.

Starting a second colony just tanked my game, we're talking 10-18 FPS on speed 2, so I think I've reached the limit of what my machine can do.
Just a heads up, with your last mod version I noticed that corpses disappear from sarcophagi. The sarcophagi keep their story about who was buried there but they are empty and can be reused. I'm thinking your mod removes the dead chars.
#14
Quote from: Beider on January 24, 2017, 02:02:17 PM

Why even bother, you can just grow drugs, brew beer, make sculptures or all of them. Sell it to traders and buy all the metal you need.


"My own fun" would to make a self-sustaining advanced colony, but I can't currently. Self-sustaining meaning no need to trade anything if I don't feel like it. Currently things break down and require 25 metal to fix each time, turrets get blown up and require metal to fix, tons of stuff makes it so you need a steady flow of metal, which is a fixed resource.

The game seems to put an expiration date on all advanced colonies unless you agree to trade for survival. Even then you will have to trade in renewables to keep doing it. It pushes you to make more colonies like I did, but at that point I have enough colonists that it becomes a slideshow at speed 2 and almost unplayable on even a fairly good machine. (and speed 1 is terribly slow) So either they need to make up their minds as to what they want the player to do or they need to severely optimize the game if this whole "worlds" thing is supposed to work. I don't see it when even one large colony can bring my machine to its knees on speed 2.
#15
There needs to be some kind of expensive teleporter to transport items between bases, imho. For the first time I set out to build a second base outpost because I was running out of metal on my original one, but I found that there are only extremely cumbersome ways to send back metal from my outpost to my old base. Even with launchers you spend 80+25 metal(component+work it took to make it) to send 300 back. That's way too slow.

Make a giant launcher pad or a teleporter of some kind to get stuff done.