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Topics - Shurp

#121
Outdated / [A13] Fixing component shortage
April 09, 2016, 09:48:23 PM
I got annoyed with the scarcity of components, and with the difficulty of building a facility to manufacture more components.  So I made the following replacement in Mods\(yourmods)\Defs\ThingDefs_Buildings\Buildings_Misc.xml under <defName>MultiAnalyzer</defName> :

<costList>
<!-- old costs <Steel>100</Steel> <Plasteel>50</Plasteel> <Gold>20</Gold> -->
<Steel>1000</Steel>
<Components>20</Components>
</costList>

And now a Multi-Analyzer doesn't require sitting around for all eternity waiting for gold and plasteel to show up.  Yay!

#122
So two of my colonists got into a fistfight.  "No big deal," I think, "let them vent some frustration".  They beat each other up for a bit and then head to the med bay, ok.  But now both of them have scarred eyes.  C'mon... having inferno cannon equipped centipedes burning my colonists' eyelids off is annoying enough.  But now they're going to randomly get scars that I can neither prevent nor fix?

If organs are going to get damaged this easily, then we need organ repair pronto.  Don't make me mod it in myself.
#123
General Discussion / Components getting annoying...
April 09, 2016, 08:55:20 AM
It's helpful that compacted machinery is buried around the map... but the component shortage is still slowing progress.  I'd like to build more stuff but I know I'll run out of components for rebuilding turrets and don't dare.  And the key problem is this:

Equipment requires components
Components require a multi-analyzer
A multi-analyzer requires gold

Which means until a merchant shows up with gold, you're pretty much stuck with whatever components the map provides :(

(And I still don't know what's needed to make a component; steel certainly, but what else?)
#124
Stories / Ice Base Boredom
March 30, 2016, 10:04:50 PM
So I've built what I imagine to be a pretty impregnable ice fortress, and my colonists are wandering about in boredom waiting for the next crop of hops to be ready for harvesting.  The last sapper attack was hilarious -- they opened the mechanoid ancient danger and got themselves incinerated.  I'm waiting for a chance to try out my newly installed mortars, but beyond that there's not a lot happening here.

Any suggestions on what I should do next?  I'm playing vanilla btw.

[attachment deleted by admin - too old]
#125
General Discussion / Rabbits not breeding
March 28, 2016, 07:24:52 AM
OK, so I've had a male rabbit and a female rabbit for 6 months, and I have no little bunnies bouncing around.  They're both hopping around in the same 10x10 animal zone so it's not like they haven't had a chance to breed.  What's the deal?  Are chickens the only animals capable of breeding?  Because if I don't see bunnies soon I'm going to give up on this shrubland map and go back to playing on ice sheets (I decided this game to try a map with some grass for the explicit purpose of raising animals) 

[edit]
Well now *that* is just freaky.  My female lab *just* got pregnant after I posted this.  So clearly pregnancy works.  But why are my labs having an easier time getting it on than my rabbits?  Note that the male rabbit is a healthy 2 year old and the female 3 so age shouldn't be an issue... also I bought the rabbits from a trader while I found the labs as a result of a random event, is that pertinent?
#126
General Discussion / Triple Rocket Launcher ???
March 15, 2016, 06:38:54 PM
OK, so what is the proper defense against a siege equipped with triple rocket launchers?  I refuse to play artillery duel, but I also refuse to have my pawns instakilled if I dare to look away for a second from the guy who was just out of range a moment ago.

Do I just have to edit out this weapon too?  Or is there an actual effective counter to it?
#127
General Discussion / Inferno Cannons
March 09, 2016, 09:17:23 PM
OK, I've decided these simply suck and I'm removing them from the game.  There is no defense against them other to play the exceptionally boring game of pulling your colonists back as the centipede approaches, waiting for him to turn around back to the ship part, moving your colonists back to shoot him, then scurrying away as he waddles back towards them, etc.  LAME.

So do I simply <!-- comment out the whole <defName>Gun_InfernoCannon</defName> section?  Or is the weapon selection of centipedes somewhere else?  I don't want to remove the gun without also removing the selection of that gun, or obviously it will crash if it tries to pull it.

OK, well *that* didn't work.  Commenting out the gun doesn't remove it... seems strange.  Any other ideas?

One more edit: I checked to make sure my Weapons_Guns.xml mod was being loaded by changing the accuracy of survival rifles to 33/33/33/33.  Loaded my save game, and yes, the survival rifles changed.  Yet Centipedes still keep showing up with Inferno Cannons.  So where are the centipedes actually loading these from if not Weapons_Guns.xml?

#128
Ideas / Visitors -- recruitment & counterrecruitment
March 04, 2016, 09:46:00 PM
So I just had a thought on an easy and powerful improvement to the game.

Allow colonists to recruit visitors.  And allow visitors to recruit colonists! 

When the visitors show up, you can select to chat with them like with any prisoner and your social skilled colonists can try to recruit them.  But watch out, their people are going to talk to your unhappy colonists and try to steal them from you!  It actually would give you a reason to keep your colonists happy so they don't defect and run off with another faction.
#129
General Discussion / Surgeons taking too many drugs?
February 05, 2016, 11:27:44 PM
I want to know how this happened:

Torso:            Surgical cut
Left shoulder: Simple prosthetic arm
Left kidney:    Surgical cut
Pelvis:            Surgical cut

Did my doc decide to take a bit of the Nitrous before replacing someone's arm?  Or is his aim really so bad that he missed the arm and slashed the kidney and pelvis instead?

