Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Chibiabos

#151
Quote from: RayvenQ on July 15, 2016, 09:48:33 PM
Oops I meant to say do, instead of don't.

The hard part with Emu eggs is that they're quite fragile, and a fertilised one needs much delicate maintainence and care in order for the embryo to survive, so most Emu eggs go towards making more emus than being sold, but unfertilised eggs are possible.

I've noticed in Rimworld (previous to A14, I presume it still stands) that tamed animals with constructed beds (boxes for smaller animals, fabric-made beds for larger animals) breed MUCH faster and more readily than animals without, that included chickens and fertilized eggs.  I think that generically-abstractly fits with the above, without having actual extra animal handling duties.
#152
Quote from: SuperLadMan on July 15, 2016, 09:07:55 PM
Sorry I should have mentioned I have enabled human meat as a source of food and it still won't let me cook anything.

heres a screenshot that might help: http://imgur.com/jW1xyjG

Oh my apologies.  That was a flub a lot of players made on A13 and previous, apologies for my wrong assumption you might not have been aware of it.  Definitely sounds like a bug, then.  And not the tasty bugs that make that yummy Insect Jelly, either ... :P
#153
Quote from: RayvenQ on July 15, 2016, 09:24:02 PM
Quote from: Tynan on July 15, 2016, 09:12:19 PM
Thank you Chibia! I'm glad people notice these little details. Sometimes I wonder if I spend too much time on them. There does seem to be an essentially endless supply of these kinds of polish tasks. But I think it's worth doing them.

Quote from: RayvenQ on July 15, 2016, 08:19:12 PM
Wouldn't say fixed/improved, but it seems, unless I'm missing something, you can't have egg laying farms anymore, as, at least for Turkies and Emu's (not encountered chickens yet so can't check) egg progression stops at 50% unless its fertilised, unless that's Turkey/Emu specific so you have to get meat from slaughtering than just using the eggs.

Well, real chickens lay eggs even if unfertilized, as they do in RW.

I didn't think turkeys or emus did, though, so I set it that way in game. Do real turkeys/emus lay unfertilized eggs?

Emu's don't (infact one fo the problems with raising Emu's, as I learned from a friend, is either whether the eggs are fertilised, or if the embryo will even survive)

I know for a fact that geese and ducks do, even feral (undomesticated) ducks/geese.

RW has some gritty parts, so hopefully I won't cause some offense in the description, but ... I lived in a house along an artificial lake for awhile with a flock consisting of a dozen or so ducks and one female goose.  Two of the ducks were male Muscovy -- very large as ducks go, and many would describe them as a bit on the ugly side.  Several times I witnessed the Muscovy ducks boffing the goose ... and the goose would wind up laying eggs, heh.  Ducks and geese are not genetically compatible, however, so the goose eggs were not fertilized.  Several of the ducks would also lay, and trying them out, I found those were often not fertilized either.

I know you can buy ostrich eggs from some places, and I would imagine there are emu farms that do the same with emu eggs, so they must have some means of stimulating infertile ovulation.  I'm very un-knowledgeable when it comes to Emu eggs in particular, however ... I've never worked on an ostrich farm, but know you can buy ostrich eggs I'm pretty sure are not fertilized.
#154
Quote from: Tynan on July 15, 2016, 09:12:19 PM
Thank you Chibia! I'm glad people notice these little details. Sometimes I wonder if I spend too much time on them. There does seem to be an essentially endless supply of these kinds of polish tasks. But I think it's worth doing them.

Yeah.  I think most folk probably /don't/ notice them.  I'd like to think I have the same mindset -- do some extra up-front work to make things easier and more convenient for folks (whether its customers or coworkers having to do repetitive tasks).  I do smile when I notice they are less stressed, even if they hadn't noticed the little changes or I don't get direct credit.  I am very critical to the point of probably earning a reputation for being abrasive at places I've worked, as I tend to try to evaluate things based on an objective basis and steer away from subjectivity, often finding common practices allowed, encouraged or even required by management having actually harmful effects such as shortcutting quality checks.  I notice those kinds of things, and I think that same 'noticing things' tends to let me notice pattern changes in gameplay which led me to noticing this.

The little things do help and I hope you keep doing them, even if not a lot of people notice them. :)  I don't know if anyone will ever be able to come up with a reasonably accurate objective meter of micromanagement tedium in gameplay, but imagining if there were, reducing the micromanagement tedium even just a little with tweaks here or there I think will decrease the chance of someone feeling bored or frustrated with the game.  Make the tedium-reducing tweaks enough (without curtailing diverse approaches to playing and getting ahead vs. raiders, environmental threats, economy, etc.) I think is a real trick to making your vision for the game more broadly appealing.
#155
Quote from: hwfanatic on July 15, 2016, 09:06:33 PM
Are the meals by any chance made from human meat?

Nope.  Yes, I have human meat, but I have not allowed it in the meals.  I use it for selling and/or animal feed and/or animal training treats.

Yus, yus, I should really put up a warning sign to be fair to raiders -- 'Trespassers will be shot and fed to the dogs.' :P
#156
Quote from: SuperLadMan on July 15, 2016, 08:25:01 PM
I'm having an issue with people starving and not eating food. I have a custom scenario and everybody has the cannibal trait but they keep refusing to feed themselves.
On the fuelled cooking stove I have selected cook pemmican and simple meal and enabled using human meat but nobody will cook and when I right click on the stove it says I need materials despite having over 100 human meat and 60+ agave.
Has anyone come across anything similar? Am I missing something or is this a bug?

