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Messages - Chibiabos

#136
General Discussion / Re: EDB Retirement
July 16, 2016, 02:53:15 AM
Quote from: warden on July 16, 2016, 02:47:54 AM
What? And here i was just about to get back to the game. No way that's happening without Prepare Carefully, the last time i started the game with three random colonists was many, many alphas ago.

Huge thanks to EdB for the mods!

You get some control over your starting colonists, and all pawns that spawn on the map, with the new Scenario Creation system.  Its a bit different of an approach than EdB had done, but similar effect.  It doesn't let you specify everything about the starting pawns, but you can force them all to have particular traits.

As for EdB leaving ... I thought they were just retiring the particular mods now that they've more or less been integrated into vanilla?  Are they going to stop making mods entirely?  That would be a shame, they clearly have talent, but I know some very talented creators in a variety of media who go through phases of losing their muse. :/
#137
Ideas / Sacrifice ...
July 16, 2016, 02:31:43 AM
No, not talking about an Aztec ball game type of sacrifice, but somewhat the reverse.

It happens we can't always save everyone, and some we manage to save just cling to life but will essentially vegetate, such as colonists whom incur a shattered spine.  Maybe there could be an alternative, if you're not teched enough to build a cryosleep casket, to pay (expensively) a tradeship to whisk them away to a hospital on a glitterworld.  It could provide a morale boost for the colony, that their 'leader' (you) would pay handsomely to send a fellow colonist to a better place rather than some cold, callous pragmatic option ... especially mood-boosted would be the lover (and even more strongly, spouse) of the paid-to-save, motivated to do all they can to make the colony succeed so they can someday book passage (maybe have the spouse/lover want/insist on either working on building a spaceship, or booking their own passage to rejoin their distant lover)
#138
Bugs / [A14] GetInspectionString exception error
July 16, 2016, 02:06:09 AM


This seems to occur as the result of using the < or > keys to cycle through pawns when one of your pawns is being carried by another (in this case rescued).  In the attached .ZIPped savefile, if you hit > three times, Wilkins will be selected and the GetInspectionString exception error displays as shown in the screenshot.

[attachment deleted by admin - too old]
#139
Ideas / Re: Boomalope (and Boomrat) handling
July 16, 2016, 01:27:44 AM
I do like the idea.  Could maybe be used to make incendiary mortar shells or traps, and/or possibly refined into rocket fuel which could have a variety of purposes (lift-off rockets for spaceship, or even if one isn't going that route, maybe one-off rocket weapons that could maybe have unlimited range like a mortar, but be a one-off weapon and be more accurate ... maybe allow it to fly over mountains or obstructions but generally not as ballistic as mortars, so maybe it can only target enemies/areas that aren't too close to obstructing mountains or somesuch)

Could also make a special fueled generator that runs off it, much more power though for the fuel input and/or fuel lasts longer than wood-burning fuel generators.

How about also milking cobras (and future other poisonous species) to make poison dart weapons that actually don't do much damage but have a high chance of incapacitating an enemy?  Tribals would probably love to use it, and it would make them a lot more challenging (what's that? you're just gonna mow down the hordes of tribals with your technologically superior but outnumbered colonists?  oops, one of your colonists just got darted and is out of the fight ...)
#140
General Discussion / Re: Raspberry Pi?
July 16, 2016, 01:12:24 AM
If Tynan ever decided he's too far ahead, a Raspberry Pi port would be pretty awesome, heh.  I mean, we're all loving this game, its certainly a lot more appealing to me than online multiplayer FPS or other crap that I don't really enjoy and really taxes bleeding-edge systems.  I'm able to enjoy Rimworld on my circa-2012 PC that was low-to-mid-end even there, so I'd think Pi would have the power even if its CPU architecture simply isn't compatible.

