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Messages - Alitaria

#1
Bugs / [B18] Unable to progress in Tutorial
February 14, 2018, 10:06:15 PM
While using the learning helper you are unable to progress if you have a colonist incapable of violence as one of the steps is to equip all colonists with weapons. Unfortunately colonists incapable of violence refuse to even hold weapons and I have been unable to find a workaround (unless I'm missing something obvious)


I only noticed this as my girlfriend recently bought the game and became so frustrated at this that she stopped playing altogether after only 15 minutes.
#2
Stories / Re: So it finally happened.
July 07, 2016, 02:24:33 AM
-EDIT-
A fire broke out during the after party and noone was sober enough to put it out before destroying 6 bedrooms....
#3
Stories / So it finally happened.
July 07, 2016, 02:22:20 AM


After almost a year and a half of waiting these two finally got hitched and finally used the Church I spent all of 15 minutes building the moment they got engaged XD

This was the first time a colony has lived long enough for it to happen since A13 got released.
#4
General Discussion / Re: Outdated versions
June 08, 2016, 06:28:03 PM
I believe there was a thread a little while ago about older versions. Can't remember which board it was though.
I keep all the old versions I download so i think the earliest version I have is around A6-7.

You should also have access to the prototype pack as well if you really want to see the game in its fetus stage.
#5
General Discussion / Re: Randy Being Randy...
June 05, 2016, 05:38:12 AM
Quote from: Wex on June 03, 2016, 12:08:33 PM
You can also have 2 raids come into the map from the same spot.
The first one preparing and the second attacking immediately.
Things would have been dire, if those 2 factions didn't hate each other.
It was a nice profit.

I remember a time where I was being sieged by one faction, only to have an enemy of said faction (still an enemy of me) spawn a raid to attack immediately which happened to pass through the siege camp of party A.
It was a slaughter. And the colony lived until the next raid.

There was also several times when a tribal group removed some Mechaniods for me. Cheers guys :D
#6
Stories / Re: Worst Colonists
June 02, 2016, 07:00:52 PM
Quote from: Element4ry on June 02, 2016, 04:34:40 AM
Some time ago I got this princess:

holy jesus....you win...that is awful
#7
General Discussion / Re: Randy Being Randy...
June 01, 2016, 11:13:56 PM
In my experience Randy is either really nice to me...or a complete douche-canoe within a week.



This is the most recent act of Randy......
#8
Stories / Worst Colonists
June 01, 2016, 10:49:45 PM
So I was creating a new colony and this gem of a colonist got rolled



No social skill, dislikes both genders.
Can you say crotchy old woman?
#9
Stories / Short story. Duchess to the Deceased.
May 29, 2016, 06:51:53 PM
My second short story towards my "Rim Obituaries" series.
This story series focuses on a previous colony I maintained for around 8 ingame years. These short stories are how the occupants of "The Vault" died. The events are not portrayed exactly how they occurred but rather how I imagine they occurred.
This story is a selection of Journal entries leading up to a Mechaniod invasion that ultimately ended the colony.
Hope y'all enjoy.

16th of December, 5002
Entry 1

There are some things I just don't talk about. Relationships. Escape. Happiness. Living 'till next week.
I'm are stuck here, may as well not get my hopes up.
My name is Anastelle Decena, Duchess of the Decena estate on the planet Ryondie. But we aren't on my estate anymore. This is the Rim, and I am not a ruler here. The people here call me Ana, it's not much of a title, but it's better than "The Late Anastelle Decena". Life here is hard. If you want to live, you work. If you want to die, leave. Though I could never leave, I owe my life and surely my sanity to these people.

21st of July, 5003
Entry 148

Why didn't I take those hunting sessions more seriously? Knowing how to handle a gun might have saved my leg.
Some pirate gang from a settlement nearby decided to assault the Vault without our scouts noticing. Thanks guys.
They ambushed a work site were we were testing our IED's to break through rubble. In hindsight, not their smartest move. Also in hindsight, shouldn't have been taking cover near the rubble we were clearing. It was already unstable so the gunfire dropped it, right onto my leg.
I must have blacked out because I woke up yesterday in the medical bay with a bionic leg grafted to my nervous system. This will take getting used to.

3rd of January, 5004
Entry 473

Sometimes I think about what life would be like if I hadn't boarded that ship. If maybe my life would have taken a different turn, or whether I'd still be stuck in that stuffy dress lording over those beneath me who desperately try to live until tomorrow. Maybe I would have left, gone on some adventure to the major cities. But no, instead I got on that ship. The Orion XI was its official name. The crew affectionately referred to it as the Jewel. On account of how its window's sparkled in the starlight I'm told. Fat load of good that did when the hull was burst open.

8th of March, 5004
Entry 604

It's days like this that I almost wish I was back on that fucking pirate vessel. At least then I knew I was going to be fed everyday. Lockdown for a week. All because some idiot tribal decided to rip the hull off of a mechaniod ship that crashed a few kilometers away. They were massacred. When the salvage crew went for survivors, instead of body bags, all they needed was a mop. Our own gunner crew even had troubles with those Scythers.
The hallways were stained with blood that day.

7th of May, 5006
Entry 895

The proximity alarm for a salvage op on a nearby ruin was tripped today. The Vault scouts dismissed it as a "non threat". As annoying as it was to spend another 6 hours on lockdown at least it postponed the day's chores. It was raining cats and dogs out there.

