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Topics - uly

#1
I had thought that wild animals usually starved/froze to death or simply disappeared in winter. Just realised that they, in fact, leave the map voluntarily.

But where do they go? Do the same animals come back after winter?
#2
Mods / A16 updates; what happened to CCL?
December 25, 2016, 09:27:46 AM
I've been away from RW since A12. Looks like a lot has changed in the mods world, and some of my favourite mods seems to have gone out of date.

Specifically, I just found out that BackstoriesCore has been merged into the CCL. But what's happened to the CCL? It's also discontinued?
#3
General Discussion / Giving up and leaving
April 23, 2016, 06:24:05 AM
I was looking at the RW Wiki page for Mood. In the list of mental breakdowns, the first is "Giving up and leaving".

I've had many mental breakdowns in RimWorld so far. (Um, my colonists; I'm feeling pretty okay.) But I've never witnessed the give up and leave reaction. Has anyone seen this?
#4
Mods / [Mod Request] Target indicator
April 17, 2016, 04:06:55 AM
I was looking at a screenshot from Rikiki's M&Co. here:


I'm not sure if he's using some weapons mod or it was photoshopped, but I rather like the laser lines coming out from the pawns' guns.

So, I'd like to request a basic UI mod that draws a targt line like that, simply as a visual feedback for the pawn's current target. This would make large battles a lot easier to manage.

Thanks!
#5
Ideas / Battle station!
April 15, 2016, 09:47:13 AM
It would be great to have an option to call for battle station, which makes all the colonists execute the following:

1. Equip appropriate gears.
2. Pre-designated power devices are switched on or off.
3. Run to pre-defined positions, including manning turrets/mortars.
4. Animals are assigned to master or no-master according to user-definition.
5. All pawns are auto-drafted and standby for further commands.

This would save a lot of routine battle preparation.
#6
Currently, you can set the crematorium to accept corpses that are rotting. I find this to be rather a strange: instead of this inclusive "also cremate rotting corpses" option, it'd be much more useful to have an exclusive "only cremate rotting corpses" option. This would make sure that no fresh corpses are wasted when they can still be butchered.
#7
Ideas / Reverse designation on hives
April 14, 2016, 07:19:07 PM
A simple UI tweak: add an "destroy hive" designation on the hives, so one would have to manually draft someone and manual-attack in order to destroy hives.
#8
Ideas / Assign "secure zone"
April 14, 2016, 07:17:18 PM
A family of bears wonder into my cave, in a sort of reverse Goldilocks scenario. But I'm quite partial to bears and they're not causing any fuss, so why not have these cuddly guests around? So I leave them hanging about.

And a few days later they eat my pet dog.

This has happened to me multiple times. Once they even succeeded in murdering a colonist.

To remedy this, and much more, I'd suggest adding a new feature: a secure zone.

This would be an area that you could create, much like the existing animal area. But within this area, any intruder would be treated as a hostile and reacted as such. For example, a wondering bear would be attacked on sight by a pawn in the "attack" reaction mode. A pawn in the "flee" mode would flee from any intruder within the secure zone.

Of course, you don't want to accidentally start a war by shooting up the visitors, so it'd be important to be able to set different level of security. Eg: secure from everything, where anything that move is shot; secure from animals, where all non-human is shot; secure from predators, where only predatorial animals are shot; no security, basically an "off" mode.

Alternatively, instead of a new zone, this could also be a new attribute to an existing zone.

One potential extended use for this zone could be for pest control:
If bug hives are treated as hostile objects within this zone, then one could draw a secure zone around a hive, but leaving 1 or 2 hives outside the secure zone. Any new hive that spawns would trigger a hostile reaction from the colonists, who would rush to destroy the hive, thus automatically maintaining the desired amount of hive spawns.
#9
Ideas / Extreme biome
April 14, 2016, 06:22:42 AM
It would be great to have another kind of biome: "extreme".

I'm not talking about something like the extreme desert, but a biome that swings wildly annually: it would have the summer of deserts and the winter of tundras. It also allows a more diverse flora and fauna than the existing biomes, providing a good challenge as well as highly varied gameplay.
#10
Ideas / Combat orders, groud orders
April 14, 2016, 06:17:50 AM
Combat continues to be a chore in RW. It's probably the most clicktastic aspect of RW, and could benefit a lot from a little interface tweaking. 2 common additions would go a long way:

1. Allowing attack order with multiple pawns selected.

2. Add an "attack-move" order: move the pawn toward the selected point but start attacking as soon as an enemy is in range.

Hope to see them implemented!
#11
This may be 1 or 2 connected bugs. I have not tried to reproduce the bug, but the rough sequence is as follow:

1. Build a cryptosleep casket.
2. Capture an enemy.
3. Reduce the number of enemy beds, forcing your pawn to move the enemy into the crypto casket.

The above is "bug 1" -- seems like an odd behaviour to move an enemy into the casket without explicit order. But the above further seems to trigger the following:

4. With the enemy in the casket, try to trade (either with a visitor or via Comms).
5. Nothing would happen -- if the devmode is on an error message will pop up. (Unfortunately I did not record the message. But it said something about something not saved...)
#12
Bugs / [A13] Armless capture causes pawn freeze
April 14, 2016, 06:03:16 AM
Happened with 2 of my pawns:

1. A pawn loses both of her hands/arms.
2. I order the pawn to capture a downed enemy.
3. The pawn moves to the enemy then gets stuck.
4. Her status shows "capturing area". Meanwhile, she ignores any other order I give (even as a draftee), and no one else can interact with the downed enemy.

The fix I used:
I edited the savefile, deleted the content of the <jobs> section of the affected pawn. Reload.