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Messages - sc4s2cg

#1
I can confirm this bug. Infection of torso: Immunity at 90%, infection at 87%. No other infections or bleeding, she just finished eating at the table then went back to bed. Got a notification that it turned extreme, then a couple seconds later that she died. As you can see, no malnutrition in this case. I've had this happen a couple times before in other runs but never got a screenshot. This is on version 1.0.1943.

https://i.imgur.com/uBIVLpf.jpg
#2
http://imgur.com/a/54J8Y

I would just rephrase the first sentence.

--------------------
Adulthood backstory: Illegal shipwright

"There is a law that say that you're not allowed to put terawatt-range grasers on a cargo scow."

Mod Edit (Calahan) - I've added "in Illegal shipwright backstory" to the title to better summarise it. Plus I've added the text from my 2nd post to the OP (below the ---) so that people don't have to click the image to see the typo.
#3
General Discussion / Re: Building copying
August 29, 2016, 04:56:11 PM
That's what I suspected. Thanks!
#4
General Discussion / Building copying
August 29, 2016, 03:53:51 PM
I remember reading that there is a new copy feature in A15, but the only one I see is to copy whatever you select. So if I select the bed, the copy button comes up. If I select two beds the copy button still comes up, but it only copies the first bed. If I select a wall block, I can copy the block. If I select a whole room, or the layout of the room before it gets built, then copy it, it copies the the first thing my mouse touches and nothing else.

Is it possible to copy an entire room and paste it to build again?
#5
Quote from: Tynan on August 25, 2016, 08:42:03 PM
sc4s2cg please check your version.

Some of that is from mods. I think you're playing A14.

Ah, you were right. It was A14, but I'm not subscribed to any mods and the game was reinstalled multiple times. Were the graphics not updated?
#6
I like the new resource skins! A bit shiny, but other than that it's pretty good.

Couple bugs:

  • I was subscribed to some mods, but all disabled, and the game wouldn't let me create a new colony. As in, I was able to select Cassandra and rough difficulty, but clicking "next" didn't do anything. Reinstalling the game didn't work. I unsubscribed from all mods, did local cache check, and a new game started up just fine.
  • Had a couple XML errors at startup. Reinstalling didn't work, but unsubscribing from all mods and checking local cache seemed to solve the issue

    Also, what happened to the Learning helper? I really liked that we could look through the tutorials, select ones we wanted to read, even search through it. Any reason we're back to popups?

    The flashes are great, they bring attention to certain tabs as required. But, again, I think the learning helper was much better than popups. It seemed more organized.

    Edit: The icons in the Zone/Area menu look a bit weird, I think sticking with the 2d theme is fine as long the game itself is 2d. If the game ever moves towards a top-down look, like Banished or SimCity 4, then the 3d icons would work I think.

    Edit 2: I think the reason it looks weird is the blue background. The orders menu has semi 3d icons but a gray background, and that looks pretty slick.

    Edit 3: Props for updating the terrain graphics a bit too! The edges of mountains look great!
#7
Drug Addiction tab in the learning helper: 3rd paragraph, withdrawal is spelled "widthdrawal". Minor, but figured it's a quick fix.

I posted this under the bugs forum too, before I knew about this thread.
#8
Bugs / [A15] Spelling error: widthdrawal
August 23, 2016, 10:35:27 PM
Drug addiction tab in the learning helper: 3rd paragraph, withdrawal is spelled "widthdrawal".

Minor, but figured it's easy to correct.
#9
Mods / Re: I got really scared
August 23, 2016, 06:21:26 PM
I love this, downloading the  mod pack as we speak.

Consider crossposting on reddit! Should make the mod popular enough to maybe put on steam?
#10
Posted this over at /r/rimworld, but now that this sub is half-alive I'd like to see what you all think too.

I really, really think children would give even more depth to gameplay and help players become more attached to their colonies. They are suggested pretty much weekly, if not daily, in /r/rimworld. Especially after major alpha releases.

Couple ways I propose to solve some of the problems people bring up, I think it complements /u/DemonicSquid474's thread very nicely:

QuoteChildren dying will bring too much outrage from the gamer community at large

Not sure how much this is a concern, but I read something like this in the official forums.

1. Prevent children from dying, period. Instead of killing children, raiders will kidnap them. Children will be viewed as a high wealth commodity, increasing chance of raids.
2. Starving children will run away.
3. Instead of getting caught in traps, children will play with them and keep on disabling them.
4. Sick children can still die. Or instead of that, or maybe as another option, just have them "permanently unconscious" with an option to send them off to a "hospital planet" when the next "humanitarian" trade ship comes by.
2. Rimworld already has immortal acts well beyond anything people feel comfortable with: incest, organ farms, forced imprisonment, cannibalism, human skin hats. I'm not sure if adding children into the game will change it all that much.
3. Ways to prevent children: a "pregnancy in season" button, allowing colonists to try for babies. An option to "try for baby" when right clicking on the bed (ala sims mode). Birth control for mother and father that vastly decreases chance of pregnancy.