Either way I'm revoking his medical license as soon as he get's back to civilization... :)
#130
General Discussion / Wearing Devilstrand
February 03, 2016, 08:25:58 PM
So I made my first devilstrand button down shirt... and my colonists are ignoring it, preferring their tattered muffalo leather t-shirts.  What's the secret to convincing them to wear it without force wearing?  I assume my colonists prefer the warmth of animal skin shirts but I want them to put on some bullet-resistant clothing instead.
#131
So has anyone else noticed that the shadows on Rimworld go from right to left?

Meaning the sun rises on the left and sets on the right...

Meaning north is on the bottom of the map.  Why is that?
#132
I'm sure someone knows the answer to this: what's the best way on an early colony to prevent the nuisance of trees growing in front of my wind generators?  I don't want to waste a lot of material putting a floor outside.  But I'm also in a boreal forest so I don't want to waste colonist time growing crops that are just going to freeze...

If I do go with the farm route, are there any crops that are cold resistant which will survive winter and resume growth next spring? (May - Aug growing season... I'm in Jul now)
#133
Bugs / Prisoner set to "Release" won't eat
December 21, 2015, 07:06:15 PM
You might consider this WAD, but it seems like a bug to me.  An injured prisoner lying in a prison medical bed won't eat if his Prisoner type is set to "Release".  I understand the implicit logic -- if you're planning to kick a prisoner out, you're not expecting to keep him around long enough to feed him.  But when he's lying crippled from several infections he's not able to walk and now the poor guy is starving to death... especially when the "Gets food" option is checked...

So I'm going to manually set him to "friendly chat" so he gets fed. 

BTW, this is easy to reproduce.  Set any prisoner to "Release".  Click any warden, right click the prisoner.  No food option.  Change the setting on the prisoner, click the warden, right click the prisoner, voila, he's feedable again.
#134
General Discussion / Plasteel outrageously expensive?
December 12, 2015, 09:34:12 AM
So my colonists are getting bored and I thought I would build them a ship to get off the planet with.  I'm on a "small hills" map without much in the way of mining opportunity, but I figured, "ehhh, I have 5000 silver sitting here and nothing to spend it on because the pirates refuse to bring me slaves, let me just buy enough plasteel to blastoff."

Well, at $18.00/ea, and 500 needed just for the reactor core, *that* isn't going to happen.  Gah!

So what's the deal?  Do you have to play on a mountain map if you want to build a ship to escape?  Or just grow hops for-EV-ah ?
#135
Stories / Manhunting Boomalope Pack
December 10, 2015, 06:36:23 PM
So I panicked a bit when I got the message that a dozen manhunting boomalopes were coming my way.  I was about to load my autosave, but then I thought, "Let me give this a try.  My colonists all have charge rifles, I have a nice turret fence, and maybe they'll detonate and blow each other up."

Well, I wasn't so lucky as to have them detonate each other.  But I got luckier.  As soon as I started shooting, the rain started falling.  Sweet!  After lots of gunfire and explosions, the rain put out the fires, and my colonists hauled off the meat.

Sometimes the RNG is your friend!  Really!
#136
Mods / Trader frequency?
November 28, 2015, 12:04:22 PM
So I succeeded in my effort to get traders to have a larger variety of goods when they show up.  (It drives me nuts when I'm sitting on 2000 silver and the weapon supplier only offers me a poor LMG or a good heavy SMG).  But I am still frustrated by the frequency of trader visits.  In my present game I have a pile of 5000 silver and a combat supplier hasn't shown up for months.

Does anyone know where the frequency of trader visits is set?  I did a search on "CombatSupplier" and it only shows up in TraderKinds.xml, which leads me to think that it is hard coded and not modifiable.  This would make me sad if true.  Can anyone confirm/deny?
#137
Mods / Mid/Late gameplay mod?
November 28, 2015, 02:36:23 AM
I'm relatively new to the game, but I have played through to the second year a few times with Cassandra at the Challenge level.  So I've built a colony with a dozen pawns and experienced a variety of raids, mechanoid ship part landings, and the like.  And... I get the feeling that's it to the game at this point?  I feel like the game should have another level beyond this.

So has anyone modded to create something like this?  Or maybe I should poke around and see what I can do?

I admit I'm not sure exactly what I'm looking for.  Just something that takes the game at right angles -- so that you have some other goal you're working towards while fighting off attacks.  Yes, I know about the escape ship, but that seems too linear.   Maybe if your spaceship required you to raise some bizzare alien species whose eggs you can harvest dilithium crystals from, so you had to make sure to keep them protected during raids and manage their reproduction, or... I dunno, I'll think of something :)  Unless anyone has suggestions?
#138
General Discussion / Poison Ship surprisingly easy?
November 26, 2015, 12:21:51 AM
So a piece of alien ship falls from the sky... I send a few recruits to build a sandbag wall at 15 squares from it, then send all my guys to start shooting.  Three centipedes pop out; two have inferno cannons and one has a charge blaster, so I figure I'm toast...

Well, the charge blasters keep missing and blowing up behind my colonists... occasionally one gets burnt, runs a round in circles for a bit, then gets back to shooting.  Nothing too scary.  And the charge blaster guy can't hit squat.  So a game hour later the three have finally soaked up enough damage to die.  Was this really supposed to be this easy?  Admittedly I had ten colonists with survival rifles, sniper rifles, etc. pouring bullets in.   But I was still surprised... did I just get lucky?
#139
Mods / What did I do wrong?
November 21, 2015, 07:07:56 PM
I tried to create a simple mod, but it failed miserably.  I wanted to increase the number of weapons the Combat Supplier brings.  So I created a mod with only two files, About.xml and TraderKinds.xml.  In TraderKinds.xml all I did was change the min/max values, for example:

<li Class="StockGenerator_WeaponsRanged">
<countRange>
<min>8</min>
<max>16</max>
</countRange>
</li>

But nothing happened when the combat supplier showed up, still the usual list of a handful of items.  What did I do wrong?