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Topics - matthiaskrgr

#21
Ideas / thoughts on RefugeeChased event
June 14, 2016, 07:18:42 PM
The chased refugee event is kinda strange.

One does not know the traits of the person that will join the colony.

On a 20-people colony, with Randy on rough, I would get an attack of 70-90 tribesmen (chasing a single dude??) after offering hospitality.
If I didn't like the new guy, I would just feed them to the raiders.
But still, chances of capturing and recruiting a nice raider are much higher than the chance of the chased colonist being interesting, in my opinion.
So except for in the very early game, there is no reason why I would accept the one pawn blindly. It's basically the game asking
Quote
Do you want to get raided now?
[   ]  Yes
[ x ]  Maybe later
So why not just save the resources and wait for the next inevitable raid....?

I think the RefugeeChased even would become a lot more interesting if not only the amount of raiders but also the amount of refugees was scaled to the size of the colony.
Let's say there are 2-3 pawns chased by 90 tribesmen.
Refugees could alternatively have some goodies with them (similar to traders).
Or at least give the colony  (except for psychopaths maybe) a mood buff when rejecting the refugee.
#22
Bugs / display of world breaks in dev mode
June 13, 2016, 04:03:32 PM
EDIT: short way:
launch game in dev mode
load colony
load same colony again
show map tab
----------------------

launch game
turn on developer mode
create world ( hash: ot5t, 200x150), save and finish
new colony, select world, selected upper left square (ice) as start biom and started new colony on it
save game
load game
hit "world" tab
=>
"
Initializing new game with mods Core
INitializing map from file worldtest with mods Core
Exception filling window of RimWorld.MainTabWindow_World: System.NullReferenceException: Object reference not set to an instance of an object"

the world was not displayed
#23
It is possible to make a colonist that is "incapable of voilence" berserk using an insanitiy lance. They will then start attacking other colonists.

Perhaps they should just become dazed and wander around aimlessly?
#24
Set table as gathering spot.
Reinstall that table somewhere else => table is no longer gathering spot.

Looks like a bug since every table that is newly build is set as gathering spot by default.
#25
Bugs / grenade: impact area shown twice
June 12, 2016, 09:04:15 AM
when targeting a geothermal generator, the impact area of a grenade is sometimes shown twice, sometimes overlapping which looks very odd.

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#26
select colonist with gun (charge rifle in my example)
draft colonist
pause game
click the weapon button and select another nearby colonist to be attacked
unpause and pause the game very quickly (so that "aiming" is in progress)
open gear tab and drop the gun
-> the gun is immediately dropped but the colonist sill continue to aim and shoot one bullet before resetting

edit:
Similar bug with molotov:
when I throw a molotov at some area and drop the weapon, the colonist will just stand there in "attacking area" mode without actually doing anything
unpause game
now the colonist continues to aim at the target and fires one shot before resetting (while gun is being on the ground!)


edit2: BONUS: if you do this with a triple rocket launcher, but pick it up with another person while the original wielder is aiming, the pickupper will do the shooting, but not into the original aiming direction but into the lower left corner of the game screen.
I had hoped I could get several uses out of a rocket launcher that way but it was deleted properly after usage :D
#27
When popping a firepopper next to a campfire, the campfire still burns on as if nothing happens. I understand that to the engine, the campfire is probably not "a thing on fire" but rather "a construction with limited lifetime which emits heat" but it still looked a bit odd to me, so reporting.
#28
Pawn are sometimes weirdly shifting between tiles directly after loading a game.

This is what I assume happens:
Internally, pawns are always bound to a square they are on.
However, when a pawn moves the graphic is smoothly shifted from one tile to another and the transition of the pawns position from square A to square B is done somewhere in between.

When the game saves, it saves the the tile-position of the pawn but also the position of the graphic on the screen.

Upon loading, the pawns are loaded to their cells, the graphic is loaded to the place where it was, however the "in between" state is not being saved (the amount of time (ticks?) which it would take until the pawns position is updated to the adjacent square) so all the positions pawn-display updates the models to their original 1x1-grid positions which makes everything look goofy.


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#29
When a party is started, colonists intending to attend enter "wandering" state while getting themselves to the party spot. Wandering is a lot slower than regular walking and it can take A LOT OF TIME if a pawn was accidentally working on the other side of the map.