QuoteIt takes too long for children to grow

Retain natural growth but:

1. Availability of futuristic "growth spurt" drugs (glitterworld med?) that move children from one stage to the next. Maybe the cheapest version will boost babies into children, next price from children to teens, and next price from teens to young adults. From here on everyone ages normally
2. Messing up the way that these drugs are given (ie, in the dark, by doctors with low skills, by non-doctors) will limit the type of skills the child will have in the next stage. Maybe severely messing them up will eliminate certain skills like 'no dumb labor' or something.
3. The environment that the child is in while giving the drug will influence their personality: giving it during a raid will make them psychopathic. During food shortage will make them ascetic (while eliminating skills, or adding on depressive trait). During a year of plenty will make them jealous. And so on.
4. Availability of those growth tanks that are part of some pawns' background. These would be more convenient than drugs, since you don't have to take care of them beyond ensuring nutrition and power supply, but result in many of the negatives that vac-grown pawns already get.

Or have children's years condensed, so maybe one year = 1 week by default. I kind of like the drug idea since it gives the option to players to keep children growing au naturale, but this option is always there.

QuoteChildren will be an annoyance

In case the player chooses normal growth, ie without the drugs, or even if they do get the drugs/growth vac have new job options:

1. Midwife during pregnancy - decreases natural abortion rate
2. Community caretaker - responsible for feeding, educating, etc. all children of the community. So children could be handled by the community as a whole, not just the parents, like certain social oriented cultures
3. Babysitter - for those who rely on parents to take care of children, but need a sitter during certain times of day
4. Teacher - teaching children various skills, hauling could be taught here
5. Teacher - teaching high schoolers skills, like maybe crafting
6. Mentor - teaching young adults skills they have a passion for. If they 2heart hunting, they follow an adult hunter around to gain skills.

QuoteChildren will become useless

1. Children can become creatures of joy: they can create little arts or crafts that their parents proudly display in front of the walk-in cooler. They can cuddle their parents. They can cheer up sad or depressive pawns. They also can throw fits, go on a crashing spree (harming every furniture), get lost in the woods, play pretend with other children.
2. Children can also begin hauling objects (but less than adults), grow and harvest crops, clean, etc. Maybe certain children always follow their mother/father around and try to help in the kitchen (hauling meals/ingredients to/from the stove), mines (hauling limited amounts of stone), woods (hauling small game like dead rabbits or iguanas; hauling limited amounts of wood).
3. They can help tame non-violent animals through play (like chickens, puppies, etc) and help feed them
4. Once grown, children will be more likely to have certain traits than others, depending on the care or environment you give them (as I outlined above).

QuotePregnancy will be a sob to handle

Should be handled very similarly to how animal pregnancy is handled right now.

1. Pregnancy can be restricted to one or two seasons (which about encompasses the normal 9 months anyways), just like it is for various animals already.
2. Again, just like for animals already, the mother will be slower, will have morning sickness, and will eat more.
3. For family-oriented pawns, or ones that have "want kids" personality, they will have a permanent buff of something like +15. The colony can be neutral or have a +5 for "bringing new life into the world"
4. Midwives can help with labor and help limit any debuffs the mother will have during pregnancy, like "feeling sick" or "bad night".
5. Doctors would ensure a higher chance the labor won't fail and the baby is healthy, while midwives make sure the mother stays comfortable. Without a midwife the mother would have maybe a -10 debuff for pain, discomfort, etc. Without a doctor the baby is more likely to be born with certain flaws: maybe a leg gets caught in the umbilical cord and needs to be cut off, the mother bleeds to death, the adult slaps the baby's bottom too hard, etc.

All of this would give great stories I think, and deepen the game and storymaking.
#11
QuoteWhat the circumstances were.

My colony got raided, a colonist got kidnapped. Couple days later we got the ransom note.

QuoteWhat happened.

I had 700 silver in stock, they asked for 200. I couldn't accept, the game thought I was poor. https://imgur.com/a/9DJYt

QuoteWhat you expected to happen.

I expected to get poor Loser back.

QuoteSteps we can follow to make the bug appear on our machine.

This is the second time this bug happened to me, I'm assuming just try to get kidnapped? I only had two mods enabled at the time, one that added new hair (http://steamcommunity.com/sharedfiles/filedetails/?id=705924057) and another that added new music (http://steamcommunity.com/sharedfiles/filedetails/?id=725130005).

Output log: https://www.dropbox.com/s/7mnl4w8z0bx5mra/output_log.txt?dl=0
#12
Bugs / Re: All trading broken, includes logs
July 09, 2016, 06:15:24 PM
Actually came to report this bug, glad to see such a detailed post! I also only have the Colonist Bar mod.

I have the same issue as FluffyCat, along with some stuff that might be a bug (or might not):


  • The colony had volcanic winter for around 2 seasons and then all disasters, including raids, just stopped. At least, almost 2 seasons passed since the volcanic winter finally stopped.
  • Following the stoppage of winter, trading stopped as well.
  • At the same time my crops stopped growing, whether indoors or outdoors. They get planted, then the next day a few just disappear. My pets aren't eating the ones indoors, they have plenty of light and warmth, and yet only maybe 10% grow to full.

I attached my output log below. The world and colony are here: https://www.dropbox.com/sh/augi69icropk062/AAAJN_1O0F87tQEXLLcDhZINa?dl=0

Originally posted this on reddit: https://www.reddit.com/r/RimWorld/comments/4s2hev/bug_my_colonists_up_and_decided_they_were_not/

Edit: People suggested I take everything out of the cryptosleep pod. After waiting a couple days for a merchant to arrive, trading works like normal again.

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