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Messages - Bizz Keryear

#1
Can confirm this, colonists will prefer any raw food before eating any simple meals.
Sames goes for feeding prisoners and sick.
Have stopped production entirely and will sell what is left.
#2
Bugs / [A14] more path finding and priority issues
July 17, 2016, 08:12:47 AM
Pawns take unnecessary detours:
#3
JobDriver throws exceptions when an animal dies ... or the animal dies cause JobDriver throws an exception ... not so sure about that.
Either way when the error pops up I can go looking for a dead animal:
#4
Ran into the problem that I had a room with two tiles roof missing, and for the love of god couldn't find them (also because of a bug)

But a button that, if pressed, shows you where the a roof is build (so you can force your pawns to do it if they don't do it on their own) and where not ... like the view settings -> draw roof in Development mode ... just in the game UI for all players. For those who don't want a "cheat mode" at hand all the time, but still want to be able to "see" what is going on (and each pawn could see).

See: http://steamcommunity.com/app/294100/discussions/0/366298942109936704/?tscn=1468701448
#5
Ideas / Re: More control over your pawns
July 16, 2016, 08:37:24 PM
Quote from: b0rsuk on July 16, 2016, 06:53:49 PM
The "rotten" issue - make two corpse stockpiles, one with "allow rotten" and preferred priority, and another without "allow rotten" and normal priority. In the bill of crematorium, limit the range of cremation task. Then make sure the "rotten" stockpile is within the range of crematorium, while "not rotten" isn't.

Bin there, done that.
What do you think happens as soon as there aren't any rotten corpses anymore?
Or if the rotten corpses stockpile has free slots?
Sometimes even not rotten corpses will be put on the rotten pile even if the not rotten pile has free slots ... and that while still corpses rot out in the air.
Erm, no, this method doesn't work.
#6
Quote from: hector212121 on July 16, 2016, 07:22:50 PM
Perhaps replace the positive ones? I mean, negative and normal seem pretty much intuitive, but say a Good weapon was Grade E, Grade D for Superior, etc, or maybe start at d and keep Legendary?
Nah, usually the people by with: Scrap anything that sounds like it is below normal, but can you really tell which ones is the worst ... and which one, of the bad ones, is the best?
I sure can't.
The order: poor, awful, shoddy makes to me as much sense as shoddy, awful, poor , and so does the original one. These words are more or less interchangeable.

And same goes for the good ones.

And the US marks system is not only not flexible enough (not enough marks in it) but outside the US (yeah, that exists ... I am there ... born and raised)  it doesn't make much sense.

    E.g.: Our marks go from 1.0 (best) to 6.something (worst) When we are about to go to college. Before that it is 1+ to 6- (1+> 1 > 1- > 2+ >2 ... and so on)
    However in Japan (the have also marks between 1 and 6)  it is the other way round. 6 is the best and 1 is the worst... dunno if they have steps in between like we have.

Anyway with my purposed system you only have to know one thing ... does it (the quality) sound bad or good? then the number tells you how much you are in that direction.
#7
Ideas / More control over your pawns
July 16, 2016, 06:22:35 PM

  • The first example of lack of control:

      Ok, you play and your pawns have tons of stuff to so ... so you assign more workers to e.g. building, even those who aren't as good.

      But guess who want to build the stuff which has a quality attribute? The derp! The one with building 2 which only is there to smooth the god damm floor. Ic an assign him as often as i like to that task ... he does the high end stuff all the time ... while the one with building 12 ends up smoothing the floor and destroying the awful quality items derp has produced ... or moving the good ones which I have forced him to build.
      While Derp always goes back to do stuff he shouldn't.
      I wish I could set min max for tasks ( like in bills of benches)  So I could say if you have 0-3 build smooth the floor, 4-6 = build walls, 7-20 = build anything more complicated, and 10-20 = build furniture.
  • The next example is rotten ... literally and figuratively
      When having some stockpiles and bills have the checkbox: allow rotten. That is all fine and dandy but more often I want to handle only the stuff that is rotten not  the rotten ones as well as the not rotten. e.g. I want the electric crematorium burn ONLY rotten animal corpses ... and next to it I want a stockpile ONLY for rotten animal corpses ... And before that I want to bury ONLY (human corpses and) rotten animal corpses ... not rotten one animal corpses I use for food.
And sometimes I wish I just had a function that would make the most capable do the job ... not the derps ... but in this game the one who is the least capable does the job (while he is good at something else ... but that is done by someone who is incompetent at that)


