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

Topics - Silvador

#21
General Discussion / How to feed animals...
April 11, 2016, 06:12:13 PM
Yes, I know it probably sounds like a stupid topic, but... is there some kind of bowl, or trough which can have food for animals placed in it? I only have one dog at the moment, but I'm sure I'll get more soon, and I'd rather not have a herd of animals constantly wandering in and out of my freezer to feed themselves.
#22
General Discussion / I'm being invaded!
April 11, 2016, 02:21:04 AM
By traders!

It's the 14th of Spring and I have four colonists and a dog. I've only just built a freezer and kitchen, with a single wood fuelled generator to keep my farm produce fresh. When suddenly, TWO caravans from the same town decide to rock up on my doorstep to hand out. There's gotta be thirty of them! Not to mention all the animals with them. Thank Tynan they don't want food or lodging or I'd be screwed. XD



[attachment deleted by admin - too old]
#23
General Discussion / Pets and hunting
April 10, 2016, 02:53:45 AM
So, after a long absence from the game, I decided to get back into it when I saw a new updated had been released. I generated a world, selected a site, dropped my people on the planet and begun. The first thing I noticed was that I scored a Golden Retriever along with my three colonists/cast aways. That's great, I thought. But I'm a few days in, now, and I've noticed something that I'm sure more than a few people have probably noticed as well. Hunting with a pet around, especially if the pet is bonded with the hunter, can be... problematic.

As anyone who has played this game even once knows, colonists (especially new ones) aren't the best shot and anything within 180degrees in front of the colonist doing the hunting becomes a potential target. Normally this wouldn't be such a big deal, but when you tell your hunter to go out hunting and their faithful pet charges out to attack the hunted animal... Well, you can probably guess where I'm going with this.

Is there a way to give animals commands? Sit/stay, heel. I don't want to go out hunting now for fear of serving up Faithful Pet on the menu instead of Wild Buck.

[attachment deleted by admin - too old]
#24
General Discussion / New Randy
June 13, 2015, 06:23:43 PM
"Randy's event chances are affected by population (somewhat)."

OK, so, I have played with Randy from the very beginning of my Rimworld playing experience, and I love him. He can be unforgivingly brutal one moment, and then immensely generous the next, or just straight up random. This is why I love him as a storyteller. Nothing in life can ever truly be predicted, especially if you are dropped into an unfamiliar environment and forced to survive. I understand that Random is/was probably intended as a "more challenging/difficult" AI, due to his randomness, but it's that very randomness that makes me choose him 99.9% of the time, not because of difficulty, but because of pure unpredictability. That unpredictable nature, for me, gives the game another level of realism that simply doesn't exist with storytellers that "progress" in difficulty depending on the player's own progression and development.

So, when I saw in the notes for the most recent release that Randy's event spawning chances were tweaked to consider the player's population, I honestly felt a little... dismayed. For this reason I just have to ask, exactly how extensive was this tweaking? Are these changes going to be noticeable, or negligible? Just how random is Randy if the chances of him spawning an event are effected by the player's own actions?
#25
General Discussion / I missed out on what?!
April 21, 2015, 10:20:35 PM
"Fixed bug that caused pawns to sometimes teleport to the bottom left corner of the map."

"Fixed a bug that caused colonists to spaz out around the billiards table when they reached full joy instead of just ending the job."

I was reading over the patch notes for 10d and I couldn't help but laugh my backside off at these two points! How I would have loved to have witnessed these bugs for myself. XD

I can only imagine what these scenes would've played out like...

All was going well for Franko. He'd slept in a warm, comfortable bed last night, woke up to a well cooked, lavish breakfast, and his new jacket was his favourite colour. As he made his way through the colony, turning the corner at the west side of the hospital, on his way to haul some wood from storage to a new construction job, Franko suddenly tripped over a rock and fell flat in the mud. Picking himself up and grumbling at getting his new jacket dirty, Franko glanced around, but saw only marshland and mountain side... his colony nowhere in sight.

"So that's what happened to Bishop..." he thought as he picked a direction and began aimlessly wondering.


or

Terrance eyed the eight ball carefully. It was a clean shot. Bounce the cue ball off the side, strike the black head on, and the game was his. Carefully he tested his shot, moving the cue back and forth, judging how hard to strike. Bard watched, glaring at the billiards table. He still had several other balls to sink before he could try for that coveted eight ball shot. For him, the game was already lost.

