Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - nils

#1
Bugs / Game crashes when recording with fraps
July 05, 2015, 12:11:43 PM
Switching to resolution 1920x1080 failed, trying lower one
Switching to resolution 1920x1080 failed, trying lower one
All resolution switches have failed
Screen: could not switch resolution (1920x1080 fs=1 hz=0)

Edit: This is when the game proper starts up, i.e. after accpeting your colonists and after the map is generated. My very wild and uneducated guess would be a superfluous initialization of the video mode.
#2
Ideas / Abandoned mines
January 01, 2015, 01:09:40 PM
One sort of "abandoned structures" that make a LOT of sense for rimworld - mines. Should be fairly easy to implement, just have a few linear tunnels intersect each other. Higher chance of rock chunks - representing cave ins - and some small rooms here or there. Doesn't even HAVE to have an entrance, since that could have collapsed since the mine was built. Walls should be natural rock, perhaps with some wooden or steel pillars here and there where miners propped up the roof.

Add random skeletons, (non-food) supplies or items here or there.
#3
One "problem" I am having in my games is that due to the large numbers of attackers, I also end up with a large amount of clothes. This is both great for generating some income, and for clothing my own guys, but it does cause minor gameplay issues; most importantly it removes the need for growing cotton or harvesting leather and sewing my own clothes. Parkas especially take a ton of time and a lot of material, and it's just so much easier to wait for the first winter attack wave and take their stuff.

I don't know if there's a damage system for clothes planned, i.e. if they wear out over time. If this is ever the case, it could be possible to just set clothes taken from someone who died in a fight to "broken".

Another solution might be to make colonists very unhappy if they strip dead bodies. I mean, sure, they shot those pirates in self defense, but a lot of people might think it's wrong to then loot them for their clothes - they'd prefer to treat the dead with dignity.

A third option might be to drop cloth instead of clothes, at least sometimes, representing damaged clothes. Engine wise it might even simply be a chance of turning the clothes into cloth based on how long the body has been dead.
#4
Bugs / [W|0.8.657E] Building on snow
December 29, 2014, 09:34:22 AM
Building floors - and presumably other structures - should require removal of snow first, much like colonists are cutting down trees. (Unless the underground is permanent ice, I guess.)

This is obviously a minor enhancement/oversight thing rather than a real bug.
#5
Bugs / [W|0.8.651] Attack waves spawn for empty colony
December 15, 2014, 09:35:19 AM
My current colony is deserted and destroyed, only a few damaged slate walls remain. (And a lot of corpses.)

The game still spawns attack waves every now and then - which doesn't seem to make sense.
#6
Ideas / Trails in the snow -> sand
December 15, 2014, 09:16:38 AM
I love that your guys leave trails in the snow, that is, snow is thinner where your colonists walk a lot.

Is it possible to add something similar for sandy terrain? Please ignore me if it's there and I just haven't seen it yet, my desert colony was a big failfest (thank you, pirate gang).
#7
Bugs / [W|0.8.651] Attackers - balancing
December 15, 2014, 09:08:56 AM
The group of attackers I mentioned with the starvation bug was 10-ish attackers strong, at least two guys with powered armor, one with a charge rifle, and two or three with bionics. This was the second group that spawned for my colony, the first one was a lone guy with a pistol.

Needless to say there was not a snowball's chance in hell to survive.

Cassandra Classic on Challenging.

On the plus side, the attackers burning down your colony is a nice change of pace from the usual slaver raids. Kudos.
#8
Bugs / [W|0.8.651] Attackers starve to death
December 15, 2014, 09:05:59 AM
Had a group of attackers who wanted to destroy my colony. Okay, but after all my colonists were dead they continued to attack stone walls I had captured - and continued to do so until all attackers starved to death.

There was a LOT of raw food sitting around.

Either the attackers should steal food - probably limit this to when they are not being attacked - or they should leave when they are threatened with starvation. This has the added benefit that you can just "wait out" minor attacks if your fortress is strong enough.
#9
Ideas / Higher ambient temperature around vents
December 14, 2014, 08:17:53 AM
Geothermal vents should have somewhat higher mabient temperature. This is a fairly minor thing, but if it were implemented your thermal vents suddenly became interesting in more than one way. In the winter or on cold maps they might provide some additional heating and become center of a colony because of it. in warmer areas or summer they might require cooling.
#10
Ideas / Temperature overlay
December 14, 2014, 08:15:25 AM
Similar to showing homezones, I'd like to see a color-graded temperature overlay for the gameworld. That would make setting up your heating systems etc much easier, and might give a good indication where and how much heat is lost if any.
#11
Colonists still prefer to walk all the way across the map to eat a packaged survival meal off the floor, even though I have refrigerated simple meals right next to their dining area.

