Still getting the error from the other thread. Overview seems to be fixed, but I don't know when that started either so it may still do it.
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#62
Stories / Here lies Squirrel...
March 02, 2015, 10:36:19 PM
So, after some hardships on the coldest region on the world I generated (never above freezing, or only a few seconds) that I named Hoth (appropriately), I had just gotten my crematorium up and finally got to burn those bodies that were in the graves.
I marked the bill for strangers only as I like to keep graves of my colonists and burn the rest.
So a few days had passed and I noticed one grave still being "used".
I checked it and it was "Squirrel".
I don't remember recruiting Squirrel on Hoth, but I did in my previous playthrough. I remember having 2-3 prisoners and 1-2 dying on me. I assumed it was one of them that, for some reason, died as I was releasing them (terrible people) and was considerd a colonist.
I let Squirrel lie in peace for about a month. Decided enough was enough. Squirrel had to go. None of my colonists died, but this freeloader gets a permanent grave on my colonists land? Nah. Not having it.
So, I set my crematorium to burn colonist corpses. No one burns him.
I check his info. Left leg blown off. Pistol shots to the chest. Sounds about right. I had to install a peg leg onto two prisoner as one was blown off and the other had an extreme infection.
Then I notice he is 4 years old. How the?
Whatever. He has to go. Deconstructed all the graves but 3.
Check back later and I see "Squirrel" laying on the ground.
Literally a squirrel. Not "Squirrel" but "squirrel".

Apparently, Mr. Squirrel went on a rampage, got his front left leg blown off and then shot in the chest to finish the job, then promptly buried himself in the grave he was standing on.
Now I'm tempted to put him back in a grave...
Edit:
Yes, I have decided to keep Squirrel the squirrel.
Here lies Squirrel. We did not get to know you in the 4 years you lived, but we will always remember you.
I marked the bill for strangers only as I like to keep graves of my colonists and burn the rest.
So a few days had passed and I noticed one grave still being "used".
I checked it and it was "Squirrel".
I don't remember recruiting Squirrel on Hoth, but I did in my previous playthrough. I remember having 2-3 prisoners and 1-2 dying on me. I assumed it was one of them that, for some reason, died as I was releasing them (terrible people) and was considerd a colonist.
I let Squirrel lie in peace for about a month. Decided enough was enough. Squirrel had to go. None of my colonists died, but this freeloader gets a permanent grave on my colonists land? Nah. Not having it.
So, I set my crematorium to burn colonist corpses. No one burns him.
I check his info. Left leg blown off. Pistol shots to the chest. Sounds about right. I had to install a peg leg onto two prisoner as one was blown off and the other had an extreme infection.
Then I notice he is 4 years old. How the?
Whatever. He has to go. Deconstructed all the graves but 3.
Check back later and I see "Squirrel" laying on the ground.
Literally a squirrel. Not "Squirrel" but "squirrel".

Apparently, Mr. Squirrel went on a rampage, got his front left leg blown off and then shot in the chest to finish the job, then promptly buried himself in the grave he was standing on.
Now I'm tempted to put him back in a grave...
Edit:
Yes, I have decided to keep Squirrel the squirrel.
Here lies Squirrel. We did not get to know you in the 4 years you lived, but we will always remember you.
#63
Ideas / Re: A request for you Tynan...
March 02, 2015, 09:56:31 PMQuote from: Justin C on February 28, 2015, 06:35:57 PMI get error log spam of "Alignment was MiddleCenter at end of frame." with this mod enabled. Goes away after disabling.
Here's something to hold you over until Alpha 10.
http://i.imgur.com/4ycc5Jw.jpg
When I read the suggestion it seemed like something that could be done quickly using the Alert system, so I just hacked it a bit and made a clock.
Edit:
Yowza.
Also, thie breaks the whole UI (at least overview).

Only way to recover is to disable the mod and completely close the game. Simply load an old save still has the problem. Loading the same save after reloading the game completely fixes it.
Too hacky for me. Oh well.
#64
General Discussion / Re: A game where I can't get any new colonists
March 02, 2015, 09:41:50 PMQuote from: Teague on March 02, 2015, 09:18:58 PMA. I believe he already did that. He must have gotten 99'ers and gave up and never fixed relations and can't afford to to attempt again.