Terrance took his shot, hitting the cue ball square on. It moved straight and smooth, bouncing off the wall and hitting the black ball with a loud 'clack' and sending it into the pocket. Bard sighed and reach out his hand to shake Terrance's. But Terrance bleated at Bard like a goat before swinging the pool cue in the air above his head. Bard could only duck and run out of the room as Terrance then proceeded to climb onto the billiards table and begin throwing the remaining balls around the room, knocking over a lamp and putting several holes in the walls while shouting nonsensical gibberish and jumping up and down like a rabid ape.
#26
General Discussion / Vents and walk-in freezers
April 16, 2015, 07:00:38 AM
So, I noticed that vents have been added to the temperature tab of the architecture menu. Can anyone elaborate on this new... feature? mechanic? thing!

How are these vents intended to be used? Do I just slap one in a wall and it stops my temperature in that room for going up and down like a yo-yo? Can it be used on both heated and cooled rooms, or only one or the other? Will it reduce the number of heaters/coolers I need to use?

In a8 the heating made sense and seemed to work pretty straight forward. In a9 it got overhauled... and tweaked numerous occasions, but still seemed a bit cumbersome and confusing as far as establishing a stable temperature, especially in a large room. Now, in a10, with the addition of these vents, I have no idea what to expect...
#27
General Discussion / Question about World Generation
April 16, 2015, 03:00:46 AM
When a world is generated, and it is populated with raider bases and tribes and so on, are those settlements also populated with people at the same time?

I inquire about this because I bought Rimworld last update and put a name in to be added to the game. According to the rewards site thingy where I put said name in, my custom name was approved. Now, making a new colony, I spammed the randomise button for a couple of minutes but never saw that name show up. So I was wondering if perhaps it was either not added this update or if there's the possibility it was "reserved" for one of the raider/tribe/outlander settlements on the world map.
#28
I don't really consider it and issue, just a curiosity that has crossed my mind.

Unless my basic science is failing me, Steel is an alloy, manufactured and not naturally occurring. So how did it get into the hillsides and mountains to be mined? I've never heard of Plasteel until this game, but I'm willing to bet it's probably not a naturally occurring substance either.

Do you guys think there is some kind of tale behind how much unnatural metal wound up buried under tons of earth and stone? Or might it be a placeholder for more in-depth metallurgy to come later on?
#29
General Discussion / Doomed from the start
March 10, 2015, 03:51:30 AM
A new map, a new colony. Quickly scanned over the map, surveyed the land, selected a site to build and started planning. After spending much time laying out my colony's blueprint, I started construction. Everything is going fine.

Barely a couple of hours into the first day, after touching down in my three drop pods, I get an alert "Colonist needs treatment"

Wait, what?!

One of my colonists is being attacked! But by who? No events had triggered. Wait, is that... MECHANOIDS!

Two scythers and a centipede have crawled out of a ruin with a hole in its wall thanks to a steam geyser and started attacking my colonists IMMEDIATELY!

Guess I just rolled the ultimate in snake eyes. x_x

[attachment deleted due to age]
#30
With the addition of switches, I've started trying to isolate segments of my colony's power grid in an attempt to reduce the risk of highly destructive explosions caused by power surges. I've taken to building an entire structure exclusively for twelve to sixteen batteries, all set individually from one another and connected to a... sizable array of switches with which I can more directly control power flow. Using this method, I can have solar panels and wind turbines connected into the back of the batteries and the colony connected to the front, with fully charged batteries disconnected from the solar panels and wind turbines, and powering the colony, while said turbines and solar panels charge other batteries that are disconnected from the colony. Using the switch array and primary power lines running around the border of my colony, I can channel a limited amount of power into each section of the colony thereby reducing the risk of larger explosions.

However, as my planning has become more complex, I've realised that sometimes this isn't so easily done as some wires may need to cross other wires, especially in the switch array. So, I had the idea of a switch that could be researched and then built, that would allow the flow of power to pass through it but not connect to the flow it is crossing, effectively creating an over/under pass, like a bridge over a river. This could allow for more streamlined and complex power grid management.

