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Messages - Cimanyd

#16
General Discussion / Re: Latest update ffor A16!!!!!!!
December 05, 2016, 02:24:24 AM
Quote from: Wanderer_joins on December 04, 2016, 02:10:35 PM
Isn't this pod launch system simply for orbital trade?

Isn't the map simply to explain waiting time for caravans from various factions?

Which is great since the trade system is kind of broken but i'm just trying to keep it real.

This teaser image pretty clearly shows it's the player's caravan. There are two groups of colonists at the top, with the one on the right selected as the caravan is. There are options at the bottom to "split" and "settle". The blue house icon (of which there are no others, even on this other image) must be the colony, so this caravan of colonists has recently left the colony to go attack nearby pirates (don't know why two different colors; two kinds of pirates? new hostile human faction? or just red are mechanoids?).

Given that colonists can move around in caravans on the world map, and this exchange Spdskatr quoted earlier in this thread:

Quote from: PerunPerunowy on November 07, 2016, 11:30:47 AM
What if i want to start on Island?
How can i get to the Continent by Caravane Mode? Boats? Ships?
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!

...and that McAulay is "Entering transport pod." in the teaser this thread is about, it's safe to assume that we can use these transport pods to move colonists and items (see top left message) without having to cross the map, which you might have to do if you're on an island.

I was going to speculate, then I looked at what Tynan's said lately.

Twitter:
Quote from: @TynanSylvester
Transport pods go both ways :D

Reddit:
Quote from: /u/ieatcavemen
We HAVE to be getting vehicles in the new alpha, right?

With the implementation of caravans and traveling across the map Tynan must surely be planning to introduce (hopefully customisable) land vehicles.

If I'm going to exterminate civilise my Rimworld neighbours there's only so much genocide diplomacy I can accomplish with hand carts.
Quote from: /u/TynanSylvester
There are vehicles, but probably not the way you imagine!

So that thing is probably a vehicle, like the ship, that effectively teleports you somewhere else on the world map at the cost of fuel (and whatever research and materials you needed to have built 6 of each of those things in the first place).
#17
Quote from: Kopz on November 25, 2016, 01:13:20 PM
Drafting is however very useful for resetting your colonist work prioritization. If a doctor is in the middle of crafting and you do a quick draft and then undraft he will stop crafting and start rechecking for the highest priority task to be completed ie firefighting, bedrest, doctoring ect.

That's true. I was responding to this:

Quote from: Moxi on November 25, 2016, 07:45:17 AM[snip]
I have 5 doctors with 10+ in medicine skill for 15 pawns in total. All have "1" in the Doctor workorder and I have set two pawns to do "anything" in their planning (as I read a tip about it would let them focus on the patients and no on sleeping i.e. after drafting them.

None of the two have the lazy, or other debuffs which would expain their lazyness. They don't theat anyone after drafting them, they don't feed them and basically does nothing, even so it's their number 1 thing to do.
[snip]

It sounded to me like OP was drafting his doctors, expecting it to make them work without resting, when it would really make them just stand still and do nothing.

If OP actually meant drafting+undrafting them to wake them up/stop them researching/etc., I misunderstood.
#18
A colonist that is drafted won't do anything on its own, including moving, except attack enemies in range. Drafting is mostly just for combat; it's not a "don't sleep/eat right now, keep working" button. The only thing that does that is the schedule under Restrict, but a temporary button like that would be useful.

Filling needs (food, rest, joy) is separate from the work that priorities cover, so if your doctor would rather sleep than heal, changing priorities or unassigning everything but doctoring won't help.

Unless you're running a huge colony, I think it's worth micromanaging (by right-click prioritizing) most doctoring. The consequences of not doing it as well as you can are more serious than most of the things your colonists do automatically.
#20
Quote from: BugPowderDust on July 12, 2016, 05:51:48 AM
Hax. I am playing Alpha15, and it's amazeballs! You can start as Mechs now, poor Mech family who are misunderstood and just want to hug colonists.

Sounds great! I want to play as an infestation a misunderstood insect hive, can we do that too?
#21
  <ThoughtDef>
    <defName>Naked</defName>
    <workerClass>ThoughtWorker_PsychologicallyNude</workerClass>
    <nullifyingTraits>
      <li>Nudist</li>
    </nullifyingTraits>
    <stages>
      <li>
        <label>naked</label>
        <description>I'm naked. This is humiliating.</description>
        <baseMoodEffect>-6</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>


It's -6.

This was reported a year ago, on A11, and Tynan said it was fixed then so it was changed in A12 at the latest. The wiki hasn't been updated with that change.

