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Topics - Panzer

#1
Insects from a bug hive start destroying workbenches, doors and furniture close to them if they cant reach the colonists after being shot at, they didnt in A16, is this working as intended?

To reproduce, have colonists shoot at insects and then kite them along some workbenches.
#2
Stories / The plague hit and only one way out...
January 04, 2017, 11:17:31 AM
So this happened: 2 of my colonists, combarro and rat, become sick with the plague around day 17 and since I chose the tribal start, I only got herbal medicine, also only a lvl 9 doctor.
I order both of them to drop everything and stay in bed, pay close attention to treatments as to keep untreated time to a minimum, yet it seems like rat wont make it, hes 54 years old and the plague progresses faster than his immune system can keep up.
I dont want to lose him because hes an ace cook, and so theres only one way out of this dilemma: opening an ancient danger in the hopes of finding some luciferium.
Luckily, I got some frag grenades and an awful sniper rifle from the second raid, that should be enough to deal with a few mechs. I order the colonists in position, the grenadier in cover and and close to where I will open the ancient shrine, the sniper some distance away, flanking the mechs when they will attack the grenadier.
I order the worker to open up the shrine, and find it empty, to my surprise.




Among some nice artifacts I also find what I was looking for, 8 pills of luciferium. I haul it back at once and feed it to rat, who is in severe pain because the plague went from major to extreme, with immunity progress only at 70%. Plague and immunity are having a neck and neck race until the immunity finally manages to overtake the plague, rat survives with 95% plague progress.
A few days later hes already up and about again, throwing a party, but with only 7 pills left in store and winter around the corner, rats future is uncertain ;D

#3
General Discussion / Some feedback on A16
January 01, 2017, 10:49:04 AM
I had some free time during the christmas season and played a lot of rimworld, thought I write down my thoughts and feedback on A16, which is a fantastic update and lit up the rimworld spark in me again :)

I played a rough randy colony for 50 hrs and am now in year 5, doing caravan shenanigans and assaulting pirate bases, I heard I can wipe the pirate factions by destroying all outposts, how awesome ist that ;D


The first new thing I came across was the option to allow non-deadmans clothes in stockpiles, which boggled my mind a bit, why the hell should there be an option to allow normal clothes? That should be natural, if anything it should be the other way round, an option to control where the worthless raider thrash clothes can be stored.



The next thing I noticed was the now less potent medicine, after my doc sawed a few heads off I realized I now need glitterworld medicine to reliably do surgery, something I didnt need before. Getting those meds wasnt too difficult with ordering caravans and all, but I never managed to get more than 10 units of them stored at all times, I think cassandra players might see more action and therefore need to do more surgery, so slight increase of the amount that traders carry would be nice.

What I also liked was how the medicine stats reflected the technology level, 40% potency for herbals meds, 70% for normal medicine and then a big gap to 160% potency for glitterworld meds, shows how amazingly ahead glitterworld tech is before anything else.

I also liked the slowed healing rate for wounds, a bit more realistic than the old 2 day miracle recovery mechanic. I didnt see any infection happen in my game this time, but that might be due to the fact that I am always quick to treat wounds, also cant talk much about sickness because I didnt see much sickness happening, and I felt those cases werent that much different from before.



Next up is drugs, I like the new drawbacks, feels better now with more risk because the reward was always there. I have my people on a schedule that allows weed and beer every 2-3 days for 3 years now, havent seen any lung cancer but one case of weed addiction after a binge, and some small tolerances now and then.

What suprised me was two of my underage (17-18yo) female colonists developing massive tolerance to alcohol pretty fast and without me noticing, they were on the standard social drugs schedule (1 beer a day and for joy?). Im usually pretty observant, either that went totally past me or it happened way too fast. I then set them on a no drugs schedule, one of them developed liver cirrhosis and soon after liver cancer, so I bought a new liver and switched them out. Oddly enough, the massive tolerance was still there even with the new liver, and caused liver cirrhosis again. So I waited until the tolerance decreased to medium, which took a very long time, and then switched it out a 2nd time.

