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Messages - erebus2075

#1
i would love it if they just auto stripped people right before they destroyed the corpse, or if all items dropped where the corpse was destroyed. would oftend make more sense as well :)
#2
sounds really cool gonna try it
#3
stuff that should be in vanilla ;)
#4
Quote from: Epyk on March 02, 2015, 02:06:14 PM
Been very busy past week.

Epyk Pack is getting an Alpha 9 update! I'm making sure it will be the most optimized the Epyk Pack has ever been. There's still some more things to work out.

Expect the update to come within a week.
that sounds awesome :D TY
#5
but maybe i am doing it wrong as well, never can say with 100% certainty :/

i just have a hard time with the damn daze mechanic, because it hard punish you so insane at seemingly random and in a way that makes ZERO sense for the situation of the colonist.. really hope it will get changed-.-

will try to build another colony and do some screen at the breaking time to show where i get the issue.

Quote from: Novellum on February 28, 2015, 11:43:49 AM
If you post your colony and world save files, I can take a look and see what the problem is.
i will :)
#6
Quote from: Cimanyd on February 28, 2015, 11:14:37 AM
Quote from: erebus2075 on February 28, 2015, 10:10:08 AM
at your numbers, already very hungry-15 very tired-15 brings you to 20, dazed..
so yer more then possible ;)

They should be eating and sleeping before it gets that bad, though.

Is it the same ones each time? Do any of your colonists have traits like depressive, very neurotic, too smart, etc.?

Quote from: erebus2075 on February 28, 2015, 09:30:07 AM
"ugly inviroment" even though there is flooring, plants, even culptures that are good+ crafted -.-

Is your colony covered in dirt, blood, and vomit? There's a button in the bottom left you can use to check the beauty of areas, maybe there are some ugly things you aren't noticing.

Edit:
Quote from: erebus2075 on February 28, 2015, 09:18:27 AM
and STILL they got dazed and wondered around almost dying from food lack because of it, Forcing you to imprison them to make them eat to then release them -.-

In my experience, they'll snap out of it before they starve. Imprisoning them and releasing them gives a long, significant "imprisoned" thought (-15 for 10 days, IIRC) which means if it was bad enough for them to break before, they'll definitely break again.

You should try leaving dazed colonists alone unless they are actually starving, or they're in danger from enemies. Even if you do have to arrest them, try recruiting them back with a warden to keep them from breaking again very easily.
no i try to keep away from those traits because already now it is utterly rediculess with the breaking of them :/

sometimes i get too smart but never on more then 1.
the issue comes in mid/late game, never from start.

well i always make sure there isnt anything on the floor and it is laid with at least wood. (i think it is -2 just even with that o.O).

i use the interface mod.
different look mod (changing look of characters).
and think that's the mods i use right now. used the epyk pack stuff before the patch though.

yer i know it does but it is either do that or let them die of hunger or a raid in the long run, which just double suck ass...

and recruiting right now have gotten a giant nerf it seems, even at social 17-20 it can take ages to recruit some prisoners o.O
...


ty for trying to help though i TRULY feel like the daze mechanic is broken as F and it is a plague to my fun :(

i really feel that there should be different states like:
first stage at 20: all effective work is set down to 10%; at 10 they stop working all together; at 0 they start eating and sleeping 3 times more then normally.

something like that, which basically punish you, but doesn't frustrate you to no end :/
#7
Quote from: Boboid on February 28, 2015, 10:00:58 AM
The base mood of your average colonist ( Unmodified by traits ) is 50, and the default soft-break point ( Which is what causes dazes ) is 20.

Quite simply there's more going on than just " ugly enviroment " which is a measly -5 to mood. Even Very High expectations is only -8

There's -17 completely unacounted for, and that's before you consider any positive mood modifiers like social chats or spacious enviroments.

A Hungry + tired colonist would be another -16, but that's still not enough to go below the threshold, and even if they did briefly it's not a guaranteed mental break... And both of those would be resolved extremely quickly..


Are your colonists suffering from " Disturbed Sleep " by any chance? It's caused by other colonists moving through their bedrooms while they sleep and it can be quite significant.




