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Messages - Axelios

As in the title, if you rescue someone, patch them up a bit, they sometimes get up and leave before they're fully healed.
Then, while roaming around, outside of your care, they might happen to develop an infection.
I noted during play that this generated one of those warning letters to appear. Repeatedly, for each new infected body part.

Expected behaviour:
If a rescued guest gets up and leaves, that's their problem and I don't expect to see infection reports.

To reproduce:
Wound an ally.
Rescue that ally.
Allow that ally to walk out.
Force an infection on that ally. You should get warnings as a result.
As the title says, if you double click a slag chunk, it won't select all onscreen chunks.

This is an issue if you want to designate them all for hauling, without using the click and drag tool.

Is this a bug or by design? If it is by design, could we please have that changed?

To reproduce:
Spawn a bunch of slag chunks. Double click on a chunk. Observe the lack of group selection that occurs.
Ideas / Re: Use of medicine
June 17, 2015, 05:00:26 PM
Further on this, I would love some control of what medicines are allowed to be used. We have herbal, plain, and glitterworld. I don't want glitterwrld used for the first bruise, leaving only herbal for war wounds later. And i only want to use herbal on prisoners and visitors, unless they are someone I desperately want to heal and capture.

Give us choice. Give us freeeeedooom!
Hi all.

I had some raiders drop right into my base. They decided to flee after my colony shot them up, and because I forbid the door I now have a hostile wandering in my base.

Expected behaviour: hostile attempting to flee should path through a door and attack it on the way out to gain freedom.

[attachment deleted due to age]
Hi all,

I've got a field of dead bodies outside my base, and they've been nicely frozen for a very long time.
I'm playing on Ice sheet and the maximum temperature outside is about -10C.

Right now it's about -69C, and a toxic fallout is in effect, and all the bodies are rotting.

Is this intended behaviour?

[attachment deleted due to age]
General Discussion / Re: Introduce Yourself!
June 16, 2015, 05:44:45 PM
Basics of Me:
Hi! I'm a twenty-something year old in New Zealand, studying Electrical and Electronic Engineering in University. I should be working on my exam studies, but everyone needs downtime. I enjoy being useful on the forum by reporting bugs.

-What introduced you to RimWorld? Or to this style of game in general?
I tried Dwarf Fortress a few years ago, and once I got past the learning curve I loved it for the detailed characters and stories that emerged. Sometime later I came across the RimWorld KickStarter and I backed it (still haven't done my Pirate King content).
Now I play it, on and off. Now is one of my "on" periods, in the midst of exams.

-What's your favorite other game?
Really quite hard to say. I used to play so many. I suppose modded Minecraft is a solid candidate, for number of hours played. Then X-Com.

-Most embarrassing gaming-related story?
I don't have any good RimWorld ones sorry. But I'm sure I'll have some soon.

-What kind of breakfast cereal is the best?
RimWorld-o's! Lol, na, I have porridge with cut grapes, everyday.
That would be nice wouldn't it? Perhaps tag items as "known by faction" as they come into view of faction members.
When coolers first came out, the exhaust generated a huge amount of heat if it was venting into an enclosed space.
Is that still the case?

Maybe you can set a cooler to go at full throttle, exhausting into a roofed 1x1 with an explosive in it. Or several explosives.
Good question. I'd love to be able to stop this knowledge being obtained by killing them all - no survivors, no witnesses.
Here's hoping.
I'm currently doing an Ice Sheet map, and I have been struggling to survive. When an evil ship crashed down, I knew there was no way I was going to get rid of it with my people. I had only had two colonists who weren't incapable of violence, and they weren't the ones with enough cold tolerance to avoid freezing to death if they were go try their luck.

I knew that the psychic attacks were only going to get worse. So I did the only humane thing I could do. I took my one psychically deaf psychopath, and had her euthanize the entire colony. I'm sure it's what they would have wanted.

Fast forward a year in-game, the landscape is littered with the bodies of visitors and pirates who froze and/or went crazy from the extreme psychic effects of the evil ship wreckage, and my colony now consists of my one cheerful psychically deaf psychopath, and a couple of relatively happy psychically dull folks I selected from the doomed visitors.

So, there are ways to deal with evil ships. Including just letting them rust. :)
Support / Time zone in the Forum
June 16, 2015, 02:35:54 AM
Is there a way to set my time zone in this forum? I'm in New Zealand, and it is 6:30pm 16th June here, but the forum clock (very handy reference for the posts here btw) says it is 2:30am same day.

edit: Found it, it's in Profile > Account Settings > Modify Profile > Look and Layout
Bugs / Re: Colonists wander from restricted zones
June 16, 2015, 02:28:33 AM
Yea I recall that a pawn is permitted to travel from one restricted area, through forbidden zones, in order to reach his work destination in another separate section of his restricted area.

It seems that at this stage, pawns "wandering", will incrementally choose wander destinations that lead them outside the allowed zone, without any good reason.

So, if choosing each incremental wandering destination obeyed work zone restrictions, it would be fine.
Bugs / Molotov thrown through a roof
June 15, 2015, 05:07:01 AM
As the title says, a raider armed with a Molotov has come to my walled up base, and somehow thrown a bomb inside despite the double thick walls and roof.

I call bug!  >:(
Also, go away raiders..

In the attached save file and world, my base is about to be attacked by advancing raiders. After a few moments on 3x speed, the Molotov raider arrives and throws over the wall and through the roof.

[attachment deleted due to age]
Alright, cool. The outfits are a new feature since I last played :)
I had a nudist quite happily being naked in prison, but as soon as she was recruited she raided the clothing stockpile and got fully dressed.
Is this a bug? I want her to stop doing that, it's plenty warm enough inside the fort, and I want her to have the happy nudist buff.

[attachment deleted due to age]