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Messages - Bancheis

#1
I would probably first check the Nvidia control panel "Manage 3D settings" options and check the Global Settings tab for "Multi-display/mixed-GPU acceleration" and ensure it is set to "Multiple display performance mode". Also above that, make sure the Maximum pre-rendered frames option is set to use the 3D application settings.

If you have not already done so, I would also recommend checking if you have a graphics driver update that can be installed.
#2
While I generally tend to avoid posting on these "controversial" topics, I feel obligated to post as a long time gamer.

First and foremost, I have no problems with the proposed additions to the game. They seem like sound and legitimate mechanics to add towards the randomness that is RimWorld. Everyone has the right to their opinions, so for the most part I don't see an issue with the majority of posts here. Some do tend to go a bit overboard though. I really do love how people pointed out wearing hats made of people is less of a moral issue than introducing homosexuals.

That said, I can also understand the other side of the comments. Some people are concerned about adding all these real life aspects to a game. I share this concern as well, but I am still open to new mechanics that enhance the gameplay. Many people do play games as an escape, but that doesn't mean it can't have these aspects to it. It is your game, do what you want with the mechanics it provides. I doubt I am the only one who has made an entire cannibal only colony in which I ate anyone that didn't fit in. I look forward to making a fabulous colony, and downloading mods that add 100's of new colors for the carpets that will decorate my floors. Now I know not everyone would find that entertaining, but I come from an age of gaming where we didn't know what we found entertaining until someone made it for us (and of course, until we gave it a chance).

TL;DR Give it a chance. While you don't make the decisions on what mechanics get added, you do control what happens with them.
#3
Ideas / Re: Flu - Unbalanced?
December 15, 2015, 08:23:47 PM
Quote from: Britnoth on December 15, 2015, 02:51:26 AM
Thank you for telling me what opinions I am allowed to have.

Your post contradicts itself, saying you cannot avoid colonists going berzerk, then saying you can do it but it takes all of... changing one setting.

Are you that lazy? I want to play the game, not have the game play itself thank you very much.  :-\
Again you fail to actually understand what is being said in a sentence. "They shouldn't become so agitated from lack of fun that they have a mental break and go berserk." does not suggest that you cannot avoid it. If you are going to troll forums and search for things to pick apart and try to start an argument, you should really go back to Reddit. It doesn't belong here. Either that, or you are not a native English speaker. If that is the case, I apologize for your lack of understanding. Try reading it slower and thinking before you allow your fingers to type out your passive-aggressive retorts.
#4
Ideas / Re: Flu - Unbalanced?
December 15, 2015, 01:21:46 AM
Quote from: Britnoth on November 16, 2015, 08:29:39 PM
Oh wow, someone makes a bug report about entirely intended behaviour, and it is going to get 'fixed' into a buggy state? really?

Resting in a medical bed with a vitals monitor is aprox +18% immunity gain over walking around. I do not want to lose that for 16 hours a day colonists are awake for when they have a serious infection.

If you don't want that, that is what the work priority is for...
I don't think you understand what was reported, or what was being referred to as a bug in this instance. While you posted quotes from the referred article, you appear to have missed the meaning behind it. Other than how it was phrased, your opinion is noted and acceptable. Still, the devs have final say on what is and is not intended behavior. If they say it is something that will probably be fixed, I think you can guess which way they lean on that ruling.

The "bug" in this instance was the way an illness is handled had changed. Unless I missed a changelog somewhere, this was not an intended change, thus is likely not intended behavior. People with ANY illness/disease/inection, including sleeping sickness which leaves a colonist in bed for a very very long time, will prevent them from doing even the most basic of things to keep themselves alive even after treatment. Someone with a minor infection from a scratch shouldn't stay in bed when they are starving to death. They shouldn't become so agitated from lack of fun that they have a mental break and go berserk. In previous versions, they would get up to do these things after getting the medical care they needed. They would prioritize their well-being and survival. Unless of course you ordered them to rest until fully healed. Don't get me wrong, I want my guys who are dangerously ill to rest as well. I just think resting forever even after treatment should be the exception, not the rule. Tell me something. When you get the flu, do you just stay in bed and hope someone brings you some soup before you starve?

And yes, while you can change the priorities to make them work during illness, it requires additional steps that were not there before and you would have to change it back when you want them to go back to resting by default. The idea behind managing large colonies like this game intends is to have the AI handle micromanagement for you. That is why the AI is so robust already, and allows you to set priorities the way it does. Otherwise we would all just play Starcraft and call it a day.
#5
Well the rules do state not to report bugs that occur while using mods. The bug forum is meant for the vanilla game. Since this is in suggestions now though, feel free to tell us what you think should be changed :)
#6
Bugs / Re: Animals die with non-lethal damage
September 04, 2015, 12:21:53 PM
Alright. Then I suppose since you agree, we can finally put the debate about non-lethal damage to rest.
#7
Bugs / Re: Animals die with non-lethal damage
September 03, 2015, 08:00:49 PM
Quote from: zenfur on September 03, 2015, 08:25:04 AM
Non-lethal in this game's terms. My colonists never die from that kind of damage, they become "downed". Good example is heat stroke - when my colonists get to the extreme phase, they get unconscious. When enemies do, they die. They don't need 100% to die.
You are pretty lucky then. I have had colonists beaten to death with fists alone by another colonist that went berserk, or from prisoners that have done the same. Maybe you play this on an easier setting than I do.

Heat stroke will kill everyone the same if they are not returned to a cooler temperature environment. Your guys survive because they are probably carried into an air conditioned building. If the enemies die from it, it's probably because they were left out there too long. Heatstroke works the same way as starvation. Remove the cause of the affliction and it will slowly return to normal. I am playing on an ice sheet map right now, so I have the same situations with hypothermia.
#8
I know what I said. I am, however, not saying it is ideal to change your priorities just to ensure your animals get slaughtered first. I am just saying this is all about priorities.

