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Messages - lewisd

#1
Oh, right, whoops.  Reported in Mantis.  My bad.  Thanks for the awesome game.
#2
Version: 0.9.722
Windows 7 x64

I've tested that this is happening with at least crematoriums and electric smelters, so I suspect it happens with everything.

Steps to reproduce:
1. Select a colonist.
2. Right click on a crematorium, and select "Prioritize cremating".
3. Immediately right click again on the crematorium, but don't select anything yet.
4. Wait until the colonist has finished cremating their first victim.
5. Click on "Prioritize cremating" on the menu that's still open.

Expected result:
The colonist goes and gets another corpse to cremate.

Actual result:
The colonist ignores your instruction and carries on with whatever else they were doing.
#3
Bugs / Re: Unroofed all of a sudden? Can't tell why.
March 08, 2015, 09:10:34 PM
I built a line of doors (3 up top, 2 down below) and now both sides show as "indoors". If I deconstruct any of them, it goes back to "unroofed" thought, which it hasn't done before. (See attached save)
The reason I don't want to just leave doors there to fix it is that it messes up temperatures around the base.

[attachment deleted due to age]
#4
Bugs / Unroofed all of a sudden? Can't tell why.
March 08, 2015, 09:06:27 PM
Has anyone else encountered parts of your base becoming suddenly "unroofed" without a "new area" being discovered, and without removing walls, etc?  I've had it happen 2-3 times on this particular playthrough, and it's getting rather annoying. Sometimes building doors in parts of my base, and then removing them, will fix it.
I've attached a zip containing the save, and the world.
All the hallways in the base show "unroofed", but they were roofed fine a while ago.
The right 1/3 of the base you'll see is "constructed roof", and the left side is under a mountain.  The "checkerboard" pattern floor area is where my beacon is. I add a no-roof region to allow trade, then remove it to cover back up so things don't wear out from being rained on.
This really seems like a bug to me.

Details:
0.9.722
Windows 7 64 bit

[attachment deleted due to age]
#5
I have hydroponics basins build in the mountain, inside a room full of cryochambers I found. (Cool!)  I put doors in, and heaters, so the room shows as indoors, with an appropriate temperature.  However, when I hover over the hydroponics table, either a complete one, or an under-construction one (not a blueprint though), it shows as outdoors, with the outdoor temperature.  Since it's winter, I'm worried this could affect whether my plants grow properly or not.  Even if it's just a UI reporting problem though, it's still a bug. :)
#6
Ideas / Re: Growing plant "none", for winter
December 14, 2014, 01:35:35 PM
Quote from: Cimanyd on December 13, 2014, 11:58:01 PM
You could fill the growing zone with plans before deleting it, it would make it easier to recreate the next year.

That's a great idea, thanks!
I also like the "none/fallow" idea, and the mod that was also mentioned.
#7
Ideas / Growing plant "none", for winter
December 13, 2014, 11:49:40 PM
It'd be nice if, in winter, I could set my growing zone to grow "none", so that they don't waste time planting potato plants that are just going to die. I don't want to delete the zone, since I created it specifically on the "rich" dirt only, which took some time.
#8
Hey all,

I'm having an odd problem where right-clicking on some structures with bills doesn't work.  I tried to tell my artist to get to work at a sculptor's table, but there's no right click menu showing up at all.
It's not working for:
cook stove
butcher table
sculptor's table
tailor's workbench

But it is working for the stonecutter's table.
They all have bills, and most of them are active. The cookstove's is marked as inactive because I have enough meals stockpiled.
All of them have the necessary resources nearby, except the butcher's table.  The tailor's workbench and sculptor's table both definitely have active bills, and the necessary resources nearby.
The colonists I've tried with all are capable of performing the task, and have it checked off in the overview.

I've tried restarting the game, but that didn't change anything.

Is there something I'm missing?
#9
It looks like mechanoids do slowly (very slowly) starve.  One of them died of "hunger" (I guess?) while they were taking my base apart.
Then, I was saved! 20+ raiders arrived, killed the 5 remaining mechanoids, and set fire to virtually everything else that was left.  They were in the middle of trying to ignite my solar panels (which were keeping my hydroponics running inside), being frustrated by the rain, when they gave up and left!
So now I have an utterly destroyed outdoor base, a nearly self-sufficient indoor base, and 6 colonists who are trying to pick of the pieces and keep surviving.
#10
General Discussion / Do mechanoids ever give up?
June 14, 2014, 09:57:25 PM
I was doing a pretty good job of surviving, had a nice base built up with large indoor and outdoor areas.  Suddenly, 6 drop pods appeared inside the double-thick stone walls of my base perimeter.  Each pod disgorged a centipede!  I quickly pulled everyone back inside the base, and built metal walls over the doorways. I didn't have stone available inside the base, or I would have used that!
I have hydroponics tables inside, but all my power generation is out there where the mechanoids are running rampant.  They destroyed every turret without hardly breaking a sweat, and are now just running around pulverizing every bit of wall.  I can hold out indefinitely in here, until they cut off the power.
Do they ever give up, like normal raiders do?
(I love this game)
#11
General Discussion / Re: "Added simple ruins generation"
February 28, 2014, 04:41:14 PM
Bear traps? Caltrops? Pressure plates with arrows that shoot from the walls?
I have this sudden image of a Sir, You Are Being Hunted On Rimworld crossover, where the ruin is populated by tweedpunk robots.
#12
That's an interesting idea.  It solves the problems I've seen, including some I wasn't expecting to be solved, eg. Pawn near the paste machine in the prison, a fair ways from the rest of the base.

I wonder how it interacts with something else though. Do you have any thoughts about splitting the home zone's purposes?  Right now it's fire fighting and cleaning, gets done in the home zone. It's nice sometimes to have firefighting outside my base, to prevent fires from getting right to my walls before they do anything about it, but then they go outside the base to sweep too. (Unless that's been fixed somehow and I didn't notice?)
#13
Quote from: Tynan on February 28, 2014, 12:56:50 PMmake the AI unpredictable

Well, in my opinion (disclaimer: not a game dev), there needs to be some level of unpredictability on the AI or the game ends up being boring, due to being too predictable.  So many of the fun stories, that make the game what it is, are driven by unpredictability on the part of the AI.

I've got a paste dispenser in my prison, which is a ways from the base, so when colonists are working up there, I expect them to go get paste, despite not liking it as much.  But when they're in my main base area, they're getting paste or meals depending on which half of the base they're on.  One half is closer to the paste dispenser, one half is closer to the cook stove, even though the two are in the same room, virtually side by side.  It makes me want to do "exploiting" things like build the room with only one door, so they have to walk past the meals to get to the paste dispenser, but that only works if the distance the AI is using is walking distance, vs crow-flies.  Either way, it feels like I'm exploiting the AI because the pawns are being boneheaded.
#14
Quote from: Tynan on February 28, 2014, 12:31:32 PMI avoid soft weighting decisions by the AI for complexity/predictability reasons.

You mean you're not going to use multiple factors in the weight for those decisions? weight = distance * foodQuality, vs, weight = distance? If you're choosing not to do that, I guess there must be more to it?  I don't know what you mean by "soft weighting".  I wasn't suggesting giving each pawn a different preference, just having the quality of the food on it's own be included in the weighing.
#15
Hmm.  It would be cool if the distance to the food source was modified by a factor based on their preference for the type of food, when the game is deciding which food they'll go get. (*nudge* Tynan ;))