Yes, but from a gameplay perspective, not being allowed to build a mining drill there just causes (minor) frustration and no gain in fun. And I can't think of any exploit causes by building (only) drills in this zone.
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#17
Bugs / [A17] Underground mineral depots too close to map edge
May 25, 2017, 09:22:54 AM
Underground mineral depots too close to map edge are unreachable because the mining drill can't be build there, see attached screenshot. Maybe the drill can be excluded from the building limitation?
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#18
Bugs / Re: [A17 1542] Canceling encounter forced caravan dialog causes colonists to be lost
May 19, 2017, 07:23:30 AM
Here it is: https://www.dropbox.com/s/fqyvjlwv73n33ij/Flowerville%20%28Permadeath%29%20-%20Caravan%20encounter.rws?dl=0
Just leave the game running until the caravan dialog appears. Click cancel and Konny and Bouba will be gone after the game switches to the world view.
Sorry for heaving mods enabled but you can just load it anyways. Konny will not spawn if EPOE is missing, though, but the issue remains the same with only Bouba in the caravan.
Just leave the game running until the caravan dialog appears. Click cancel and Konny and Bouba will be gone after the game switches to the world view.
Sorry for heaving mods enabled but you can just load it anyways. Konny will not spawn if EPOE is missing, though, but the issue remains the same with only Bouba in the caravan.
#19
Ideas / Time for forced caravan dialog on encounter maps / Alternative: manhunter packs?
May 19, 2017, 06:01:29 AM
Could the 24h period for forced caravans be extended to a couple of days? I guess that this should prevent colonies from being set up, but I did not even have enough time to build a complete launch pod, causing valuable resources getting lost as the launch base was already done. This somehow feels forced without any reason.
Maybe, instead forcing the caravan, an increased risk of dangerous(!) manhunter packs after 3 days on encounter would be a more immersive ways to prevent colonies being build?
I was right in the middle of some mountains but next to a friendly base, with my food getting low. I was rather glad about the encounter so that I construct a pod launcher and not have to move to the next tile (which takes ages in mountain regions) just to return to my base.
Maybe, instead forcing the caravan, an increased risk of dangerous(!) manhunter packs after 3 days on encounter would be a more immersive ways to prevent colonies being build?
I was right in the middle of some mountains but next to a friendly base, with my food getting low. I was rather glad about the encounter so that I construct a pod launcher and not have to move to the next tile (which takes ages in mountain regions) just to return to my base.
#20
Bugs / [A17 1542] Canceling encounter forced caravan dialog causes colonists to be lost
May 19, 2017, 05:51:06 AM
See subject. The colonists and the encounter map just disappeared after I clicked cancel on the dialog which automatically appeared after 24h on the encounter map. There is also no "Are you sure?" confirmation or any explanation what would happen if the caravan dialog is canceled.
Modified: Moved the second part of this post to the suggestions forum.
Modified: Moved the second part of this post to the suggestions forum.
#21
Bugs / [A17 Mac] Game locks up when starting on a smaller but retina screen
May 19, 2017, 04:45:56 AM
This is the same issue as reported in https://ludeon.com/forums/index.php?topic=28065.msg284388#msg284388
The fix there sadly did not help, Sorry for not reporting that earlier.
Additional information: The 27" screen is non-retina while the built in screen is a retina display. The workaround by quickly pressing my maximize window shortcut (provided by spectacle) still applies, but now the game crashes when doing that but starts in the proper resolution afterwards.
Long story short: I guess there is a check if the display resolution is big enough for the game window before starting up, but maybe it just uses the native display resolution and not the transparently scaled up resolution which is available to rimworld?
The fix there sadly did not help, Sorry for not reporting that earlier.
Additional information: The 27" screen is non-retina while the built in screen is a retina display. The workaround by quickly pressing my maximize window shortcut (provided by spectacle) still applies, but now the game crashes when doing that but starts in the proper resolution afterwards.
Long story short: I guess there is a check if the display resolution is big enough for the game window before starting up, but maybe it just uses the native display resolution and not the transparently scaled up resolution which is available to rimworld?
#22
General Discussion / Re: Alpha 17 is on public unstable branch
May 18, 2017, 07:58:23 AMQuote from: alexdgreat on May 18, 2017, 07:49:47 AMQuoteMake dusters. At powered off, placed outside tailoring bench. Also bad temperature help to make process slower and cheaper.And with one arm amputated, and second is "simple prosthetic"?