So a nugget of advice I read from a different thread. There are a few options to get new recruits which you didn't mention trying in your OP.
A. Kidnapping: You can capture visiting people, and usually, there chance of recruit is higher than people of raid because they didn't see there friends die and don't have injuries. (yes this makes faction hostile to you, but that is good, because more recruits when they attack)
B. Clubs and Maces and Logs: Bludgeoning your foes prevents the chance of important body parts becoming cutt off, and bleeding wounds causing them to bleed out. More likely to have capture option instead of dead bodies.
--- Also note, avoid multi shot weapons, like assault rifles, mini guns, turrets and the like because they will continue the burst fire after the target is incapacitated usually killing them.
C. High social skill warden, seems simple, unlikely you made this mistake, but having a warden with less than 7-8 social is really gonna make alot of 99%ers.
B. I kind of disagree, to an extend. Usually, multi-shot are lower damage per shot. Yes, you could hit all (say) 3 shots and kill them, but you could also hit for less causing less damage.
C. I was under the impression that is simply a trait of the prisoner. Otherwise, why is it not 100% or more? I have started a colony with terrible social and have recruited people with less chance. I think the social just gives them a higher "talked with warden" buff. Like lvl 1 = 1x30 = 30 where lvl 10 = 10x30 = 300. lvl 10 is well over the 99 happiness requirement where worst warden is not even 1/3 of the way there. You need to boost their happiness passed the recruit requirement, so you need a better bed/social/beauty/food/space/lighting/non-shared/etc or otherwise your warden will have to talk to them a lot more before you reach the 1% chance threshold and even then it's only 1% chance (has to be max on happiness AND only 1% chance).
Personally, I think the problem with A9 is the survival rifle. Switch to pistols. Less damage across more body parts. Also, later it's easier since they have armor and you are less likely to shoot them in the heart and brain and stuff like that. I have no way to back this up, but I'm kinda thinking "burst" weapons have less chance to hit torso/head as well and even if they do, it's less damage per hit probably across more body parts causing more pain and less damage. Granted, shooting someone's leg off in one shot is the easiest but probably worst way to recruit someone, but I don't think that is your goal, so stay away from high-damage single-shot weapons.
Quote from: magicbush on March 02, 2015, 09:40:08 PMXerigium. You will probably use a lot at the start, so I would plant a lot. Later, you can tone it down once you have a stockpile. I only use med-kits for colonists or making hospital beds. Generally, you will want to use hospital beds ASAP anyways and it increases the percent for good operations and bandaging more than medkits alone. Research and make at least one then switch to herbs.
Which plant is for herbal medicine(I as did the OP apparently usually buy medkits)? I see a bunch to plant when making a new farm. I have only used farming for food to this point, but will branch out
.
#65
General Discussion / Re: A game where I can't get any new colonists
March 02, 2015, 07:13:46 PM
http://www.reddit.com/r/RimWorld/comments/2xc6u9/what_is_the_best_way_to_incapacitate_enemies/
According to that, you want to use fire/blunt. Basically anything that can knock someone out with a lot of pain or temporarily damage limbs. You could shoot or cut off legs, but if you are poor, you will have slow peg leg people.
You could probably soften them up with turrets then turn them off, or carefully place some blunt weapons near by and switch to those and melee after injuring them a bit.
According to that, you want to use fire/blunt. Basically anything that can knock someone out with a lot of pain or temporarily damage limbs. You could shoot or cut off legs, but if you are poor, you will have slow peg leg people.
You could probably soften them up with turrets then turn them off, or carefully place some blunt weapons near by and switch to those and melee after injuring them a bit.
#66
Bugs / Re: Game BlueScreens computer when attempting autosave(unable to replicate)
March 02, 2015, 06:50:02 PM
A game can't cause a BSoD directly these days. It's high-level and NT6 OSes can't really be crashed unless it's low-level stuff (drivers, HW, etc). Just because it happens with the game doesn't mean it's the game (directly). I have seen someone claim to have a 100% stable computer, use a media player I recommended, then a KNOWN buggy driver (tons of google results) they have used for years BSoDs with that player and blamed the player. It's not the player. It's the driver. Same with your situation, most likely.
