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Topics - Jan2607

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General Discussion / How to defend against hungry animals?
« on: February 04, 2017, 06:13:57 PM »
Hey guys,

I'm playing in a cold biome, and there are wolfs. Lot of wolfs. And they are often chasing my colonists to consume some food.
And my turrets, which I build to defend especially against these beasts won't shoot! Turrets, you had one job!

So, if my turrets don't do the job, how can I prevent my colonists from being eaten?
I get the warning just in the moment, when they are actually under attack and got hurt. And a hurt colonist can't outrun a wolf...
So, mostly my colonists don't get away from the wolf. They are losing body parts and I'm running out of medicine now.
Other colonists are too far away to get there in time.

I can't micromanage all my colonists all the day. No way! It's just not possible! And they are meant to be safe in their base - with turrets! (you are telling me, we are in the year 5001 - and these smart, sci fi auto turrets are unable to recognize a threat by animals??!!)
Is there any way to protect against these beasts?

Bugs / [A16 16.1393] Fires spreading more rapidly in A16 compared to A15.
« on: December 20, 2016, 05:54:28 PM »
I had just a small explosion in my power lines (my batteries stored approximately 5,000 Wd, when they exploded), that led to a grass fire (not a really big one at first) between my buildings.
I dispatched all my 5 colonists that were able to fight the fire, and they worked really hard to put the flames out. But the fire spreaded really, really fast, and within moments, all my storages and my important powered buildings were on fire. All my vital goods were destroyed by fire, so I consider my colony as lost.
My colonists didn't had a chance to save my colony.

I'm on day 19 and I didn't researched firefoam poppers yet. Even if I had researched them, I wouldn't be able to build enough of them to protect all vital zones of my colony.

So... Because of this massive, uncontrollable fire spreading, I consider this as a gamebreaking bug/imbalance.
Please hotfix this.

Can't attach any screenshot that would show the big fire due to forums restrictions.

General Discussion / Production costs for weapons
« on: July 17, 2016, 08:47:38 AM »
In my opinion, the production costs for weapons on the mechanics workbench are not really well balanced.
The costs of a survival rifle are 90 steel, 3 components.
The costs for a assault rifle are 100 steel, 4 components.
For sniper rifle 100 steel, 6 components. For a LMG 150 steel and 4 components.

So it's possible to craft good weapons within the first days of your colony. Everything you need, is to research mechanics and build the workbench. If you done that, why should you longer rely on survival rifles, when you can craft more powerfull automatic weapons?
One component more or less doesn't really matter.
In my opinion it's too easy to craft automatic weapons.

Before it was possible to craft weapons, I used several mods, which allowed you to craft weapons. In most of them it was easy, to craft pistols and survival rifles, but you had to research advanced weapon smithing for everything else and these advanced weapons were more expensive. Some of them (like LMG and sniper rifle) needed plasteel.

I think, the pathing to automatic weapons should be a bit harder, so that your colonists have to use older weapons like the survival rifle and pistols for a longer term.

Bugs / Innocent prisoner died mood impact
« on: July 16, 2016, 07:09:29 PM »
I know, there is now a negative mood impact, if your prisoner gets killed by colonists. That's because it was possible to kill prisoners without getting this mood impact instead of execute him.
But I noticed, that the colonists will get this, even if the prisoner is NOT that innocent. My prisoner was on rampage, broke out of my prison cell and my colonists had no other choice than to shoot at him. Unfortunately, my prisoner died immediately. All my colonists got this mood impact now.
Thats a little bit unfair, I think. There is a difference, if I kill my prisoner, because it is fun or if I shoot him in self-defense, because he is on rampage.

In my opinion, it would be better, if the colonists wouldn't get this mood impact, if the killed prisoner was on rampage. Maybe it could be replaced by a smaller "I had to kill another human, but he gave me no other choice" mood impact (something like -3).

General Discussion / Will sunlamps still explode in rain?
« on: April 25, 2016, 06:05:54 PM »
As in the title, a short question: Will sunlamps still explode, if they are under no roof in the rain?

Bugs / [A13]Puppy eats just before starving to death
« on: April 25, 2016, 03:59:41 PM »
I have a problem with my Labrador puppy. Often, he is only consuming food when he is starving. He is eating when he is over 30% of starving to death. I recognized this issue multiple times now.
My grown up pets don't have this problem.

My puppy is 11 days old and he is assigned to the unrestricted area, so he is allowed to enter my cooler, where I have meals and meat stored.
I can't force colonists to feed him, because he has learned every skill he can.

I would attach a screenshot of my colony, but the image would be too big.