Additionally, I would also like to suggest "Heavy Duty" power cables, likely that would also require research, and more materials and work time. These would be cables intended for connecting directly into large groups of solar panels and wind turbines and be capable of handling high amounts of power passing through them with either reduced chance of a power surge, or reduced effect of high discharge explosions. The research, extra materials and work time would be an offset so hopefully discourage simply lining the whole colony with them. Perhaps even include the usage of Plasteel in the list of required materials?

Another thought, smaller and more convenient but less game breaking, "one way" power cables. When you place two power cords next to each other in your house, or lay down piping with power cords in them outside, the power doesn't connect to those other cords. It would save on room if a power cable could be added that simply restricted the flow of power to the desired direction, so that we could place separate power cables next to each other without them connecting to each other. This could in turn tie in with the over/under switch which would possibly have a toggle, allowing us to dictate whether power flows in all directions, separately but both ways, or only one way.
#31
Ideas / Plans! Copy, paste, rotate and flip?
March 04, 2015, 02:00:34 PM
As someone who has started numerous colonies, I've come to get a better understanding of what needs to be built and where, and I learn a little more each time. From how much space is needed for crops, to where a stockpile should be placed in relation to the buildings where I put my crafting tables. I've gotten to the point where, from the second my starter colonists pop out of their pods after touchdown, I spend anywhere from twenty minutes to two hours just assessing the terrain and planning the structure of my entire settlement. But it's not just square, square, square, rectangle. In order to properly plan, I also include various tetrominos to identify where in a building tables will be placed and how many, as well as lights and beds. This, of course, leads to some rather complex looking shapes, which in turn leads to... one very particular and tedious issue.

I'm sure I'm not the only person who is as thorough with their planning, and I'm sure they would agree that after designing a prison complex or dining hall, or maybe even just a simple freezer that includes an airlock, it can be... just a little bit annoying to realise the entire structure needs to be moved two blocks to the side, or might be better turned clockwise ninety degrees. With this level of planning, it becomes tiresome quite rapidly to have to either erase the entire structure and built it again, or meticulously move and erase almost every placed "planning mark" one or two blocks left.

So, I was hoping that in the future, a copy, paste, rotate and flip function could be added to the planning tools, so that one might be able to select a planned design and just shift it to the side as a whole, or turn it around as needed. For those of us who do this level of planning, it would be exceedingly beneficial. :D
#32
Ideas / Buffet/Serving Station/Counter
March 01, 2015, 10:18:32 PM
I've began a fair few colonies, now, and started getting the hang of how to improve things, and establish a good flow, particularly for meal production. I also try to center my dining hall, hospital and prison nearby to a small storage room for meals. But I was just thinking "Man, those colonists must get real tired of getting up from their seat, going outside, crossing the street, going into a freezer, getting a meal or bottle of beer, and then going all the way back just to eat or drink."

Of course, I could just put a stockpile for meals inside the dining hall, and while this would be OK for the booze, it would leave the meals susceptible to spoilage, especially my excess meals that I have ready made and in reserve for when something comes along and interrupts my meal production. Then I thought how nice it would be to have some kind of serving counter, a powered 2x4 (or 1x4) counter that could be built for the specific purpose of storing and refrigerating a small amount of meals inside the dining hall. Similar to the weapons rack and hopper, haulers could ensure that there is always meals and/or alcohol on/in the counter ready for hungry/thirsty colonists to just walk over to it, grab their desired taste and then sit back down, without having to go out into a heat wave, cold snap, or battlefield.

Probably have to research it, as well, before being able to build it?
#33
General Discussion / Were Assault Rifles removed?
March 01, 2015, 07:30:08 AM
Or am I just super unlucky?

Since 9A came out, I've noticed a significant lack of assault weapons, such as the AM14 and A4 Pulse Rifle. Whenever traders pass by, they almost always have Doomsday and Triple rocket launchers, and occasionally "PDW" sub machine guns or Micro machine guns. Rarely I will see pistols and survival rifles. What happened to the assault class of weaponry?
#34
Ideas / Shared Experience
February 27, 2015, 05:28:15 PM
So, right now, the conversations colonists have only seem to give them either a positive or negative mood boost. But I had the idea, what if they could do something else?

