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 - Jorlem

#21
Currently, if a trained animal has a master (which are set automatically), they always go to their side when that colonist is drafted. I would like to request a check mark button on the list of animals, or something similar, to be able to quickly deactivate that behavior for animals.  It is incredibly tedious to go through and set each animal to "none" before combat, then reset them to their bonded masters afterward.

With the new Bonded Master/Pet relationship, and the massive mood penalty if one of them dies, it has become very counterproductive to bring animals into combat, and I would like an easy and fast way to deactivate that behavior.

A check/X mark toggle would allow for easy control over who is brought into combat, so if I train a bunch of rhinos, I can ensure they'll come along, while all my hauling dogs stay safely behind.
#22
Ideas / More granularity in outfit settings
April 28, 2016, 01:39:57 PM
Currently, the quality settings apply to all types of clothing at once.  I would like to be have the option to set them individually for each type of clothing.  That way I could tell my colonists not to wear anything below normal quality, or 50% damage, except for personal shields, which they should wear if one is available and they don't have a ranged weapon, regardless of the shield's quality.
#23
As stated in the topic, material such as steel and silver, when mined by bugs, is not automatically forbidden.  This means that haulers, or animals trained to do so will blithely walk into a swarm of bugs and die.  (Animals in particular, as they do not have the new flee from hostiles setting that colonists do.)  I lost several of my Labradors when they tried to retrieve a bit of silver some bugs had mined, before I noticed what was going on.
#24
Burying family members, spouses, or bonded pets should not be a hauling job.  Instead, there should be a community event, similar to a wedding or a party, where the surviving family member (or bonded master of the pet) would bury or inter the body.  If a colonist has no family, then some other colonist could do it, but it should not be locked to only colonists.


The husband of one of my colonists died in a raid. (He was on the attacking side, annoyingly.)  Because he was the spouse of one of my colonists, instead of cremating him like the rest, I built him a sarcophagus.  However, when I tried to get the wife to bury her husband, I could not, as her childhood background (medical student) disabled hauling. (As a side note, why does this background disable hauling anyway? It makes no sense.)  I ended up having some random pawn who happened to nearby take the husband's body to the sarcophagus.

I would have very much preferred to have had the wife be able to bury her husband, even if she normally refuses to haul things.  A beloved husband (whose death gave her a -20 mood penalty) is very different then a random chunk of stone.

By creating a funeral "event", the family member could bury the deceased, bypassing the restriction on hauling, in the same way a hunter that cannot haul can still carry back the corpses of the animals he or she hunted and and killed.  Additionally, holding a funeral could potentially create a positive mood modifier that would partially offset the modifier from the death of the family member.

(Heck, if the spouse cremates the body, it could create a floor item, an urn with the character's ashes.)
#25
Ideas / Family should be easier to recruit
April 21, 2016, 01:18:56 PM
I managed to capture one of my colonists' husband during a raid.  He is currently sitting in my prison with a negative mood because he wants to sleep with his wife.  I've even built a double bed for them, and assigned the wife as a warden, but no luck so far. (Getting around 1.6% convince chance with the spouse's attempts.)

I would like to suggest that in situations where a colonist's spouse or family member is captured, they be made easier to recruit, or at least the family member should get a significant bonus to recruiting them.
#26
As can be seen in the image below, setting a cooking job to drop on the ground instead of "take to best stockpile", when the stove is in a stockpile, can result in the meals not being stacked properly.  The first ten meals get dropped by the cook's feet, in the square he is while cooking. However, after that, when he finishes a meal, he doesn't drop it on the floor, but walks it over to the closest empty spot and sets it down there, resulting in the one stacks visible here:

#27
Ideas / Unlock danger speed button
April 18, 2016, 09:26:28 PM
I would very much like it, if next to the time controls a button would appear when the game goes into 1x danger mode speed, allowing it to be disabled for the duration of that encounter/dangerous situation.  While it can be useful for certain things, sometimes you get knocked down to 1x speed for something you can't do anything about, or do not want to do anything about, or for things the slower speed isn't useful for.  (Oh no, one of my guys is on fire! I'll send someone else to go help, and be forced to watch him walk over there at 1x speed.)  Having the option to disable the speed lock would be very handy (or at least make certain events far less frustrating.)
#28
I have 35 herbal meds in my stockpile, but I cannot perform the operation, and the reason given is that I do not have any herbal meds:

#29
Bugs / [A13] Damage marks don't move with door
April 15, 2016, 03:24:48 AM
When a door is damaged, it gets those new cracks and scuff marks.  However, when the door is opened, those marks don't move with the door.  Instead, they remain in place, floating in midair.  This is easiest to spot on the lightly colored stone doors, with a lightly colored floor under the door.
#30
Ideas / Warning visitors
April 14, 2016, 04:16:50 PM
I'd like to be able to designate an area where visitors are not allowed to go, or at least have visitors know about where my traps are.  I had a big trade caravan set up shop right on top of a area I had set up full of sandstone deadfall traps, and one of they died, destroying my relation with that faction.  I'd like to have some means of warning visitors away from my defensive structures, traps, and minefields.
#31
Bugs / [A13] Can't walk on top of comms console
April 14, 2016, 12:20:05 AM
It is not possible to walk over the comms console, which causes an issue if it catches fire:



Edit:
Also the firefoam popper can't reach that flame.
#32
Bugs / [A13] No log file in RimWorld1135Win_Data
April 13, 2016, 03:30:16 AM
I've been getting semi-frequent CTDs, and wanted to report it.  I turned on verbose logging in the game's option menu, but there is no output_log file anywhere in the RimWorld1135Win_Data folder, or any of its subfolders.
#33
General Discussion / Gut Worms
April 13, 2016, 01:47:34 AM
One of my colonists randomly contracted gut worms.  It makes him get hungry twice as fast, and he needs treatment every day, though there is no immunity counter so it just eats up my meds.  Is there any way of curing him, if only to get the dire "colonist needs treatment" alert to stop popping up (and desensitizing me for when it is actually important?

The only seemingly relevant surgery is to amputate his stomach, somehow.
#34
Bugs / [A13] Turrets do not target hunting predators
April 12, 2016, 11:16:39 PM
While turrets do target manunter animals, they do not target animals that decide to hunt my colonists.  A warg that was hunting my best hunter walked past a half-dozen active turrets to get to her, with no response from the turrets.  As the ability to manually tell turrets to fire at something was removed, it is especially important that they automatically target hostiles, as we can't do it ourselves anymore.
#35
Bugs / [A13] Cannot operate on maimed guests
April 07, 2016, 10:52:51 PM
A group of traders were injured by some manhunter muffalo, and one lost his leg in the attack.  I rescued both of the survivors, but the one who lost his leg cannot be given a peg leg or any sort of prosthetic, so cannot actually leave my base.  If I had taken him prisoner instead of rescuing him, I would be able to help him more than I can by rescuing him.  This seems a bit backwards to me.  Perhaps allow operations to add prosthetics to guests, to get around the risk of harvesting guests, or just have some other members of his faction spawn and carry him home.

#36
I just started up my first A13 game, and the first raid I get, it says the raider is one of my colonists' father.  All well and good, except as the screenshots below show, he is a mere 50 years old, while his daughter is 29 (920) years old.  This isn't a major bug, but when generating family members, the actual age should be used, not the non-stasis age.



#37
Ideas / Mental Breaks in the upcoming patch
March 30, 2016, 07:10:19 AM
A few days ago, Tynan mentioned that v13 will have social relationships between colonists, friends, rivals, lovers, and so on.  I had a thought on how this could be integrated with the mental break mechanics, and am crossposting it here from the blog entry's comment section, so other people can see it and try to help refine it:

QuoteSeeing as in the upcoming patch characters will have opinions of each other, is there a chance this will play in to the mental break system? Perhaps if someone goes berserk, they could target someone they dislike instead of whoever is closest, and if they have a close relationship with someone, that character could try to talk the berserk character down so you don't need to beat him unconscious. Or if a character is dazed, perhaps they could follow someone they like around, if said liked character comes and gets the dazed character, instead of wandering off and getting killed by enemies or the weather.
#38
Ideas / Combat Formations
March 22, 2016, 12:41:33 AM
I would like to request the ability to easily control how groups of drafted units group up.  Currently, they all group together in one big block, but I'd like to be able to easily order them to form a firing line, or a crossfire V shape.

As I envision it, when you group select and draft a number of pawns, it would bring up a menu on the bottom of the screen (similar to the build menus), where each icon would be a different formation: a horizontal line, a vertical line, four Vs, each opening in a different direction, and maybe a few custom formations.

For custom formations, the interface could bring up a grid, and you'd select where you want each pawn to stand relative to the click point, as well as having eight-directional arrows to put in some of the grid boxes, to let the game know how extra pawns should stand, if you've selected more than are specifically designated in the formation. 
#39
Ideas / Factions should recognize who is at fault
November 14, 2015, 09:40:31 AM
In my current game, a group of tribespeople attacked me while I had some visitors wandering around.  While the tribesmen were shooting at one of my turrets, they hit one of the visitors and angered them, and the visitors started attacking the tribespeople.  So far, so good.  However, they chose to stand next to my turret while doing so, and when the turret exploded, killing two of the visitors, I received the Bad Will alert, and the visitors became hostile to me as well.

My request is that the AI be made to be able to recognize when something like that isn't my fault.  If I intentionally shot them, or attacked them, or even if they walked into a trap I set, and they get angry with me, that's fine and sensible.  But when an enemy causes one of my turrets to detonate, and they chose to stand next to it, they should blame the faction that detonated the turret, not me.
#40
General Discussion / How to feed an incapacitated warg?
September 06, 2015, 05:09:48 AM
My pet warg became incapacitated due to malnutrition during a toxic fallout event, as I had nothing to hunt to feed him.  The event has since ended, and I've killed and butchered several elk, but I can't figure out how to actually give him the food.

Is there any way to do so?  (If not, how would I go about curing my warg via save editing or with the dev console?  I'm willing to do so to bypass a bug like this.)