Why can't pawns walk to the destination regularly? (same applies to marriage iirc)
#30
Bugs / cold resistant dandelions
June 12, 2016, 05:57:05 AM
I had a -26°C ( -14.8 °F ) cold snap, all my outdoor crops died but the decorative Dandelions didn't seem to care and happy lived on which looked like a bug.

edit: They eventually died when there was a lot of snow falling, it still felt strange that they survived that log though.
#31
I have no idea what happened there. The colonists are supposed to haul the chunks into the killbox but the game says that they are forbidden (???), although there is no option to forbid chunks.
They are marked to be hauled even.

Tried to attach savegame (A13, no mods)

[attachment deleted by admin - too old]
#32
Bugs / vents block each other?
June 02, 2016, 03:37:41 PM
I was trying to make a tunnel of vents, like a big exhaustion pipe, but it seems that vents block each other if they are directly next to each other altough facing correctly.

Placing vents without the extra space in between is possible because the "is there enough space"-check does not take other blueprints into account. (might be a bug, too)
#33
Ideas / make marriage/crafting spot reinstallable
June 02, 2016, 03:20:01 PM
We can reinstall beds, tables, chairs etc, but if I want to move the crafting spot by one tile I have to deconstruct it, search around in the menu and place it on the new destination. Being able to move it like most of the current furniture would be easier. :)
#34
A sleeping colonist does not change their need for space.

If you have a very fast room with a 1x2 sleeping cell for a colonist inside (basically a bed surrounded by walls) and the colonist is tired and moves into the bed, they will actually have the "spacious interior" bonus from the large room around it, even while sleeping in 2-cell room since the sleep-meter does not adapt (fast enough)


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#35
Bugs / history tab tanks FPS
June 01, 2016, 01:10:05 PM
My colony has been in existence for around 350 days.

When I open the history tab (wealth display), FPS rate (is there actually a way to make the game display it?) drops from perhaps 40-30 to 5-7.

This is especially noticeable when panning the world-view around (arrow keys).
#36
Bugs / no need to actually construct walls
June 01, 2016, 12:17:12 PM
Walls do not need to be constructed.
As soon as a colonist drops the material at the blueprint, you can forbid the construction which already has 100% of its hitpoints.
Even better: deconstructing it takes no colonists and you get 100% resources back.

I would expect the walls to have { work_done / work_max } * max_hitpoints  hitpoints during construction.
#37
You can blind a colonists eyes by first giving them bionic eyes and then removing them again.
After that sight efficiency is 0% but the colonist will still get bonus from beautiful rooms etc.

EDIT: the repair failure chance of that colonist was still 0 % for some reason. And it said "Sight x500 (20% importance)".
I'm, wondering where the x500 comes from, shouldn't it be 0% due to missing eyes?


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#38
Bugs / walled in prisoners: no prison break?
May 29, 2016, 09:25:11 AM
I had a prison with nutrient paste dispenser as food supply (it is stocked from the other side of a wall where my fridge is).
Because I had recently captured 7 new people and was afraid of prison breaks, I put my best warden (who also is a doctor) in the room, together with a stockpile of herbal medicine (basically won't spoil after switching heater off) and simply put a block in front of the door.

After that I was not able to get a prison break with the debug tools, nothing happened when clicking on colonists so I assume it won't happen as 'random' event as well.

The 'recruiter' would just sleep on the floor, if you want to him to eat from the dispenser, just switch one of the beds of the prison to 'colonists'  for 5 seconds and then back to prison again.

EDIT: IMO prison breaks should still take place, prisoners could simply attack the weakest 'thing' (doors or nutrient paste dispenser) they have access to, to get free.

EDIT2: It seems that simply making it impossible to reach a map edge (wall the only door to the outside) in case of a cave colony prevents prison breaks as well.
#39
Sorry for the video lags, something went wrong while recording.
Anyway, the colonist orientation is kinda odd in this one.

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#40
I made a stand alone prison cell, put someone inside and left the door open, they would flee immediately.
Then I built another small room in front (like an airlock) of that prison cell and left its door shut and to my surprise the prisoner would stay inside the prison (and not move inside the airlock).
It might be interesting to have prisoners try to prison break automatically if their cell door is held open.

I could even put a stockpile with weapons inside the airlock but the prisoner would not touch the weapon and only flee (also without taking the weapons) if both doors (actual prison and airlock) would be held open.