I hope to see more games for it.  I don't have a Pi currently, I'm too poor to even afford one and I know how low-cost they are, but when I have money to splurge on a new PC, I think I'll get one.  I would very much like the overhead view indie games similar to Rimworld or Factorio.
#141
I'm having a lot of unarmed beat-downs result in deaths or serious injuries, and most aren't particularly strong at melee. :/  Definitely feels like unarmed melee has changed since A13.
#142
Quote from: pktongrimworld on July 16, 2016, 12:24:52 AM
Animals no longer do incest.
Humans now do incest.

^this bothers me.

now I can't make my inbred chicken farms anymore.

Edit: errrr the chickens I mean.

But you can make inbred chicken farmers now. ;)  Well, okay, not really.  SFAIK colonists still can't breed.
#143


I previously reported this on an A13 bug reporting thread that got a response of "fixed" at this URL:  https://ludeon.com/forums/index.php?topic=20317.msg222382#msg222382

However, I'm playing an A14 game (fresh, new game started in A14) and this asymmetric targettability is still present.

Savefile attached; specifically note that my colonist Wilkins can target and shoot at raider pawn John, but John cannot target Wilkins back.  As was the case previously, range is not the issue -- John has a sniper rifle vs. Wilkins' LMG, so the pawn that can't shoot back actually has the greater-ranged weapon (and they're well within each others' weapon ranges anyway).

[attachment deleted by admin - too old]
#144
It seems that raw corn does not provide a mood debuff like it did before, but still ... not sure its intended raw corn would be preferred by colonists over cooked.

At the very least, its making cooking a bit harder to level up, since simple meals aren't eaten if you have raw corn.  Maybe I should purposefully not grow corn anymore (I choose it as, at least A13 or earlier, it provided the most nutrition-bang for labor-input-buck and more nutrition-bang per unit of time overall) for this reason.
#145
Ideas / Raider-built traps
July 16, 2016, 12:01:41 AM
I'm certainly no programmer, though my gist of an understanding tells me this'd probably require a lot of new code, but thought I'd proffer the idea anyway ...

As title says, my idea here is raiders building traps.  This would most likely come into play when raiders are setting up to siege the colony, to protect their builders while building and their whole party including siege operator after the mortars are built and they are actually firing.

The trick would be, I imagine, that the rendering agent for the map is set to display everything on the map that isn't in an as-yet-undiscovered locale (inside pre-existing walls or voids deep in mountains are hidden, of course), so traps set by raiders would be visible to the player which would kinda defeat the purpose.  The game would, I guess, need some kind of filtering overlay so traps not set by player will be invisible to the player.  This may prove more trouble than its worth, dunno, if it winds up gobbling too many resources on a player's PC, but I think could (if viable and not-too-taxing on player computer resources) make for even more fascinating gameplay ... could also be used to pre-set traps in pre-built buildings, a new flavor of of adventurer's peril.

If implemented, maybe rare traits or previous occupations for pawns could make them actually able to detect traps within a certain radius, and maybe even disarm them -- if they've worked as a Ranger or Scout maybe, or have a trait something along the lines of 'Sharp senses' that allow them to detect what most normal pawns can't (such as traps).  Raider pawns might get this trait and help them spot and sidestep player traps (so I think only advanced raiders should have this trait, when the player has earned the wrath of more powerful raids).

It could also possibly be a stepping stone for eventually (hope to heck this hasn't been absolutely ruled out) letting players send colonists off-map on missions to trade with other tribes/colonies and/or send raiding parties of their own to enemy camps/settlements -- those enemy camps/settlements (and friendly camps/settlements for trade missions) would have traps of their own of course that shouldn't be visible to the player.  This could be just one brick/stepping stone/piece of that, but its also potentially useful by its own right by making a new immersive and challenging gameplay mechanic.
#146
Quote from: SuperLadMan on July 15, 2016, 10:52:08 PM
Haha no problem I've been playing since about alpha 6 so it was a weird thing for it to suddenly be an issue. Someone on reddit has actually figured out the issue and it's a weird one.

