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Topics - Jan2607

#41
Bugs / Colonists don't use table for eating
December 22, 2015, 06:04:46 PM
Hello,

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]
#42
General Discussion / Traders have no Uranium?
December 16, 2015, 02:51:27 PM
Hello,

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 :(
#43
Support / Playing older versions
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.
#44
Ideas / Change color of zones
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
#45
General Discussion / Taming manhunters?
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?
#46
Support / Game crashed when launching
August 25, 2015, 05:14:37 PM
RimWorld crashed, when I launched it.

Screenshot1 shows the error message.

I tried it again, and it crashed again, this time with another message (Screenshot2).

I restarted my computer, and now it works. I don't know, why it crashed. The game was running before. I just had closed the game and was afk for a while. Maybe it's because Skype crashed before I launched Rimworld again (I had a typing/reading error. That happened several times in the last weeks).

Well, the game is running now. Just wanted to report it.



[attachment deleted due to age]
#47
I've trained my Labrador retriever on rescue and the training is completed. But when in fight one of my colonists was hit and fell unconscious, he didn't attempt to rescue him.
So how can I order him, to rescue wounded colonists? Or can he only rescue his master?
#48
Ideas / Automatic fire extinguisher
August 25, 2015, 08:32:22 AM
I don't know, if this idea was already posted, but I'd like to have an automatic fire extinguisher (like a fire sprinkler system) that you can build in rooms, where fires would cause high damage.

I had a big explosion in my power lines which caused a big fire in my crafting room. Every colonist who tried to extinguish the fire was set on fire and fell unconscious because of the high temperatures, so at least my whole colony was dead.
In this case a fire sprinkler system would help a lot.
#49
Everyone knows the warning "Low food" at the beginning of a game.
This message shows you, how many food left and that it's not enough to survive.
But does it count correctly?

I observed how many potatoes a colonist takes from the hopper, to get one nutrient meal. Every colonist takes 5 potatoes to get one nutrient meal.

When the warning appeared, I had 136 potatoes (75 of them were in the hopper) and 7 strawberrys. The message said, I had only 19 nutrition worth of food in my storage.
136 potatoes, that are 27 nutrient meals.

Another example: I had more than 200 potatoes in storage and the message told me, I had only 23 nutrition worth of food.

So, is the system counting wrong? Or how does it count?

BTW: if a colonist takes 5 potatoes for one nutrient meal, how does the research effect this? 10% of 5 is not one potatoe, it's only a half. And the game don't uses numers like 0,5...
#50
Bugs / Exhausted colonists won't sleep in beds
May 03, 2015, 07:20:07 AM
If a colonist is exhausted, he will work until he falls unconscious. If he is in base and he is near his bed, he won't sleep in it.
I drafted my colonist and forced him to go to his bedroom. Then I locked the door and undrafted him. He was walking in his bedroom until he fell unconscious - next to his bed.
You can't force an exhausted colonist to sleep (okay, you can, but you need to change the time table).

If a colonist is in a refrigerator (and there are temperatures like - 20�C) and he falls unconscious, he may get a hypothermia (and die, if you don't pay attention).

I think it's a problem with the timetable. Colonists will only sleep in their beds, if the time table allows them to sleep.
But if you get attacked in the night, they can't sleep (because you draft them to defend your colony).
After every attack you need to change the timetable for this day (setting sleeping for the day) or the colonists will fall unconscious after a while.

In my opinion the colonists should use their beds when they get exhausted (like a colonist will use a bed, if he gets sick). They shouldn't work/wander until they fall unconscious at very life-threatening places (like cooled/heated rooms).
At least the player should be able to force an exhausted colonist to sleep in a bed without changing the time table.

The time table makes things less complicated. But in cases like this you have to do more micromanaging as before A10.
#51
Mods / Searching for mod that adds energy sources
May 02, 2015, 04:51:52 PM
As said in the title I'm searching for a little mod, that adds an extra way to get power.
I don't like to play with batteries, and without them there is only one energy source with a constant level of power: the Geothermal generator. The problem with this is that there are only a few geysers on the map.

So I need other power sources with a constant level of power.
Some mods I played with in the past:
- Industrialisation mod by eatKenny. It has to many features that I don't really like
- Itchyflea's RTGs: not updated to Alpha 10 yet :(

I noticed skullywag's OmniPower mod with its power cell, but it changes too much.

The power sources I'm searching for can be creative (like a tidal power station or a dam) and it shouldn't be too easy to build them.
#52
Do you give your automatic weapons to low or to high skilled shooters?
Standard weapon for all colonists is the survival rifle, but now I have two LMGs. Should I give them to my colonists with low shooting skills (because the chances, that one bullet hits the target are better) or to the colonists high skills (more bullets per salvo = more hits)?
#53
In my "kitchen" I built a nutrient dispenser and a radio. Then I wanted to construct wooden floors in this room. Because a dispenser is 4x3 and the radio 2x3 the floor couldn't be constructed in every corner. That's why I canceled the wooden floor at these locations.
Now I have rain at these points, like in an unroofed area. When I point my mouse on it, it says "Constructed roof".

What I expected to see: No rain in my kitchen :D

Steps to repro:
1. Build a room.
2. Build a radio/nutrient dispenser in a corner.
3. Fill the room with wooden floors.
4. Cancel the floors in those areas, where it cannot be construced (because colonists cannot walk there).
5. You should have rain/fog at these canceled areas.