By default, when you create a 'Cook Simple Meals' job, it allows every human-consumable ingredient EXCEPT human meat.  I haven't tried to make Pemmican yet, but I presume it is similar.  This is not a bug, its just a default filter which you can change by clicking on your Stove, go to Bills tab, click on 'Details...' button, expand the 'Meat' option, find the 'Human meat' item which you will probably find a red 'X' over (which is default for human meat, filtering it out from the recipe) and click on the red 'X' to make it a green check, which means human meat is now allowed as an ingredient on that recipe.  Click 'Close' ... and voila, you're now cooking with human meat. :)

Unfortunately it may not go quite as you planned.  I do not know if this was fixed/changed in A14, but in A13 and previous, the 'Cannibalism' trait still gave mood debuffs for the act of carving up humans on the Butchering table.  I think there's a trait like 'Psychopath' that negates this (can't remember, I think it simply eliminated the mood debuff, but might have given a mood buff as well but can't remember for sure).  Again I observed this in older versions of Rimworld, might have been fixed/changed in A14.

If the 'cannibals still get mood debuffs from butchering humans' quirk/bug is still present, the cook whom actually butchers the human corpses will get a significant stacking debuff (stacking meaning it'll multiply for every human corpse butchered) and everyone in the colony will get a smaller, non-stacking debuff (meaning they'll have the same debuff for human butchering having happened at all, but won't multiply for each occasion of a human corpse being butchered).
#157


For some reason, my colonists are preferring raw corn to cooked simple meals, both for eating themselves and delivering food to prisoners. :/

I have attached a .ZIP of the savefile.  I noticed my main warden delivering raw corn to prisoners, and thought I must be out of meals for some reason so went down to my freezer/kitchen to see what's up and ... wait, why are my pawns going to eat and deliver raw corn for food when I definitely have a stockpile of cooked simple meals?

This behavior was definitely NOT present in A13.

[attachment deleted by admin - too old]
#158
Another hunt, this one not in my farm area, and my sloppy shooter missed several times.  This caused damage to a tree (not one of my own farm) ... so wild trees can take damage from stray hunting shots, but not farm crops.
#159
Now that I have it, some interesting observations thus far:

You will STILL damage your walls, but NOT crops.  One of my hunters started shooting at a tortoise ... start of game and he's passionate, but low shooting skill ... so almost nothing was hitting the actual tortoise.  The wall I had built was shot to hell, but unlike A13 and previous, my crops were not taking damage from the stray bullets (the tortoise was sleeping in my crops immediately adjacent to a wall I had constructed).
#160
Just from starting a new game, something that seems different is colonists you prioritize for "Plant Cutting" but not Construction will target and cut plants blocking construction without having to explicitly mark those blocking plants for cutting.  In A13 and previous this was a bit annoying, either I'd have to explicitly mark the plant for cutting or give at least some Construction priority to another pawn, right click on the blocking plant and have that pawn 'build X' (whatever X construction you intend there) which will get them cutting away at the plant.

This is a nice fix that reduces micromanagement to get around a quirk.  The devs seem to have done a good job at targetting little peeve-inducing quirks like this!  :)  I honestly have never seen devs so adamant about it with this release.  Stardock's devs (publishersr of the Galactic Civilizations series, among others) by contrast appear to be quite good but many quirks and bugs survive from beta testing through post-release patches and seem to just get ignored despite several threads, by contrast (not to pick on Stardock specifically, bigger-name devs seem even worse and don't have such open convos with players on their forums).  I hope Ludeon continues to embrace this personably responsive model, earning itself a positive rep for this responsivity and doesn't lose a bit of this responsivity as Rimworld iterates toward release and future other projects for the team come to fruition.  I know unfortunately anything on the Internet that's popular attracts trolls and unfortunately this makes it necessary for some to put a bit of a barrier with the public, hopefully Ludeon can find a way to not be too bothered by trolls but maintain personal responsivity to customers like this!

Thought this could be the start of a thread for things experienced players have found the devs have fixed/improved but not included in the list of changes.
#161
Off-Topic / Re: Count to 9000 before Tynan posts!
July 15, 2016, 11:48:31 AM
111011111110

12 minutes ...
#162
Quote from: skullywag on July 15, 2016, 07:56:21 AM
No, hes asking if mods and scenarios posted to steam will be available to him, the answer is wholly dependant on getting a steam key, same as all the other questions, the answer was to wait until that info is made clear by the only one who knows, Tynan, and as per the support thread, keys will available at a particular url. Now we know.

So the actual answer now we know we are all getting steam keys is if you are willing to get the steam version by using your key then yes you can have those mods and scenarios.

Its more complicated than that.  Games available on Steam AND other platforms often can't use the same mods, because Steam modifies the game's .EXE and adds its own DRM.  Mods made for Steam have to be Steam-compatible, which limits options and generally puts a wall between mods made for Steam versus mods made for non-Steam versions of a game such that a mod made for the Steam version won't work for a non-Steam version and vice-versa.
#163
Stories / Re: Something *Strange* Happens with Fire
July 15, 2016, 02:24:33 AM
Looks like you have some mods running.  I know Prepare Carefully had some trouble a couple of mod patches ago where events could stop firing after awhile and you wouldn't get any weather or traders, so if something started a fire before the events locked up it would just continue to burn as the event lock would prevent the weather from changing (so there wouldn't be any rain to put it out).
#164
You could go with GOG (I think you get an option to go with GOG?) and I think you'll still be able to download off owl.
#165
General Discussion / Re: Hey Ludeon!
July 15, 2016, 02:17:52 AM
Realistically Steam estimates it will be around 10 a.m. Pacific time/1 p.m. Central/5 p.m. Greenwich, at least that's when the game unlocks for folk to buy it.  Dunno when we'll get keys.