Maybe also inducing some blood loss to reduce consciousness. (This will so be deleted, but it still has a point)
#23
General Discussion / Re: Alpha 17 is on public unstable branch
May 18, 2017, 07:11:36 AMQuote from: alexdgreat on May 18, 2017, 06:59:47 AM
Why are you hating crafters so much?
From a16 to a17 changed next:
Making joints - no crafting XP
Making drugs - crafting job who gave Intellectual XP, but no crafting XP
Stonecutting - crafting job who gave Construction XP, but no crafting XP
How do I must to level up Crafting in cheap way in such conditions?
Making hundreds of shoddy t-shirts, and wooden swords is wasted resources and time
Yeah, I noticed that, too. And while my crafters still suck, my researcher was on LVL 20 in no time... So maybe the levelling by crafting cheap stuff may be reduced if it was imbalanced before, but disabling it completely? The main good thing, though, is that you can now use your average lvl 0 crafter for making stone blocks all day long, if it is not skill related any longer. But making medicine is skill capped (and this skill automatically degrades if not used as far as I remember), so at least here there should also be some gain making it.
Edit: But please do not lower researching skill gain... There should at least be enough research projects left to benefit from a highly levelled scientist.
#24
General Discussion / Re: Alpha 17 is on public unstable branch
May 17, 2017, 07:07:12 AM
And again: A single mad animal wandered around my base targeting a friendly caravan. No problem, I thought, I have turrets. Which happen to friendly fire more often than not... causing the caravan getting bad will and wasting my base. Bad will due to accidental friendly fire sucks, because there is not much you can do about it. Maybe a mid till end game research option like "IFF Bullets" preventing FF would be an alternative to just disabling the bad will, but the current state is just demotivating.
#25
General Discussion / Re: Alpha 17 is on public unstable branch
May 16, 2017, 04:11:55 AMQuote from: Renegrade on May 16, 2017, 02:47:30 AMOne thing I'll note is that in a recent save, there's been a couple of times with two raids in the same day, usually as a result of the "pirates chasing a fugitive" event being followed on by a spontaneous raid later that same day. Those fugitive events also seem to be tougher than the non-fugitive ones (noticeably higher number of enemy pawns).
Just wanted to report that, too. Had a fugitive event yesterday and fought down his chasers. Shortly after 5 scythers appeared and quickly wasted me due to their range and numbers (I only have 3 mediocre shooters). After rage quitting and reloading the autosave created in between those events, a siege event was spawned instead of the scythers which was way easier to defeat. I both cases, the second event was accompanied by mad animals. Wild guess: Maybe the storyteller aggressiveness score is added to instead of reducing it by the fugitive event?
Oh and btw., if those two events were meant to be equal in strength, they weren't by far. It was ways easier to snipe half of the siegers and force their attack than to kill just one scyther, as they instakilled everything coming in their range. Best but most lame way to defeat these fuckers still is a huge wall around the base with narrow tunnel like entrances (to prevent shooting from outside the wall) with their exits covered by auto turrets. But that's nothing one could afford in the first year, at least in a map without mountains.
#26
General Discussion / Bad will due to friendly fire
May 12, 2017, 02:47:14 PM
I just had a trade caravan in my base while a pack of manhunting wargs (of course) appeared on the map. Together with the tribals I managed to defeat them without any casualty until my sniper friendly fire-one-shot-killed (of course) one of the tribals, which caused the whole caravan getting bad will and attacking me (of course), which was instant game over. While the warg attack at first was fun and thrilling, the outcome was very frustrating and not adding anything positive at all to the game. So would it be possible to make friendlies a bit less irascible to friendly fire while a fight with enemies is going on?
Edit: Note that there already is a bad will penalty for caravan casualties after the caravan leaves implemented, at least for A16.
Edit: Note that there already is a bad will penalty for caravan casualties after the caravan leaves implemented, at least for A16.
#27
General Discussion / Getting power over water
May 09, 2017, 06:51:08 AM
I tried the update on a map which is divided by a river. Luckily, there was also a road which provided a 1 tile width crossing over it, but besides that - What is the intended way of getting power across water? Drying it out via moisture pump? Maybe overland lines would be a useful addition now.
#29
Bugs / Re: [A16] Scythers have a pinky
December 16, 2016, 05:56:00 AM
That is true. I was not really sure about this either.
But I just noticed "movement: poor". Is this caused by the pinky being shot or is it a general condition? In the first case this may be a (different) bug.
But I just noticed "movement: poor". Is this caused by the pinky being shot or is it a general condition? In the first case this may be a (different) bug.
#30
Bugs / [A16] Scythers have a pinky
December 15, 2016, 04:14:10 PM
Sweet, but possibly not intended. See attached screenshot.
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]