I think the preset social drugs schedule should be adjusted based on this with underage pawns in mind, less suspecting players might get a bad surprise otherwise. On the other hand, more drama that way ;)

I also noticed animals might gobble up any drugs they may find in their zone and dont care about whether they re forbidden or not, one of my wolf puppies overdosed on go juice that way, a husky later snacked some luciferium and had to be put down after behaving violently because I didnt want to feed him any more expensive lucy. I think animals being able to eat drugs should be mentioned in the learning helper, as well as being able to administer them drugs, wolves on yayo were great for chasing down fleeing raiders ^^



Finally, caravans and droppods, those are freaking awesome, I droppodded into the nearest pirate outpost and wiped like 2 generations of raiders, aunts, fathers, sons and sisters and what not ;D Again though, the learning helper lacked information, e.g. I didnt know at first that reforming the caravan lets you pick up all the stuff on the map, I started to pick up everything manually, which was pretty tedious. Neither did I know that you form a caravan by moving into the green zone on the edge of the map, learned that the hard way.

When I was on the world map, I didnt know that you can merge caravans by selecting both of them when they re on the same tile, the learning helper didnt mention that, the split caravan option also just told me that its possible to merge, but not how, had to google to that in the end, then again, might just be me.

Loading caravans and droppods needs some work, it would be nice to be able to control where there caravan loads, like with the marriage and party spot (I know theres a mod for that, but I feel that should be in the base game).
Colonists seem to ignore their basic needs like rest and food while loading up, I had some super happy colonists go crazy because they had to load 7500 pemmican and forgot to eat and sleep while doing that, therefore delaying the caravan til they snapped out of it. Same with droppods, but a bit more infuriating, 5 of 6 colonists decided to enter the pods and the last guy had to load everything by himself, depending on how large the load is, it becomes a pain in the ass.

I liked the loading interface though, that was pretty straight forward. Navigation on the worldmap as well, the estimates for food and travel time are always accurate.

Joy is a bit of an issue though, depending on the distance, a arriving caravan is always totally joy deprived, it would be nice if they at least have a bit of basic joy so they dont get the -20 for an extended time if unloading takes longer. I also noticed caravan members dont talk to each other while travelling, it would be pretty cool if they would do that or at least when they re resting.

What I would also like to see is to be able to do one of those 24 hrs stops without settling on a tile. I tend to allow 2 colonies and settle with caravans to tend to addictions, to hunt and gather some food, or droppod some in if they re still in range. If I got enough meals and everyone is fine I pack my bags and abandon that "settlement", but cant settle there ever again, which isnt big issue, but it clutters the world map with a trail of abandoned settlements, and thats a bit annoying.


Regarding performance, I get lags when I have big caravans on the worldmap (8+ colonists) and when attacking settlements, crashes sometimes, but I think thats just because my system is beyond outdated (win7 32bit, 4gb ram, old radeon hd4800 series graphics card) and I decided to play on a larger map.


And that concludes my feedback, if anyone wants to comment or add something, go ahead! Cheers! ;D
#4
Bugs / [A15] Heartattack during tutorial
August 29, 2016, 03:32:49 AM
I had a pawn close to 90 years and he died during the tutorial due to a heart attack. Funny as that may be, can we perhaps get a pawn age range for the tutorial, a new player will probably be very confused about what just happend ;D

"Today we ll learn about.. OH GOD HEARTATTACK, TREAT HIM QUICK" ;D

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#5
Probably what happened in this thread.

Doors are held open by stockpile, but not set to "hold open", manhunters cant pass through but can be shot at.




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#6
Bugs / [A13] Untreatable disease
April 19, 2016, 10:23:05 AM
I got a colonist that has muscle parasites, but no doc treats him and I cant prioritize it, persists after savegame reload.

Link to savegame: https://www.dropbox.com/s/0k1rvs7b608jerk/diseasebug.zip?dl=0
#7
General Discussion / Lovin' working correctly?
April 17, 2016, 05:42:02 AM
Can one of the devs or someone with more insight explain to me whats necessary for lovin action?

I have two couples in my colony, one around 35 years and fiancees, the other one around 30 and married. I noticed the 35 year olds had the lovin mood bonus almost every day, while the other couple only had it like once a month at best, I thought that was kinda strange, so I watched them a couple of days and did some probability math.