So because I have a prisoner bed in the same room as my cooking stove it prevented everyone from eating anything or cooking in the room. The moment I delete the bed everyone rushes in and eats the lot and starts cooking again.

I've run into that often enough, had I noticed a prisoner bed in there I woulda called that out. :P  Its very frustrating.  Sometimes a prisoner will go berserk, I'll send in colonists to Melee them into incapacitation but sometimes my colonist will become incapacitated in there, causing them to drop the food they've been carrying (meals and taming/training treats for animals) which then becomes impossible to pick up without eliminating prisoner beds.

You don't have to actually deconstruct the beds, you can just mark them as colonist, then get the food, change them back and voila.

I'm surprised you hadn't run into that kind of situation, not being able to do anything with food due to being in a prisoner bedroom before.  Maybe I'm just clumsy enough to learn hard lessons earlier than average, heh
#147
Support / Re: no Steam key?...
July 15, 2016, 10:36:50 PM
Quote from: Yakeru on July 15, 2016, 03:20:33 PM
Well nevermind, apparently I am dumb as fuck.

In case anyone else is experiencing the same problem: dont forget to login via steam and synchronize your email, before you expect to get the right email.

Sorry, Yakeru.  You've served our colony long and well, you've reached amazing levels at some skills, but ... that last raider fight, you were hit in the head and now have dementia.  You're now cripplingly slow, and honestly more of a drain on our colony's resources than a benefit.  I think its time we harvested some of your organs, and ... yeah.  You'll live on that way.  We'll sell off what we can't use, and buy something we need more with the silver we get ... maybe a television, or some beer.

You will be missed.

;-P

(TOTALLY meant as a joke)
#148
An unarmed prisoner went berserk, I sent in a couple colonists to melee them in addition to another prisoner the berserk prisoner was attacking.  The berserked prisoner was beaten to death, and one of my colonists I sent in to try to beat them into incapacitation and the prisoner they had hit incurred destroyed appendages due solely to the unarmed brawl.

WTF?  I seem to recall in A13 and previous, unarmed fights like this would just leave non-bleeding bruising injuries, no destroyed anything and beaten-to-death was rare :/  Did unarmed fights get turned up a notch in A14 for dangerousness?  Or did I just have a bad luck run here?
#149
Off-Topic / Re: Count to 9000 before Tynan posts!
July 15, 2016, 10:20:43 PM
111100001001

I wonder if it gave Tynan & Crew a bit of hiding-indoors-with-a-swarm-of-manhunter-squirrels-clawing-at-the-door kinda vibe (us raving fans being the manhunter squirrels :P).
#150
General Discussion / Re: Don't be jerks on Steam.
July 15, 2016, 10:14:29 PM
Are you sure they are old timer players from here?  Or just general Steam trolls?

Sadly the more people play Rimworld, the greater the chance trolls/griefers are among them :/  Tynan and his crew have been very personal and responsive, but unfortunately trolls and griefers have a way at getting under the skin of even the thickest-skinned folk.  I hope that doesn't wind up disrupting Tynan & Crew's constructive direct conversations on these forums or force Tynan to take another long vacation.  Unfortunately these trolls are very good at getting the strongest ... even big names like Boogie2988 and TotalBiscuit, two very popular and 'big name' Youtube gamecasters/game reviewers have both suffered psychological harm due to trolls and have had to take time out from their YouTube monetized video livelihoods to reset from effing asshats.

Dunno if its been considered, but I hope Tynan ponders finding some ultra-thick-skinned, ultra-levelheaded, ultra-cool-under-fire person to kinda steward the ludeon and steam forums to keep himself and the rest of us sane.  (No, I am definitely NOT such a person).  I know its an extra person to pay, but ... if it means more productive peace for the actual production crew as well as for us existing (and the hordes of new customers whom aren't trolls), might be worth considering ... cash for sanity protection, heh.