People learn a lot from each other, especially if they are in the same profession. Doctors, scientists, chefs, they all have their own ways of doing things, they all know little tricks of the trade that someone else might not know, and through conversation, sometimes one will pass on a useful little gem of knowledge to another and help them improve their methods.

What if, when two colonists who share a similar profession, determined either by the priority listing or their skills, or even some other method, had a chance to generate a small amount of experience towards that profession as a result of having a conversation with each other. For example, you have a cook in your colony, they're a good cook, maybe 8 or 9. Then another guy comes along, he's also a good cook (or she), and they are... 14. The two talk, they laugh, they share stories of how they struggled to feed so many hungry mouths and rumbling bellies during the winter and fought off ravenous squirrels with naught but a spatula and two tooth picks, and amidst all that they mention how they do things differently, or suggest improvements on how the other cook does things.

My suggestion, the chance to learn and improve a skill through conversation with another who shares that skill by sharing their experiences via socialising.
#35
General Discussion / No Gratitude
February 24, 2015, 11:51:37 AM
So, I'm really, really happy with the ability to rescue random strangers that aren't part of my colony. I just never felt right with the choice of either "leave them to die" or "capture and imprison", but since the only way to save their life was to capture and imprison them, that was what I did, even though I didn't much like tossing them in a jail cell for no real reason.

But, now I'm finding myself almost wanting to put them in that prison cell in order to save their life. Seems kind of a weird turn around, but... I guess I just feel unappreciated when I see a random escape pod crash to the ground, go out and haul back the person who popped out of it, bleeding and broke, expend valuable food and medical supplies on them to save their life when they mean literally nothing to me... and then just have them up and leave in the middle of the night. XD

Is there meant to be some chance that they will join the colony after you've saved their life? I know it's possible to have a random passer-by join the colony out of the blue, because I've had it happen once (seen it once more in a Let's Play). But I've saved several lives now and they have all just left without so much as even a thank you.

Are there plans to flesh this out, at all? If not, could there be? I think it would be nice to have the person whose life I have saved hang around for a day or two, maybe even lend a hand with some things as a thank you for saving their life. Or even just a little message like "So-and-so is leaving now, and are greatly thankful to your colony for saving their life."

A trivial thing, perhaps, but something that I think would greatly add to the life of the game, giving a warm fuzzy feeling for saving a random life and making them seem less like... just another event like an eclipse or crop obliterating blight.
#36
General Discussion / Random Constructed Roofs
February 23, 2015, 10:51:00 AM
So, I decided to check the progress of one of my colonists hauling a bunch of recently dropped meat on a distant part of my map and I noticed something... odd. Constructed Roofs out in the middle of nowhere, supported by nothing. I haven't built anything anywhere near that location, nor had I torn anything down from there. And to top it off there are several of them, and not just in this spot. There are a few other random Constructed Roofs around my map that are just... there, for no apparent reason at all. If it wasn't pouring rain, I may not have even noticed them on account of the dark shadow and lack of rainfall they create where they are.

I also discovered earlier that when I place down a "no roof zone" over existing mountains, and then remove that zone, constructed roofs are instantly placed along the mountain edging where the no roof zone was, even if there was never a constructed roof there to being with.



[attachment deleted due to age]
#37
As the title says. This might seem like a bit of an obvious answer, but not necessarily. I've seen a lot of names that people go by on the internet and while many are... quite obviously not a "real world" name, some screen names could possibly be legitimately accepted as a name. I ask this question in regards, specifically, to the short/nickname aspect of naming a character, and wish to know at what point a name ceases to be a believable, if fictional, name and becomes an "internet handle".
#38
General Discussion / Strange Eating Behaviour
February 20, 2015, 05:42:13 AM
I've noticed that since the new version came out, my colonists appear to be very... undecided about where they want to eat their meals. I have a table, with chairs, in a building across from my kitchen and freezer, but my colonists will only take the meal to the table and eat it there some of the time. They seem to randomly decide to just eat the meal right there, in the freezer, even though there is plenty of room at the table to sit and eat. I even caught one of my colonists in a newly made stockpile, well away from both the freezer and the table, eating a meal. There were no meals near this stockpile and it was not set to accept meals, so I can fathom no reason beyond the colonists actively took the meal to this stockpile in order to eat it there.

As anyone else noticed strange eating behaviour among their colonists?