The 30 yo couple has a lovin chance of 24% per hour of sleep (taken from debug info). Both do art in their shared bedroom and go to bed at the same time, and get about 7 hours of sleep, a bit more.
The chance of not having lovin is 76%. That means the chance for not lovin 7 times in a row is 76%^7 = 0,1464..., about 15%. All well and good, that can happen.
I watched them for 5 days, and nothing happened, the chance for that is 15%^5 = 0,000075..., thats 0,008%, a ridiculously low chance, but it keeps on happening, and I dont understand it.

The other couple has way less lovin chance, less compability to each other and less attraction, yet they got lovin 4 of 5 days. So I would really like to know what the factors are, because lovin chance doesnt seem to be the only one. Do traits play a role? Does it depend on how much joy a pawn had? Does lovin happen less when the couple has a very high opinion of each other?
#8
I had a group visit me where one of the guys was clearly a returnee, he was wounded from a fight with an alpaca, yet he just spawned and no alpaca was even near him, also he was starving and tired.

I like the injuries, they keep you guessing what might have happened, but food and rest not so much, he should ve had some chance to eat something and get some rest when he was off the map, the meals in his inventory should ve been reset too, he didnt carry any.

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#9
General Discussion / Relationship riddles!
April 09, 2016, 05:28:50 PM
Gizmo is wild boar 5s sister, but at the same time also his niece ;D Who can tell me what happened xD

Really love that family tree feature btw, adds a lot of flavor and has me thinking quite hard at times ^^





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#10
Bugs / [A13] Visiting trader has no food
April 09, 2016, 04:32:56 PM
They are eatin' mah jelly :o

On a serious note, the trader inventory had no meals, and he then probably proceeded to take the most nutritious thing around.



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#11
General Discussion / Can you plz not go there??
April 09, 2016, 09:47:51 AM
I really like the trade caravans, but can we please have them not stop on growing zones? Feels like early alphas all over, with visitors stealing your food. Im really tempted to shred those muffs and piss off the faction to save my devilstrand, because the nutrition value of crops in general is really low now and those critters keep eating.
I like the idea of low nutrition crops so hungry animals keep eating them all, so you have to watch out for them, but I dont really approve of faction animals behaving this way..





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#12
General Discussion / Lovin' the new pacing ;)
April 08, 2016, 08:57:11 PM
Have to say I really like the new pacing, in alpha 12 it felt like you could get crazy rich in no time, get all the bionics, and still have enough cash to waste it into building a stupid statue of colonist x twisting someones ear or something like that. Now I have to really think carefully about what I want to do with my resources.

Few things I noticed:

-Overall pacing much slower, raids dont scale as quickly, might be due to wealth not scaling as quickly because a lot of stuff is locked behind research

-Im really hurting for metal. No, I dont build turret farms. Most of it goes to crafting ballistic vests or firearms, an addition I really like btw.

-Traders. are. rare.
20 hrs into my colony and I had exotic traders visit twice... bulk traders maybe 4-5 times? And the odd small-time trader now and then. Not saying this is bad, a lot of stuff now is really rare, medicine, plasteel, artifacts, bionics, I like the game of having limited resources and making the most out of it.

-Lots of research locked behind the multi analyzer. I need gold. Finally a reason to open ancient structures and duke it out with mechs to get the gold from the guys in the cryptopods.

-Predators chewing up corpses. And the pet your too smart neurotic colonist just bonded with. Love it.

-If theres overhead mountain theres also insects. And some of those shouldnt get in close combat range. Playing flat from now on.

-Social fights, nice to watch an insult turn into a fight to the death. If they happen to stop before one of them dies, theres at least going to be one scarred eye. And a new batman joker relationship.

-Definitely liking the new trade caravans, some arrived with cats and all, was imagining pack cats with tiny bags left and right, absolutely awesome ;D

-Family members left and right. Had that one raider attack me, he survived and I had him join my cause. He liked it so much, he invited his wanderer brother over, and later on his wife, although she happened to be chased by tribespeople, but somehow she ended up in my colony. What a small world.