8th of May, 5006
Entry 896

The same proximity alarm was tripped 7 times over the course of the night. Scouts lost contact with the surveillance equipment stationed there.
The whole Vault is on edge but no direct warning sirens have been triggered.
This doesn't feel right.

--MEDICAL LOG--
//SUBJECT -- ANASTELLE J. DECENA
//DATE -- 09//05//5006
//TIME -- 04:47

//INJURIES SUSTAINED   
                     -- Gun shots to torso, right arm, neck and right thigh.
                     -- Burns to right arm and right thigh.
                     -- Bruising
                     -- Extreme blood loss.
                     -- Rupture of right lung.
                     -- Rupture of liver.

//CURRENT STATUS -- EXTREME CONDITION
//RECOMMENDED ACTION -- CRYPTOSLEEP
//ACTION TAKEN -- CRYPTOSLEEP UNTIL FURTHER NOTICE
~*~
--CYRPTOSLEEP POD 003--
//POD STATUS -- MALFUNCTION IN LIFE SUPPORT SYSTEMS
//TIME ENCLOSED -- 211 YEARS 7 MONTHS --ERROR RETRIEVING DATA--
//OCCUPANT STATUS -- STABLE
//OCCUPANT VITAL SIGNS -- UNSTABLE
//RECOMMENDED ACTION -- AUTOMATIC REVIVAL FROM CRYPTOSLEEP

//OCCUPANT REVIVED FROM CRYPTOSLEEP

//OCCUPANT VITAL SIGNS -- UNSTABLE

//OCCUPANT VITAL SIGNS -- UNSTABLE

//OCCUPANT VITAL SIGNS -- ERROR RETRIEVING DATA

//OCCUPANT STATUS -- DECEASED
#10
Im currently working on a collection of short stories that I write whenever a colonist dies.
So far I have completed 2 and working on a 3rd.
I basically write a short story based on either their life, or their last moments. The first one I did set the scene for a few other colonists and the second was a more Journal entry style.
#11
Hives always spawn under either "Overhead Mountain" or "Rock Roof (Thin)"
Its just luck of the draw as to whether they spawn in an unused section or in the middle of your freezer
#12
Everything listed below is heavily weighted by your choice of story teller. Cassie and Pheobe will start things off small and build it up while Randy will just throw shit at you and hope it makes some pretty fireworks.

The timing of raids is determined by your story teller as mentioned above, but the size and tactic of the raids are determined by your wealth and defense. Should a particular area of your base be heavily guarded, they will choose to sap a location to avoid that. While Tribals and Mechanoids will just do a frontal assault.

Illnesses like malaria and plague are quite dangerous if untreated but ultimately will pass over time providing you keep up treatments. Same with infections. Things like Gutworms MUST be treated with medicine or they will spend many seasons infected. My only experince with Gutworms was when my primary constructor contracted it for an entire season.
Food poisoning occurs when either a colonist consumes raw food, consumes badly cooked food (random chance when cooking, higher at lower levels) or I believe the sterility of the cooking area can affect the poisoning chance.

Nothing you can do about the traders situation, just hope.

I believe the difficulty to recruit is tied to a couple of things. The faction they came from, space refugee being the easiest and Tribal/Pirate being the hardest. And the population of your colony. The game tries to limit expansion by making it harder to get new people as you grow larger.

Colonists gain no mood buff from diversity in food but some foods grow at different speeds and yield different amounts of food. And others can be eaten raw with no mood loss. In my experience rice seems to be the most efficient crop. But I could be wrong.

As far as I can tell, no. Builders are stupid. My builders trap themselves in 1x1 holes all the time. Just be careful how you place down the plans/foundations. They will generally build from the side they approached from.

Greedy colonists are a pain in the ass. I more often than not just take the mood debuff. But a rooms stats are based on the size of the room, i think something like 6x6 will give the spacious room buff providing the bed isnt in the corner, the value is affected by the quality of the furniture/art in there. Using masterwork/legendary beds and art will massively increase the value. The cleanliness also affects the value. Make sure the room is kept clean as that is a massive draw on room stats.
The impressiveness stat I believe is an overall score for the room based on all the other stats.

Massive wall of text but I hope some of it helped.
Other people feel free to correct me on anything I may have gotten wrong :D
#13
Bugs / Unable to operate on rescued visitors.
April 09, 2016, 02:31:34 AM
I had a trader group get mauled by wild animals that were totally not enraged be me -shifty eyes- YOU CAN'T PROVE ANYTHING
Anymeow, I managed to rescue one visitor, however they lost a leg in the combat and I am unable to give her a replacement. So she is literally just lying there draining what little resources I currently have.

Not sure if this is a bug but it sure is annoying
#14
Stories / Re: LEGO
January 31, 2016, 10:37:26 PM
Such timing.
I recently got all of my LEGO out of storage. 2 1mX0.5m boxes about 20cm deep filled to the brim with the stuff.
I don't have much in the way of plants and base plates but I'm sure if i dig around enough i can find a bunch of guns and decently Rimworld-ish minifigs
#15
Off-Topic / Re: Count to 9000 before Tynan posts!
January 24, 2016, 05:22:00 AM
2085,

I feel like Tynann is gonna post at like 8999 just to troll us