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.
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.
#107
Ideas / Re: Warning visitors
April 14, 2016, 06:02:40 PM
If not zoning, then a interaction from the right click menu that will grant the visitors knowledge of where all the hidden traps are, and another to, as you said, ask them to leave due to danger. If you do the latter, and they get hurt on the way out, you shouldn't get the Bad Will faction opinion malus, as you did warn them.
If they know where the traps are, presumably the same code that lets enemies remember traps and avoid them will keep them away (and if they later turn hostile, they'll remember where the traps were.)
If they know where the traps are, presumably the same code that lets enemies remember traps and avoid them will keep them away (and if they later turn hostile, they'll remember where the traps were.)
#108
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.
#109
Ideas / Re: Your Cheapest Ideas
April 14, 2016, 12:51:15 PM
A food dish for animals. Pets should prioritize food in the dish over other available food. Ideally, this should help keep them from eating your prepared meals and never eating the kibble.
#110
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.

Edit:
Also the firefoam popper can't reach that flame.
#111
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.
#112
General Discussion / Re: Gut Worms
April 13, 2016, 03:24:57 AM
Ok, thank you. There's no indication that it would ever go away, so I was getting frustrated.
#113
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.
The only seemingly relevant surgery is to amputate his stomach, somehow.
#114
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.
#115
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.
#116
Bugs / [A13] Error in relationship age (Daughter nearly 900 years older than father)
April 06, 2016, 04:50:50 PM
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.


#117
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.
#118
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 25, 2016, 02:23:50 AM
You need medicine to do operations though, don't you?
#119
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 22, 2016, 09:24:47 PMQuote from: Nimander on March 22, 2016, 08:13:48 PMHuh, that's pretty neat. (As a side note, I wish the game prevented you from building the fishing pier without deep water, as the shallow water doesn't seem to actually produce anything, just lets the fisher waste time. And boy does it eat up time, my fisher keeps collapsing from exhaustion because he doesn't stop to eat or sleep.)Quote from: Jorlem on March 22, 2016, 06:55:14 PM
Wait, fishing generates gold?
How does that work?
There is a very small chance to catch 1-6 gold ore instead of a fish.
Also, even smaller chance to catch a dead marine with power armor, assault rifle and energy weapon.
On another note, is there a way to automatically keep my colonists from planting seeds when there is not enough time left for them to grow? I forgot to disable sowing on one of my fields, and all of my xergium seeds were wasted. (There were three days left in the growing season, why would you plant all your seeds then? Gah!)
Edit:
Also, why does a simple power switch need an integrated circuit? If it had a timer or a remote control, I could see it, but for something like this?
#120
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 22, 2016, 06:55:14 PM
Wait, fishing generates gold? 
How does that work?

How does that work?