-Colonists are fucking shameless. Had a marriage, and the day after the bride was already being wooed by all kinds of colonists. During breakfast. With her husband. What a bunch of dogs.

Those were the most memorable things I could recall now, overall it seems the pace was slowed down for proper relationships to happen, definitely liking the changes. Anyone else? ;D
#13
Bugs / [A13] Pawn bleedrate can exceed 100% per day
April 08, 2016, 12:56:05 PM
See attached screenshot. If I recall correctly, it couldnt exceed 100% in the previous alpha. Couldnt find it in the Git changelog, so I think it is a bug.

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#14
I dont think this is intended, in my case it was a melee fighter that left his assigned indoor zone to fight by himself during a manhunter event.

Cant quite explain it, but seems like they need line of sight or something else to trigger that behavior.



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#15
Bugs / [0.12.911] Uninstalling already destroyed thing
August 31, 2015, 08:37:09 AM
Found that by chance when a grenade killed my toolbox. If a colonist uninstalls furniture and said thing gets destroyed during the process, you get the remains as well as packed furniture with 0 or less hp, see the screenshot below.

To reproduce: Uninstall furniture, wait til the pawn is working on it, pause and destroy furniture, pawn will still finish the job

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#16
Bugs / [0.12.911] No xp increase for deconstruction?
August 29, 2015, 09:14:05 AM
More of an oversight perhaps than a bug. Deconstructing takes time but colonists gain no xp for doing so, they should in my opinion, since it is a construction-type work?
#17
Ideas / Animal tab UI suggestions
August 29, 2015, 06:05:38 AM
Hey there,

I already posted an idea in this thread, but since it was quite a mix of different suggestions I thought I should extract it because I wanted that specific topic to get more attention.

I already have a fleshed out idea of what a proper UI for the animals tab could look like, I want you to post different ideas or try to improve mine, or just comment on it ;)
I may even start modding because of it, but its been some time since I did UI related programming and I only got the basics of c++ down, so it might take me some months to get comfortable with c# and modding in general.

QuoteFirst of all, species groups which are collapseable and a button to set a general master and area. After that I thought a table with 3 columns would be nice, for babies, juvenile and adult. That way you can keep track of population, keep the young ones inside during attack, etc...

Also, something to see gender (gender symbols? pink/ light blue names?) would be nice, incase we dont want the critters to breed anymore.

Someone mentioned that it might be a good idea to display age, not a fan of it since too much information just makes it feel overloaded, still feel like my current idea is overloaded as well, but cant think of anything better at this point.





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#18
This might be related to that old bug that didnt update plant growth correctly, but this time with critters.
Boar 4 is 2 months old and a baby, yet I have boar 17 and hes 1 month old and juvenile. After a savegame reload boar 4's growth updated and he became a juvenile.
Boar 19 in my savegame is 1 month and 1 day old, he should reach next growth stage in 2 days(?), will post if it happens again.

Savegame: https://www.dropbox.com/s/05wroc9wbt2yyv8/creaturegrowth.rar?dl=0

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#19
Unsure where to put it, as it is not really a bug, more like an oversight. Sick colonists spend their joy time in bed resting. This may be ok for a day or two and helps with immunity, but it really puts a damper on their mood after day 3, -20 for joy deprived plus the -5 for being sick.
You can force them to have joy by forbidding access to all medical beds and their bedroom, but that is quite time-consuming, I think it would be better if sick people spend their joytime regularly, if the player needs them to rest he can still order them to.

Apparently part of this bug: https://ludeon.com/forums/index.php?topic=15329.0

Seems like this has been adressed, guess that this can be closed, thx.
#20
Bugs / [0.12.906] projectiles ignore walls
August 24, 2015, 11:22:48 AM
projectiles like rockets, heavy blaster rounds and inferno cannon balls ignore high cover, like they re shot in an arc and hit from above. In previous alphas they used to hit walls first.

I attached a savegame with my colonists fighting mechs behind high cover, one colonist got downed and keeps getting hit from the blaster mech, although hes completely in cover with no line of sight to the mech.

Will work on another savegame to better showcase this.

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