The other solution is to set allowed areas for your colonists and only allow your animal tamer to be in the barn. Still, if the doctor and animal handler are the same person, this problem will be unavoidable with automation. That said, this is not the type of game you can just let play itself. You need to jump in and give orders sometimes. Tell the guy to prioritize slaughtering the boar right after you mark it.

Like I said, this is not a bug. Better suited for the suggestions forum if you want it changed.
#9
Quote from: Nebbie on September 02, 2015, 11:59:50 PM
Prioritization is not the bug. The bug is that colonists can treat animals that are going to be killed anyways. There's no point in treating them.
To explain just how silly this is, three seconds (on 2x speed) later, the colonist finished patching the boar up and killed it in an instant.
That right there shows that it is a priority issue. If he killed it right after it was doctored, then changing the doctoring to a lower priority would result in it being killed first. As for colonists treating animals that are marked for slaughter being changed, that is better suited for the 'Suggestions' forum, as it is not a bug.
#10
I think this is just an issue of priorities. Your doctor had a higher priority or was just not busy at the time, and treated it before your animal handler was able to slaughter it. On the bright side, that is free medical practice for your doctor so long as you didn't give all your animals medicine :)
#11
Quote from: TLHeart on August 31, 2015, 07:29:31 PM
people wrongly assume that all mountains have a roof overhead. that is a false assumption. The are sections of overhead mountain, thin rock roof, and no roof throughout a mountain. Just impossible to see the no roof sections, until you dig one out.
This is true. I often find small hidden valleys when digging into large mountains, as well as the above mentioned thin rock roofs and un-roofed areas. Not a bug, but you may indeed need pillars. I make all my mountain bases with plenty of pillars, overlapping the distance limit for roof support just in case.

Anyway, not sure it is a bug.
#12
Bugs / Re: Animals die with non-lethal damage
September 02, 2015, 10:24:16 PM
There really is no such thing as non-lethal damage. Even weapons designed in real life for the purpose of capturing people alive are called "less than lethal" for the reason being that they still can result in death. Punching things and hitting things with blunt objects can also still result in death from internal bleeding and hemorrhaging, if not from the blunt force trauma itself.

I agree with StorymasterQ though, that there may be some sort of limit to the number of tamed animals that makes it much easier for them to die. Could be worth looking into.
#13
Quote from: zenfur on September 01, 2015, 08:06:16 AM
I think you overreacted with this. I agree it's pretty hidden and obscure mechanic. The developper's duty is to make the rules as clear and easy accesible as possible.

Well you see, this is where our opinions differ. I believe that someone claiming that they might rage quit the game forever because they "learned" a game mechanic is overreacting. The younger gamers might be used to games telling them every single little detail, but for us older guys we had to figure things out when we played games. And that was half the fun. When you finally figure something out, you feel a sense of accomplishment. While I agree there are some improvements that can be made (and they will, because the game is still in alpha), this does not seem to be as bad as you make it sound.

It's a very simple process to just move your stockpile, or make another room. If you have problems when you move your prison into your kitchen, it's probably just the game telling you how silly you are.

Either way, this belongs in the suggestions forum, not bugs. My understanding is this works exactly as intended. If it is not obvious enough for people, then maybe it does need to be changed. Until then, don't stick prisoners in your freezer :p
#14
Well now hold on, don't go blaming this on the game mechanics. It is the players responsibility to learn and understand these mechanics, not the developers job to make the mechanics work the way you want them to.

The reason stockpiles become inaccessible when inside a prison is to keep colonists from hauling off and using anything that is deliberately dropped off, such as food. You may note that meals are delivered and placed on the floor in the prisons. If this mechanic was not in the game, then your other colonists could potentially prioritize and grab those meals which would starve the prisoners.

By the sounds of it, your colony might not care much about the well-being of your prisoners, but that would just be cruel. And if people rage quit a game for good because they had to reload a save or start a new colony, then they will be seriously disappointed when a patch comes out that is not save game compatible. Also, those people would surely be in the minority. Let them go try their luck elsewhere with an easy going childrens game where everyone wins.
#15
Bugs / W[0.12.911] Bug with doctoring priority
August 29, 2015, 01:40:24 AM
I was requested by developer ison to post a new topic if I ran into this problem again in this post https://ludeon.com/forums/index.php?topic=15329.0
Attempted to attach save file, but the file is too large even when compressed with 7zip. Can send it if needed.

1. What the circumstances were.

Multiple colonists with doctoring set to highest priority will remain in bed while sick.

2. What happened.

All 4 of my colonists with doctoring ability are sick (1 with sleeping sickness, 3 with malaria). All of them are bedridden, and will not get out of bed to treat the sick colonists or even to eat when starving. I used the draft action to get them out of bed. When released they went back to resting, even when they have already been treated but have not treated the others.

3. What you expected to happen.

I expect my doctors to follow the priority list, and doctor before they rest as a patient. Also, I don't expect someone with sleeping sickness that can last a long time to stay in bed after they have already been treated. I do expect them to run back to bed when they need treatment again.

4. How we can reproduce the bug. This part is important! We need a set of steps which we can follow to get the same results you're seeing. Ideally you'll test these steps to make sure they work from scratch.

Set doctoring and patient priority to 1 or any matching priority between the two that is before the other duties. Give all doctors some sort of illness, malaria for example. Attempt to have them automate as intended, draft them to cancel their other duties. They will immediately run back to bed, first to a medical bed if available or their normal assigned bed if not. They will not get out of bed to eat if starving, or perform their doctoring job.