Solution to this problem: Nothing found yet :(

Screenshot attached.

[attachment deleted due to age]
#54
Bugs / [General] Names shouldn't be translated
April 25, 2015, 06:54:32 PM
Tynan,

please set names from tribes/traders as forbidden for translation to other languages.
I'm playing with German language, and the names sound horrible.
A few examples:

- Planetar Sicherheit - for Planetary Security (the weapon trader)
- Wanderer der Die Eigent�mer Gruppe - It's a a pirate group. Too many articles and wtf is a "Eigent�mer Gruppe"? :D
- Breixo Der Nerz - a tribe. Terrible grammar...
- Die Pfeil Termites - a pirate group. The name doesn't make any sense in German.

Most names sound good in English, but horrible in German (especially when it's translated word for word - with Google translator). And often it's grammatically incorrect.
It's better to have the original (English) name.

Thanks for reading :)
#55
General Discussion / More payment methods?
April 17, 2015, 06:54:44 AM
Two of my friends want to buy RimWorld, but they don't like the limited payment methods (Paypal or stripe).
Will there be more payments methods in the future? I personally buy games mostly with paysafe cards.
When I bought this game, I had to ask a friend to buy it for me with Paypal. That's really annoying.
It would be really nive, when buying the game would become simplier with more methods.

And another question: We are from Germany, our currency is â,¬. RimWorld costs 30 $. So, if my friends buy it with stripe, how does the conversion work? Will they pay 28,02 â,¬ (like the currency calculator says) or will they pay more for the transaction?
#56
General Discussion / Can I use Artificial Brains?
April 13, 2015, 12:59:59 PM
And again ship parts crashed.
Now I have a ship AI core again, and I'm thinking about what the use of it is.
Can I use this... thing?
In RimWorld nearly everything makes sense, but I didn't find a use of artifial brains yet. Is there anyone?
#57
I started my colony with German language. I switched in the mainmenu the language to English and after a few minutes back to German. Now my Skills are missing. Only my first colonists firefighting skill is shown in the overview.
The debug window shows me a long list of reports "did not find skill of def medicine".

Edit: Okay, found a solution. I need to set to German and then to restart the game. After restarting it works, but it's not a good idea to switch the language again  :P
#58
General Discussion / How do you set up priorities?
April 05, 2015, 05:58:41 AM
I have now 9 colonists and I use manuel priorities to give them tasks.
Really important tasks like firefighting, medics and patient are number 1 priority, number 2 is what they have their best skills, number 3 are tasks they need to do, but not very important and number 4 is what they can do when they are bored.

How do you handle that? Do you have one colonist for one task - one for farming, one for mining for example? Or are they all rounder who do everything in order to their highest priorities?
#59
First I need to say I love Rimworld. It is a really great game, and it's much better then the most games from big companies.
But I have trouble to cope with this Alpha 9.
There are much more restrictions. For example the fertilizer pump was removed, mortars need ammo now, the durability levels etc.
It becomes more realistic on the one hand, but on the other the game becomes even more harder (and I'm playing Cassandra Classic on 30% - that's really painful).
I think, when the game gets more complex on the one hand, there should be things that makes the game a bit more comfortable for players, who don't want to play the game even with 30% on Cassandra Classic like it is the hardcore mode.
Animal breeding for example. I am waiting a long, long time for it.
How can I cook complex meals, when there is not enough meat in the world?

It would be nice, if I could produce weapons, armor etc. Traders are really rare and since Alpha 9 the prices are really unbalanced. It is really expensive to buy something and when I sell something, I only get a few cents...

Beer is nice to have, but not really something, that I need to survive (if I was a colony leader on a planet, where everyone is my enemy, alcohol is the last, what my colonists are allowed to drink. Drunken soldiers, and the enemy attacks? I want to have elite soldiers, not drunken, alcohol addicted, fat bumkins)...
#60
General Discussion / Colonists AI
January 25, 2015, 12:56:53 PM
Here are a few things, that are really annoying:

1.) Every time when my colonists walk a long way to mine steel, after a while they remember "Oh, I'm hungry/I want to sleep" and they move back to base - whithout hauling one stack of mined steel to my storage (that is near their sleeping rooms and on their way back home), even if mining and hauling have the same priorities. That's waste of time!

2.) When my colonists wake up and they are not very hungry at this moment, they walk over the whole map to mine one (!) square of steel, then they move back to eat - only to move back to the steel mine after they had eaten something :o

3.) When my colonists are tired and want to sleep, but there are enemies on the map and I want to build an auto turret quick before they are coming, I tell them "prioritize build auto turret". But now they do only one thing: They pick up some steel, deliver it to the blue print - and go to sleep. "Oh, there are raiders? Meh, I'm tired, I go to sleep!"
The same when they've to build a wall and they are tired: They build only one part of it, even if they could build the whole wall in a few seconds.

4.) Stupid walking: "I need to go a straight line to chase an enemy? Okay, I zigzag into every bay of this mountain"

5.) The colonists only recognize enemies if they are drafted. If raiders start a siege and I haven't drafted my colonists (because otherwise they would starve) they walk into the raider's gunfire and don't try to avoid them.

It would be very nice if one of the following updates could contain a improved colonist AI ;)

I hope my grammar is not too bad. English is not my mother tongue ;)