I believe your CPU is overheating. It's getting "deadlocked" where it stops responding because of heat or some other problem.
I believe your CPU is overheating. It's getting "deadlocked" where it stops responding because of heat or some other problem.
#67
Bugs / 0.9.727 flooring/smoothing jobs canceling on doors, headboards, production table
March 02, 2015, 06:43:27 PM
I was unable to reproduce, but I have seen it happen with carpeting and now with smoothing.
It appears to cancel the smoothing/flooring of areas like the center tile of a stonecutter's table, the "headboard" half of a bed, and any doorways.
I tried making someone use a table at the time or sleep in the bed at the time, but it finishes OK. Seems to happen with a bunch of them queued up.
Anyone else run into this problem?
It appears to cancel the smoothing/flooring of areas like the center tile of a stonecutter's table, the "headboard" half of a bed, and any doorways.
I tried making someone use a table at the time or sleep in the bed at the time, but it finishes OK. Seems to happen with a bunch of them queued up.
Anyone else run into this problem?
#68
General Discussion / Re: Remove roof - Wind turbines
March 02, 2015, 12:31:02 PM
I don't believe you can now. At least to a certain extend.
There is one area I can't put a no roof zone too far into the mountain and when I mine some fallen roof blocks, they just keep falling. Infinite ceiling.
You could probably dig into the mountain about 5 tiles more as I think there is an "overhang" limit and you can keep adding no roof zones to it.
There is one area I can't put a no roof zone too far into the mountain and when I mine some fallen roof blocks, they just keep falling. Infinite ceiling.
You could probably dig into the mountain about 5 tiles more as I think there is an "overhang" limit and you can keep adding no roof zones to it.
#69
General Discussion / Re: A game where I can't get any new colonists
March 02, 2015, 12:28:27 PM
I believe it goes off your colony's wealth now, so you should be able to crack open the fallen ship part and get 1-2 mechs
I didn't get a dropped ship for a few months and 1 popped out. A year or so in, I got another and it was I think 3, but I had about 10 colonists at the time.
Granted, that's on "Casual", and I don't know what difficulty you are playing at. I never had to make anything other than a few pillars and a sandbag line at the entrance to my mountain base.
I didn't get a dropped ship for a few months and 1 popped out. A year or so in, I got another and it was I think 3, but I had about 10 colonists at the time.
Granted, that's on "Casual", and I don't know what difficulty you are playing at. I never had to make anything other than a few pillars and a sandbag line at the entrance to my mountain base.
#70
Bugs / Re: Removing bionic leg bug
March 02, 2015, 11:50:22 AMQuote from: BugPowderDust on March 02, 2015, 03:39:35 AMYeah, I found a strange colonist turned prisoner bug myself. Just an oversight. My bug, she would "twitch" in the corner and not do anything simply because I arrested her with injuries and unticked "give doctor care" and she thought she couldn't claim a bed. It was weird.
Thanks for confirming. I was so surprised to see a bug as the Alpha has been very bug-free, I just assumed I was doing something wrong!
Anyways, you can fix your colonist like this:
Remove the operation. Let the anesthesia wear off. Set that room to be a prisoner room. Fix the food problem now that he can be fed in your now prisoner room and he is conscious. Then recruit or release him to get him back as a normal colonist and THEN do the operation.
Since it was a bug, I wouldn't be against enabing dev mode and giving my colonist some good thoughts to undo what the bug did to him.
#71
General Discussion / Re: 2 Prisoner Questions
March 01, 2015, 11:41:30 PMQuote from: Ink. on March 01, 2015, 10:06:10 PMPrisoner "Fight Club"? lol.
Yeah, I figured it was a long shot but I wanted to see.
Trying to develop a way for my prisoners to fight for their freedom (or at least to join the colony).
#72
General Discussion / Re: Getting around your own kill box
March 01, 2015, 11:39:48 PM
The fighting mechanics are fine. The AI and forces>yours is the problem and why you have to resort to killboxes.
If the AI were better, there would be no need to make their forces more than yours.
For instance:
10vs10 but they attack a weak part in your wall is probably WAY worse than...