General Discussion / Too many infections at the beginning
« on: April 17, 2016, 07:25:43 AM »
I think, the amount of infections at the beginning of the game is way too high.
In my current colony, a wanderer joined my colony in the first days. When he joined, he came with untreated asthma and the first thing I had to do, was to give him medicine.
A few days later, 2 of my colonists got the plague. One of the plague guys got a mechanite infection on the next day. Meanwhile, I got 4 prisoners, which I needed to treat because of their wounds. 2 of my colonists got shot and needed treatment, too.
Now I have a lack of medicine. I planted herbal medicine in a 7x10 field, but it was not enough. I had only one trader, who sold me 2 medicine (yes, I had other traders, too, but they didn't sell medicine).

18 days have passed now, and if I don't get any trader with tons of medicine within the next 2 days, I will get in a lot of trouble - and I'm just playing on Cassandra Classic medium difficult. I think the occurance of infections is too high for this difficulty level, especially on the first days.

General Discussion / How do you deal with sappers?
« on: April 11, 2016, 04:08:37 PM »
How do you deal with sappers?
I mostly build an old school base with one entrance and a few turrets to defend it. But that doesn't work very well when sappers try to get access from the back of the base.
How I deal with them is to send my colonists in their back to shoot them. But that's a bit difficult when the enemy has more snipers or rocket launchers than my colony.
So I'm considering to change my tactic. Can you give me a few advices?

Bugs / Traders always sell only 1 chocolate
« on: April 11, 2016, 10:17:10 AM »
Since a few Alphas I notice that traders always sell only 1 chocolate. I never saw a trader who was selling more than one chocolate.
Because it is not possible to craft chocolate, it is really hard to get it, when the traders don't want to sell it. Yeah, it's not that important (I never used chocolate), but I just thought, maybe you find this interesting :D
Maybe it's a bug?

Help / Uninstalling buildings
« on: December 28, 2015, 11:35:12 AM »
How do I make buildings uninstallable to place them at another place?

Do I need only to add this text string <minifiedDef>MinifiedFurniture</minifiedDef>?

Bugs / Colonists don't use table for eating
« on: December 22, 2015, 06:04:46 PM »

below I attached a screenshot. Maybe you can explain me, why some of my colonists are eating on the floor. Actually, I've 4 colonists. They have one bedroom, you can see it on the bottom, right corner. The dining room is left (you can see the table).
My food storage is the room left of my dining room.

Every day when my colonists want to eat something, 2 of my colonists are going to the table and eat there. The 2 other colonists eat where ever they are standing at this moment. Sometimes they are eating in their bedroom, sometimes they are eating  outdoors. Everyone has a meal in his inventory. After eating they go to the food storage and take another one.

Why are only 2 of them eating at the table? I you look at my screenshot, you can see, that it is a small table, 2x2. 4 colonists can eat on this table and it has 4 stools. All 4 colonists could seat at the table. But this 2 colonists don't want to sit there even if the 2 others left their seats and went away.

I noticed a few alphas ago that colonists are only eating at the table, if the food is storaged nearby. That's the reason why I build the storage next to the dining room.
But since they have meals in their inventory, not everyone uses tables.

They could eat at the table, on a stool, but they don't - and then they complain about eating from the floor. ARGH!

[attachment deleted due to age]

General Discussion / Traders have no Uranium?
« on: December 16, 2015, 02:51:27 PM »

does the Bulk Goods Trader don't sell uranium anymore?
3 of this trader type passed and no one had uranium for sell. I need uranium due to some mods and I haven't found uranium on the map yet :(

Support / Playing older versions
« on: December 14, 2015, 12:26:32 PM »
Is it possible to play older versions of Rimworld? I saved a few older Alpha versions and now I wanted to play Alpha 11, but when I launch it, I get a lot of error messages. I started a new colony - and the job overview was empty.

Ideas / Change color of zones
« on: September 15, 2015, 04:15:38 PM »
It would be nice, if you could change the color of zones.
I think, there are some people, who use different colors for different zones (like me :D ).
For example I'm using green zones for growing zones, red is storage and blue zones are my coolers.
The way to get the colors you want for now is to set up a zone, delete it, set up a zone, delete it... until you got the right color.
Yeah, I know... First world problems :P
But... I need it! :D

General Discussion / Taming manhunters?
« on: August 26, 2015, 07:32:48 AM »
Is there a way to tame manhunters? I have a group of manhunter rhinos on the map and I want to tame one of them, so I can use him to attack enemies.

The last time I tried it, I captured a downed (but alive) boomalope and healed it, but once it was healed, it exploded. I fear that the rhino would attack my colonists if it is healed.
Is there another way to tame it?

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