This becomes more of an issue in cold climates.

I still feel that those meals should only be eaten when no other option is available, or maybe as a tie with simple meals; that is, if a prefab meal and a simple meal are available they go for the closest one.
#12
Bugs / [Alpha 8 - 651] Doesn't get along with fraps
December 14, 2014, 08:05:19 AM
Alpha 8 seems to crash invariably when trying to record footage with fraps. Symptoms vary a little, but I've not made it past a minute of gameplay while running fraps. Most common crashpoint seems to be when the game has finished generating the map and tries to initialize the actual game's graphics mode.

#13
I am honestly not sure if this is intended behavior because I feel this should have been caught immediately:

When I want to place a wall, I always get the materials submenu pop up when I select the menu icon. This is a bit annoying if all I want to do is continue to build wooden walls.

A better way to wrangle it would be to use LMB to select the structure (furniture etc) as displayed in the menu, while RMB opens the materials submenu.

Right now, both LMB and RMB open up said submenu. It wouldn't be so bad if just clicking else where let me continue, but unless I actually select something from the submenu I don't get to place anything.

This is so severe in my eyes that I am not sure I will be playing A7.
#14
Bugs / [W|0.6.532] Build a Room
September 27, 2014, 04:04:52 AM
Really minor one: If I reclaim a structure and fix it up, it doesn't get rid of the "build a room" hint. I did add wall pieces and a door and the game generated a roof for it, so it ought to count I guess.
#15
Ideas / Release prisoner
September 18, 2014, 10:00:07 AM
I may just be missing this, but I'd like to release a prisoner. Had this guy in my last game, good character but unfortunately got shot up so badly in his attack on my base that he became useless. I know I can execute prisoners, but that's a bit harsh. Don't like selling slaves either.

I know I can just remove the door or wall of the prison, and the guy will run for it, but then my guys will try to recapture him. Plus, prisoners I may wish to keep may also escape.

Why not let me just give him a pat on the back and say "nuh-uh be nicer next time".

Could even result in a minor rep boost for his faction. "Gee, we attacked them and they let our guys go - maybe they are not so evil after all."

#16
Ideas / Food consumption
September 18, 2014, 09:56:35 AM
This is a SUPER minor one, but could potentially be helpful for early game:

It seems colonists prefer the prefab rations you find on the map to food you cook. I know I can lock them down, but it would still make more sense for the guys to eat the perishable food first. In any real survival situation you'd do the same thing, i.e. keep the long-lasting stuff for dire emergencies. Besides people would probably prefer fresh food to the prepackaged rations.
#17
Ideas / Mining Floors and Stone Walls
September 15, 2014, 04:01:14 AM
I don't think this is currently possible but don't know what is in A7, anyway:

a) Please give us a means to rip out floor we placed on natural ground. I am half suspecting that placing floor replaces whatever terrain was there before but I kinda hope not.

b) If we mine a stone wall, some bricks should come out of it. Recycling building materials like that is absolutely realistic and was done for much of human history (and is probably still done, except maybe not in the richer countries).
#18
Bugs / Cooking stove power use
September 14, 2014, 08:04:16 AM
Shouldn't always be on, should only use power when active.
#19
Ideas / Fill dumping zones from the center
September 14, 2014, 05:17:42 AM
I've noticed that it'd be much, much smarter for my lil guys to haul rocks and fill dumping zones from the center out. Otherwise, the first rocks etc they dump will slow them down a lot when they add more.

Can be mitigated somewhat by cutting "paths" into your zones, and not a HUGE thing but I know that if I were a colonist on Rimworld I wouldn't want to climb over that crap every time.
#20
Bugs / [W|0.6.532] Placing structures insta-removes trees
September 02, 2014, 03:34:33 AM
Sorry if this is a dupe posting, but:

When you place structures and they are constructed, they will automatically override any plants that grow there. Colonists do move chunks aside, but trees for example "just disappear". Colonists should have to chop them down the normal way, then commence construction. (And of course this should place wood of the normal amount on the ground as well.)

(Lower limit: I think it's kind of OK that bushes get insta-removed, and grass can surely be built over, no problem, but it seems silly that trees puff away like this.)