50vs10 but they attack random walls innefficiently (takes 1000 melee swings, etc), splitting their forces, and half run into an obvious killbox.
I'd enjoy such battles every single time instead of feel the constant dread of that ever increasing wave of brainless peons.
Of course, people will probably still find ways to exploit the AI, but maybe then it will feel more rewarding as you have done a LOT of planning rather than just build boxes with turrets and also you actually move your colonists in ever time to defend rather than use turrets.
If the AI were better, there would be no need to make their forces more than yours.
For instance:
10vs10 but they attack a weak part in your wall is probably WAY worse than...
50vs10 but they attack random walls innefficiently (takes 1000 melee swings, etc), splitting their forces, and half run into an obvious killbox.
I'd enjoy such battles every single time instead of feel the constant dread of that ever increasing wave of brainless peons.
Of course, people will probably still find ways to exploit the AI, but maybe then it will feel more rewarding as you have done a LOT of planning rather than just build boxes with turrets and also you actually move your colonists in ever time to defend rather than use turrets.
#73
General Discussion / Re: Valve and Steam
March 01, 2015, 11:30:26 PMQuote from: lusername on March 01, 2015, 08:30:07 PMActually, no. There is a Windows API for grabbing the process list. I could write a single line of code that the OS willingly spits out the process list. By your standards, taskmanager is spyware since it has access to processes and monitors network activity (just to make graphs).Quote from: tommytom on February 27, 2015, 06:04:18 PMAnyways, that's just for BUYING games THROUGH STEAM. VAC (if the game even requires it, which this one won't) shouldn't be checking what country you are from or anything like that. Just making sure you haven't modded your game files to cheat or running processes that enabling cheating (like see if cheatengine is running or a debugger/trainer that can modify game memory while running).And at that point, you're snooping through the user's system memory and process table on an application that phones home. This is spyware. If you can see that, you can see everything else.
That's besides the point anyways as that is only MP VAC-enabled games. RimWorld won't have that and I haven't even seen it in any games recently and I don't have it installed on my system but I own 100+ Steam games. Probably just Valve MP games like Counter-Strike.
#74
General Discussion / Re: Getting around your own kill box
March 01, 2015, 08:15:34 PM
AI is being worked on for A10. I'm hoping they will grenade/rocket walls to circumvent defenses.
Currently, mountain bases are impenetrable as they don't even try to attack/mine natural stone. It would be faster/easier to just mine into your mountain base than to bust down a wall or suicide through your killbox.
Currently, mountain bases are impenetrable as they don't even try to attack/mine natural stone. It would be faster/easier to just mine into your mountain base than to bust down a wall or suicide through your killbox.
#75
General Discussion / Re: Long Term future of Rimworld
March 01, 2015, 08:12:25 PM
You can't play a game forever. It's inevitable that you will get bored.
I played Minecraft for a couple years from it's very primitive state to near completion (1.5 or so?).
Honestly, even if they added some new stuff, I wouldn't play it anymore. There are tons of mods and people still end up playing the game because of the mods (although, it's basically a new game at that point if you want to think of them as entities). Even with mods, I'm bored with Minecraft or the hassle of installing/learning/etc mods.
I THINK it was Minecraft (could be wrong) that said they own the rights of any mod and can use them without paying rights to it. It sounds like a dirty tactic, but it also keeps modders from making ridiculous money off your game and also extorting you because you want it in your vanilla game. Granted, the developer(s) SHOULD buy the mod, but it should be so level ground or something for it.
I played Minecraft for a couple years from it's very primitive state to near completion (1.5 or so?).
Honestly, even if they added some new stuff, I wouldn't play it anymore. There are tons of mods and people still end up playing the game because of the mods (although, it's basically a new game at that point if you want to think of them as entities). Even with mods, I'm bored with Minecraft or the hassle of installing/learning/etc mods.
I THINK it was Minecraft (could be wrong) that said they own the rights of any mod and can use them without paying rights to it. It sounds like a dirty tactic, but it also keeps modders from making ridiculous money off your game and also extorting you because you want it in your vanilla game. Granted, the developer(s) SHOULD buy the mod, but it should be so level ground or something for it.
. I have only used farming for food to this point, but will branch out
.