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Messages - mzonk

#1
Back again.

The problem seems to be that the pawns won't unload their supplies.  I make a stockpile zone, but none of the supplies they packed come off of the carrier animals and go into it.

This leads to "starving" colonists whose "starvation" ends the moment the caravan reforms.

It has something to do with the distinction between a caravan on the road and one in a map point.

If I could get the colonists to unload the supplies, things would take care of themselves.

I'm writing this because I found a work-around and then (brilliant me) forgot all about it.
#2
"Prohibited" implies deliberateness, making the description inapt; however, sowing did somehow become forbidden in those fields.

Thank you for alerting me to this.  I allowed sowing and the problem went away.
#3
General Discussion / Re: Zombrella?
August 04, 2020, 01:27:52 PM
OK.  I bit.  I built one.

A Zombrella is a character editor, similar to the character editor mod, though you have to have your pawn physically enter the Zombrella before the pawn can be edited.

As with the character editor mod, you cannot change a pawn's name using a Zombrella.

Yes, I use that mod, even though I find it less than fully useful (I want to change the pawns' names).

The reason I originally got character editor was so that I could add Curly Jo and Shev to Curlie, Larry and Mo.  It failed.

Do you need the character editor mod to be able to build a Zombrella?  Are there any research prerequisites?
#4
General Discussion / Zombrella?
August 04, 2020, 11:18:53 AM
I'm going through Architect--Misc and was surprised to find an entity called a "Zombrella."  Looking over the information that is attached to it, I find it described only as a "humanoid shaper."

I did searches in the wiki and in these fora but nothing came up.

Anybody know what it does and how to use it?
#5
Thank you all for your attempted help.  My best guess is that it's the range thing.  Here's a screen shot meant to show the extent of the colony in question:


Canute, I'm sorry, but I had trouble understanding what you wrote.  This is probably as much my problem as yours.  I've edited novels for publishing houses, and my mind can be diabolically precise sometimes.

It is funny that you should point out that hydroponics have no priority, because my experimentation says that this is not true.  Shown here is a screenshot of hydroponics basins in an outdoor field.  Both the basins and the field are set to grow cotton.   Guess which one is getting plants sown in and wich one isn't...

As to the work priorities, I doubt that this is a problem.  I have twelve colonists and have assigned several to just growing.  They all crowd around the basins.  Here are my priorities

I guess this one will have to go unsolved for now.

I'm having another minor difficulty.  It seems like everything electrical in the colony browns out no matter how much generating capacity I put in.
#6
And what happens to that 10X10 field of Devilsrand I have planted after it gets harvested?  The healroot that never gets planted?  This is an issue of what will or will not grow in a hydroponics basin and what does or does not get planted when you've got a basin or two--or twenty give or take--in your infrastructure.  Specifically, what happens when you have a field of something that will grow in a hydroponics basin, a field of something that won't and a basin or two indoors?  Outdoors?
#7
I'm not sure whether this is a bug of a feature, and I'm not angry about it, but...I just built up an in-mountain hydroponics garden and, when I did, my pawns stopped planting things in the nearby growing fields.  I have twelve in this particular game and set THREE of them to "grow" as their number one work priority.
They all concentrate on the hydroponics basins.
They're not starving, but it strikes me as a little strange.  What happens if I build a second indoor hydroponics garden?  If I put down a basin or two that's outdoors?
#8
tyvm
#9
When I started Rimworld today, a message was displayed in yellow in the upper left corner to the effect of a new version being available.  I was told to check out the Ludeon Studios website for more information.

I checked out the website and then came here and searched the forums for "new version."  If there was something out there, I couldn't find it.

Forgive my presumption, but I am assuming that this is different from the "Royalty" thing--that, I believe, is a mod/mod pack and not an actual new version of the game.

Anybody know where I can find information on the new version?
#10
I appreciate the speedy reply, but I load the caravans with raw grains--rice, corn, potatoes and berries.  The same pawns eat the stuff no problem at the main colony.  I'll check the next time a caravan arrives, but I doubt this will be a problem.

Again, thanks anyway for trying.
#11
I can zoom in but nothing I had them take with them shows up.  It's as if the stuff doesn't exist until I try to reform the caravan.  I tried making a stockpile zone--nothing went in there either.  I'm confused.
#12
I sent a caravan to mine a lump of silver ore.  I gave it 8 days of food for a 1-day trek.

The colonists have been there for two days.  They're all listed as malnourished and some of them are collapsing due to starvation.

I go to <world>, click on the location and select <reform caravan> and the display shows that I have OVER SEVEN DAYS OF FOOD LEFT.

Is it really the case that a caravan can't unpack the food it packed for a trip when it reaches its destination?

And if not, as is probably the case, how do I get the food into my colonists' bellies?
#13
Support / Weaponized Animals and Caravans -- mod
March 05, 2020, 10:54:21 AM
I weaponize my animals.  My colonists take them along on caravans and use them as cannon fodder, among the other more commonly used tasks.

The game is written almost as if to deliberately make this a PITA.  The process of setting up a caravan involves first checking out the animals on the colony's "Animals" tab to decide which ones to take on a caravan, then forming the caravan and adding them to it, and also at some point making sure that the animals' owners (I forget the precise term) are properly set up so that they don't "belong" to colonists not at the caravan destination (and can't be released) after the caravan arrives.

The game is written almost as if to make this deliberately difficult.  Even the names of the animals don't match between the "Animals" tab and the caravan formation screen.  I have to use pencil and paper to write down the colonists' names, their respective weapons and the animals that are going on a quest.  There is no way to apply the criteria I use for selecting an animal for a caravan (no bonded animals, no pregnant animals, at least one of each gender stays behind, etc.).  Finally, there is no way to save a list of the animals (or colonists) that are going on a caravan (except on paper), making it necessary to redo the entire process each time I form a caravan.

Is there a mod that can aid me in caravan formation?
#14
Support / Better opening site selection map -- mod?
March 05, 2020, 10:42:02 AM
I'm looking for a mod that can make info on the map sites at the beginning of the game more easily gathered.

I have some specific criteria involving the terrain types (I prefer mountainous) and types of stone available (I prefer sandstone and granite).  My problem is that the map does not readily differentiate flat from hills from mountainous, etc.  I checked the list of mods, and there is none available that remedies this difficulty.  Is there a mod out there that I missed?
#15
Support / Re: Register my game?
February 26, 2020, 07:46:56 PM
Actually, that button that "looked pretty clear to you" looked more like a link to send a confirmation email to my inbox that included the link to where I should paste the message.  I humbly recommend that it be changed to make it less confusing.

Moot point.  I copied and pasted the entire email message, clicked on the button, and the screen just went back to its original form.

Thanks anyway.

BTW, thanks for the talk about the royalty expansion, but I don't have it.  Someone else might peruse this thread and find it useful, though.