I am sure I had another point ... I just forgot.
#8
Ideas / Numbers in addition to the arbitrary names.
July 16, 2016, 05:56:57 PM
What bugs me since the first version I have used (prealpha something) is that the names for e.g quality a total arbitrary.
Instead of just call it e.g. shoddy, poor or masterwork call it shoddy[2/9], poor [3/9], and masterwork [8/9]
That way we don't have constantly look up in wiki what quality is better than the other.
While some seem obviously ... especially for native English speaker ... others are not.
E.g. Awful, Shody, and Poor could be in any ather order as well. Or Superior might as well be after Masterwork.

So don't call them Awful, Shoddy, Poor, Normal, Good, Superior, Excellent, Masterwork, and Legendary.
But Awful[1/9], Shoddy[2/9], Poor[3/9], Normal[4/9], Good[5/9], Superior[6/9], Excellent[7/9], Masterwork[8/9], and Legendary[9/9].


Or just call Excellent quality Annika Hansen from now on. ;p  :P
#9
Ideas / Re: Haul to Construction Site
July 16, 2016, 05:50:59 PM
Yeah that sucks ... as much as tons of not full stacks blocking your stockpile.
Both have the same workaround: Make a small (1x1 or 1x2 stockpile) make it critical  and make sure that is the highest priority used anywhere on map. Assign what you want to sort or what you need at your site. Though you need one stockpile for each material needed. (and for hauling purposes it needs to be as close to your build as you can place it)
#10
Bugs / [still in A14] Path finding issues:
July 16, 2016, 05:45:55 PM
A picture says more than a 1000 words ... especially if it has words in it.

[attachment deleted by admin - too old]
#11
Bugs / [A14] roof bug
July 16, 2016, 05:38:18 PM
A14 build 1234:
Have build a room (freezer) that is partly that deep in a mountain that it partly has a thick roof.
A have set the whole area as one where a roof should be build.
I manually had priotiesed build the roof everywhere.
Now it doesn't allow me to build the roof anywhere, but 2 tiles are still unroofed ... I had to find using the debug menu show roof.
These two tiles are exactly two tiles away from a wall I have had build.

Can provide saves and hopefully logs as well, if needed.


P.S.: For reasons internet explorer security options interferes when I try to mass copy all my saves (though it works if I only copy about 15 at a time.)

P.P.S: forum went down while I was trying to post this, if this is a duplicate then I am sorry (though I wan't able to find my first try)
#12
Bugs / Re: A14 Climate Cycle not working correctly
July 16, 2016, 06:39:20 AM
I thought it was meant to be to have a normal season change but temperature and such change each year.
e.g. location starts off pretty as moderate but, after a few years, e.g. winter like conditions all year round.
#13
Support / Cannot keep my dogs feed. Why?
April 24, 2016, 07:17:45 PM
There is enough food, there are enough trainers. Task is prioritized. Dogs even have access to fridge.And jet still starving.
What do I wrong? Or is it bugged?
#14
General Discussion / Re: RimWorld change log
December 15, 2014, 09:07:11 AM
What really cool would be a change log that also show the version ...
So that I can see when what version it is ... if nothing is there then it just is in the code, but no new version out.
(after Alpha 8 I tried to download the "version" from Dec 14th...until I figured thatthere is none .. just the code was updated.)

Btw... updates any plans to get it to steam ... updating EA games with steam has become so easy... I have become real lazy
#15
Quote from: marvinkosh on December 12, 2014, 03:52:06 PM
As far as the crafting craziness goes, I think it might be an idea to check your stockpiles and make sure that they don't allow Unfinished goods.  Those are under Items. :)
Well that wasn't that ... they were just littered around the crafting table...

It only works if I only assign one person to it... or maybe if I lock them in a working area...
If I try to make more to work on art they start but as soon they make a break (eat/sleep) someone take over .. by first removing the started project from the table. and then everything is lost .

Anyway if only 1 person works ... it seems to be fine.