As for the mood system in general, I think ChimpX is right that (from what Tynan says about A14) it's likely the numbers will be somewhat different, which means this kind of complaint should wait until after A14 when we can see what's changed. It's too late for the overhaul you suggest to be in A14 by now anyway; it would be in A15.
#22
Quote from: Tynan on November 15, 2015, 02:39:54 AM
I'm non-stickying this one for now since I'm no longer maintaining the change log. Why? For reasons outlined on the changelog itself. Really, I only started it so I could show it to government people while seeking government R&D funding, and it duplicates the git commits. It's just a bit of drag on progress, I find, a small but persistent time sink for time I could use actually making the game. Less changelog equals more features!

Also found this:

Quote from: Tynan on January 24, 2016, 06:57:33 AM
Quote from: falcongrey on January 15, 2016, 11:25:48 PM
Quote from: Veneke on January 14, 2016, 10:21:09 AM
Still, it's gone now so that's all there is to that. I presume that we'll still have a changelog from version to version though?

Though I understand why the daily change logs are gone... they would be tedious and time consuming. I do hope and somewhat expect this will happen though at release of each update / version change.

Definitely, new releases will, as always, still have a full changelist saying everything that's different.

Regarding the time-saving aspect, yes it's small, but little things add up to days of saved time after some years. I doubt many would want a multi-day delay in a game so they could see a changelog (I certainly wouldn't!). It's not the product people really show up for.

I really believe in focusing hard on what matters and being ruthless about cutting away excess baggage (in dev methodology and in life in general).
#23
Quote from: Panzer on September 21, 2015, 04:06:50 PM
Reminds me of that tweet from Tynan ^^ "Animal testing. Chicken lays egg, turns around and gobbles it up". Had to laugh when I read that ;D

Quote from: milon on June 16, 2016, 11:14:45 AM
I think I read somewhere that when Tynan first added eggs to the game, chickens did indeed lay-and-eat their eggs.  Silly animals.  :)

The dangers of necromancy! :P
#24
My artist made this:



I don't think she regrets selling that pirate to the visitors.

But why did she replace the visitors with herself? "...Candice Roughchild selling Merrie Keith to Candice Roughchild..." The visitor-with-question-mark's name was not Candice Roughchild. That third name in that sentence should be the name of the visitor, or the name of the faction. (or the name or type of the ship, if applicable?)

No idea how to reproduce this. Not that it's an important bug.
#25
General Discussion / Re: Tortoises OP?
April 11, 2016, 08:53:39 PM
Quote from: Scaphismus on April 11, 2016, 06:24:12 PM
On a related note, my baby carnivores have a REALLY rough time finding food. One of my warg pups lost a leg in a fight with a tortoise, and the second he was able to walk again, he went right back and got himself killed by the same damned tortoise. My cute little baby grizzly got both eyes scarred when he tried to eat a boomrat, then the next day he had both eyes gouged out by a boar. Has anyone else had trouble with this? And if so, have you found a good solution?

Let them have food available that won't bite back? And don't forget animals don't mind eating humans. Let them eat what remains of your enemies. If that's not enough, hunt animals and/or make kibble or something.

I'd also recommend keeping baby animals inside with allowed areas, to keep them from being prey themselves and to solve your problem.
#26
General Discussion / Re: Party crashers
April 11, 2016, 12:37:43 AM
From reddit:

Quote from: /u/TimeAndTheRani
My groom started vomiting in the middle of the ceremony. As he ran for the hospital bed, I got a notice that "the wedding has been called off." I wish I'd got a screenshot but I was busy busting a gut laughing.
#27
I think you have accidentally posted this twice.

How is their health? Various health problems could affect shooting, cataracts or a missing arm being obvious examples.

Are they using the same weapon? Different kinds of weapons will have different accuracy at the same range.
#28
Quote from: Shurp on April 08, 2016, 08:05:41 PM
I can confirm that lovers will get it on in a double bed with a nice mood bonus.  No, there's no exciting graphics, just z's replaced by hearts.  So Rimworld remains the family-friendly game where you can kill your enemies, butcher them, eat them, and wear their skin as a hat.  But no sex to scare little Johnny!

But... butchering people etc. doesn't have "exciting graphics" either?

On-topic: What am I doing in RimWorld today? Regretting putting my colony in the jungle.



He's having a bad day week month season.

edit: and three other colonists just got malaria. Current count out of 6 colonists: 3 malaria, 2 fibrous mechanites, 2 gut worms, 1 sleeping sickness (almost immune), 1 now-immune flu.
#29
Quote from: Mathenaut on April 10, 2016, 07:53:46 AM
The problem is that for really weak and useless pets (i.e. cats), they are only a liability. They die easily so they don't even make a good shield, and the penalty for losing them is -15 for over a year.

It only lasts 20 days; a third of a year.
#30
I think you need to have an undrafted colonist rescue, and while drafted the option wouldn't appear.