Other than that I've got nuffin', you're not exactly providing a lot of information.
at your numbers, already very hungry-15 very tired-15 brings you to 20, dazed..
so yer more then possible ;)

dont know what is going on it is just making it unplayerble for me, i have +- given up at this point trying to figure it out and just stopped playing.. its pissing me of too much.

the whole daze mechanic is completely BS... and should be changed, removing 100% control from characters should only happen in the most extreme circumstances. so yer...

edit: and no, no disturbed sleep...
#8
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 10:07:58 AM
personally i feel rimworld in its current state is an alpha type thing.
it is teh fundation for something great. but nothing more, it is diffinately not a fully done game in my oppinion.
hell yer it is worlds better then most of the trash you see sold as full games from small devs, but in my eyes they are not even done alpha games.

this game have tons of potential, but at this point i feel like it is a fundation which is lacking the actual house that needs to be build on top of it.

i feel like the dev is taking his sweet time adding stuff or changing stuff.
not sure how many hours a day he works on it but it doesnt feel like the 8h i would expect from the changes in each update and the time between each update :)
then again its ONE person and coding can take a long time, so might just be that.
#9
it was no where near as big a problem before it seems.
even though the idea of people just wondering around like morons dying from hunger because they are uncertisfied with their 7x7m rooms, with personal aircondition, carpeted wooden floors, pot plants, lavish food, lighting, crafted culptures, beers, with perfect heating and very good company of others, when they are trying to survive after a crash and finding a way back, is so freakishly stupid it just blows my mind sideways -.-

the current dazed shouldnt exist for anything then you basicly letting your colonist sleep on the floors with rotten corpses all around -.-

have more or less given up on rimworld untill the next patch now to see if this is fixed, since as it is now it is just rediculess to the point of unplayerble
#10
Quote from: Aenir on February 28, 2015, 09:20:29 AM
Obviously something is making them unhappy.  Have you looked at their Thoughts?
yup.
it is generally a combi of "ugly inviroment" even though there is flooring, plants, even culptures that are good+ crafted -.-
or cramped inviroment even though they are in rooms WAY too big (filling like 1/20 of the entire map with basicly living quarters to have each colonist have their own personal heaven).
or high expectation.
those combined with the fluctuations (which are just silly how much- they give) tired, hungry.

those seem to be the once(when looking through my colonist for answers ), but to be fair suddenly it just goes "have been dazed" and i am like WTF. looking at the thought and NOTHING, its empty because they are dazed -.-
#11
personally after last patch it feels like people die a lot easier on your own side :/

i feel like people die WAY too randomly, sometimes i have enemies shot like 10 times+ still not downed, and others i get hit ONCE and instantly dead o.O
it just seems stupid and silly.

depending on the weaponry no shot should instantly kill you..

i think the downing mechanic should be used A LOT! more and people should die from lack of care, bloodloss, lack of organ transplant etc.
even shots through the head should be ok if you had a bionic brain or something to suff in your colonist, considering the other impossible stuff you can do ;)
#12
General Discussion / Problematic mental breaks
February 28, 2015, 09:18:27 AM
seriously this was annoying before but after the last patch my colonist constantly lose control over themselve -.-
now this is ruining my game time and i find myself continually rage quitting and losing interest in the game:

here is the problems with it:

1: "first of taking 100% of the control away from the player is a TERRIBLE idea, it feels annoying bad and it makes you frustrated and angry".
2: when control is taken away your colonist die from hunger because they are too stupid to even eat  -.-
3: they wonder of to die to raiding groups.
4: they get dazed for next to no reason -.-

seriously: in my last colony i had ALL colonist have their OWN room, 5x5, with a Big bed, flooring layed down, a flower plant in it, lighting setup, instant access to a big floor with table and chair which lead directly into the freezer with lavish food+beer and other foods ready. and 2 people with 10+ in social, no adharsive(bad mood creators), no psychic attacks, and no corpses laying around. edit: (and a heat of constant 21c, so perfect heating)
and STILL they got dazed and wondered around almost dying from food lack because of it, Forcing you to imprison them to make them eat to then release them -.-

i mean FFS what does it take to stop them from dazing.. this is REDICULESS!!....

the whole idea of removing full control is just so provoking....

i could understand having a mechanic making them less effective, or refusing to do any work etc.
but this is just idiotic -.-
#13
would be cool with a "high, very high, too high" effect on it :P
which would bring mood up but efficiency of working down xD

auto consumption toggle order would be awesome ^^
allowing people to smoke/eat weed when they are not in a very good mood or/and randomly
#14
will this be updated for alpha 9 :)
it is casting errors now ^^ used the newest uploaded file here ^^
#15
this looks awesome :D