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Messages - Idara

#1
The removal of camelhair from the game is the single most annoying change from the recent iterations. I play half the time on Tundra maps, and the other half on extreme desert maps. Trying to get any textile with which to make the necessary protective cowboy hats and dusters for deserts when any animals are scarce (3 iguana in one year = one cowboy hat!) is seriously un-fun. I always used to enjoy building up a little herd of dromedary in very hot climes, producing much needed protein (milk) and essential camelhair for clothing. Now, like most of the other animals, dromedary are no longer worth the scarce resources it takes to keep them fed. Seriously disappointing.
#2
I have the same issue. Only playing with one mod (Disable Sappers). For me this issue only started with 1.1.2647, but I did not use the previous version (1.1.2641), my savegame is from 1.1.2624

Edited for correct version numbers
#3
General Discussion / Re: Sibling tragedy
January 22, 2017, 12:45:27 PM
Just realised there is a whole bug thread on this issue  ::)
#4
Bugs / [A16] Odd pod person behaviour
January 22, 2017, 12:18:14 PM
An escape pod landed at the other side of the map, containing the brother of one of my colonists. I sent a pawn to rescue him, but before she got there, the brother was on his feet, and limping, bleeding, towards my colony, so my pawn went to do something else. The rescue/capture options had gone, but the brother is headed to 'rest' in my colony, so I think 'OK', he's just saving her carrying him (he hadn't spontaneously joined the colony - he was still a blue 'neutral' pawn). He eventually arrives and plonks himself in one of my med beds. Great, except there was no option to treat him, and he's bleeding to death. So I send his sister in to 'arrest' him, and he resists - thus the little drama ends with her beating him to death (oops!).

I didn't think at first that this might be a bug, so I haven't got a recent save game or anything, sorry.


Mod edit (Calahan) - This bug report was posted in a new thread, so I merged it with the existing thread on this issue.
#5
General Discussion / Re: Sibling tragedy
January 22, 2017, 12:15:54 PM
Right, I shall report it. Thanks :-)
#6
General Discussion / Re: Sibling tragedy
January 22, 2017, 12:05:27 PM
OK, thanks  :)
#7
General Discussion / Sibling tragedy
January 22, 2017, 11:34:15 AM
An escape pod landed at the other side of the map, containing the brother of one of my colonists. I sent a pawn to rescue him, but before she got there, the brother was on his feet, and limping, bleeding, towards my colony, so my pawn went to do something else. The rescue/capture options had gone, but the brother is headed to 'rest' in my colony, so I think 'OK', he's just saving her carrying him (he hadn't spontaneously joined the colony - he was still a blue 'neutral' pawn). He eventually arrives and plonks himself in one of my med beds. Great, except there was no option to treat him, and he's bleeding to death. So I send his sister in to 'arrest' him, and he resists - thus the little drama ends with her beating him to death (oops!).

I've never had a pawn from an escape capsule just get up and wander off like that - is it a new thing? What (if anything) should I have done differently to give my guys a chance to recruit him?
#8
Had a Cold Snap event, which started at about -5 degrees C, and my pawns stopped sowing etc as expected. However, as the cold snap continued, the temperature started to rise, and I'm now seeing about 19 degrees C, but my crops *still* aren't growing and nothing is being sown, because it is still technically a 'cold snap'.

Running the latest version with no mods, 100% vanilla.

Save game and log file attached (I hope).

[attachment deleted by admin - too old]
#9
captainradish -Thank you for your suggestion , but as I stated, I'm playing 100% vanilla - I've never used a single mod with Rimworld. Also, it's a 'crashlanded' scenario, rather than 'tribal'. Thanks for replying though :-)

b0rsuk - At this stage I'll take the stupidest of answers if it gives me something else to try ;-)
#10
Bugs / Probably a really stupid question, but...
July 20, 2016, 04:13:39 PM
How do you get custom scenarios to work? I made my scenario, and saved it. Then selected 'next', chose a difficulty and then 'next' again to the 'generate world' page, but when I click 'generate' it goes to the 'generating world' box and then.... back to the 'generate world' page. I'm completely confused. I've closed the game, started again, rewritten the scenario, tried random seeds etc, but always the same result. Every time I try to generate the world, it just goes back to the same page.  ???
I'm running 100% vanilla, I've been playing since A6 or A7, but this is my first attempt at a scenario. So what am I doing wrong/missing? If anyone can help I'd be very grateful!
#11
I'm experiencing the same issue. Also running vanilla, have no human meat at all. I also notice that whilst eating raw corn and berries no longer gives a debuff, drinking 'raw' milk does, which seems odd...
#12
Off-Topic / Re: Count to 9000 before Tynan posts!
July 15, 2016, 07:10:33 AM
3837...
#13
Ideas / Re: Your Cheapest Ideas
April 20, 2016, 11:09:00 AM
Colonists should get a mood boost when performing activities (Mining, construction etc) they are "Passionate" about (similar to the Green Thumb trait). Eg an Artist should feel happy when creating art etc. To balance it, you could have colonist loathe certain activities, and get a mood penalty when performing those.
#14
Bugs / Shared bedroom debuff change
August 29, 2015, 03:21:23 PM
I have a prisoner in a prison with 3 beds in it. He is the only prisoner, but is experiencing the 'shared bedroom' debuff, presumably because of the multiple beds. Is this an intentional change or a bug/oversight?

In any case, wouldn't it make more sense for prisoners to have a debuff if they are imprisoned alone? After all, solitary confinement is used as a punishment for prisoners.
#15
General Discussion / Re: The Pet Thread
August 29, 2015, 10:38:23 AM
Quote from: Rahjital on August 29, 2015, 10:28:19 AM
Remove the home zone from the interior of the chicken pen. Eggs not laid in the home zone are forbidden by default, so your handlers won't be allowed to touch them.

Brilliant - thanks :)