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Messages - NolanSyKinsley

#16
Ideas / Re: Being able to upgrade older saves?
December 26, 2016, 02:24:12 AM
Minecraft can do it because they aren't adding new features, they are adding content based on a solid foundation, they aren't changing the core of the game anymore, just adding onto it. When they changed to the Anvil file format for saves, they had to hand write a converter to keep old saves compatible. They only had to do that once, but for Rimworld at this stage of development, every update would require a new converter written.

With Rimworld the very base of the game is changing every update, how parts interact with each other, how the saves are done, features of items, performance tweaks, etc, which is why they are not compatible.
#17
Bugs / Re: [A16] Odd behavior around euthanizing animals
December 26, 2016, 12:10:04 AM
Sounds like you did not have a handler available to do the slaughtering and the doctor reserved them for healing. It should probably disable healing jobs on animals that have been marked for slaughter to prevent something like this happening.
#18
Bugs / Re: [A16] Alcoholic Dogs?
December 26, 2016, 12:05:19 AM
I have experienced this on my save as well, for two litters now almost all my huskies have massive alcohol tolerance before they can even be trained to haul, and several of them have cirrhosis by the time they become full grown. Unmodded, this is the save that it is affected. https://drive.google.com/open?id=0B5V72M5eL1Q_dVo2M3YyNUp0Z1k

It seems that they will go to the nearest food item when they get hungry, and if your kitchen is in the center of your compound, and your beer further out they will head to your beer over food. This bug also affects caravans and their muffalo, who seem to spend their time running in and out of my rec room repeatedly, drinking all of my beer.


As far as the zones go, that is not really a good solution, they are my hauling task force, and that includes hauling beer, so they need access to those areas.
#19
Ideas / Re: A way to mark rooms as "No Thru Traffic"
December 22, 2016, 09:09:11 AM
Quote from: schizmo on December 22, 2016, 08:49:40 AM
This is a neat idea but would it have any practical uses aside from the freezer?

All over the place pretty much. Any building with more than one entrance could use it to keep the random dirt clutter outside, and keep the temps inside more stable as people would not be walking in and out all the time. Research speed and medical results are calculated by how clean a room is, so it would be valuable to keep people from walking through your hospital or lab unless needed.
#20
Ideas / Re: A way to mark rooms as "No Thru Traffic"
December 21, 2016, 01:49:36 PM
In addition to this, the ability to mark "no wandering" rooms. Pawns should not be wandering about the kitchen and hospital dirtying it up, and they should stay out of each other's bedrooms for privacy reasons. Other than when they need to work in there of course.
#21
This isn't a bug, it is with all crafting tasks not just the charge rifle. When a job is started, only that pawn can finish it. Another pawn can come move the unfinished item and then make their own if there is a bill for it, but they cannot work on someone else's unfinished item.

#22
I found I wanted to keep a drop pod stocked with some emergency supplies for my caravan, and enough room left over for a colonist to go along. One drop pod is more than enough to send a colonist, the food needed to sustain him for the duration, and enough pemmican and medical supplies to extend a caravan's capabilities significantly. I use this generally to send my doctor if/when needed.

The only issue with this is if I load up all the pemmican and supplies, I cannot modify it later to hold the doctor. I have to unload the drop pod and re-load it with the new manifest, which can take quite some time as only the doctor will load the pod, while if I have no colonists set to go with the pod everyone (who is a hauler) loads.

Plus it would be nice to have an emergency drop pod standing by where you could quickly add a few needed items before launching without completely unloading it for various scenarios.
#23
The reason for the plant cutting task is that they do it only on command, they do not do it autonomously. It is so you can level up your really low level growers over time without risking them losing all of your crop yield. And so you can have more people clear areas faster when you want to build as it requires no skill to do, and can be done without bothering your growers who are busy tending to your crops to make sure you do not starve.
#24
Ideas / [A16] Add date/time to linux log file name.
December 18, 2016, 10:14:27 PM
Currently Rimworld only creates one log file in /tmp under linux called rimworld_log. I think it would be a good idea to append the date and time to the file name so it creates one log file with each loading of the game, so you don't have to hold off on playing again until you retrieve the log, you can keep playing and submit the errors after your play session is over. It will be deleted anyway when you reboot, so it will not fill up the drive. Something like the following in the start script should do.
LOG="-logfile /tmp/rimworld_log_`date +%Y-%m-%d_%H-%M-%S`.txt"
The resulting filename should be along the lines of "rimworld_log_2016-12-18_19-09-18.txt"
#25
In some ways I agree with this, in others I do not. In real life animals under stress, like hauling, will not produce as much milk, and without an animal handler on the caravan, there would be nobody to get the milk from the muffalo.

Adding an animal handler to the convoy would probably consume more food than is gained from them milking the muffalo.

Right now I would consider it a trade off and leave it as is, you don't have to feed the muffalo while they are on the caravan, so consider the fact you don't get milk from them a result of that lack of feed as they would only be getting low quality grass a lot of the time, or can't stop to eat all the time.
#26
I had experienced this as well, and was not quite sure if it had actually happen or I was just imagining things. Guess it was real.
#27
Can confirm. I had this happen with cryptosleep caskets in an ancient monument. Accidentally rescued two and captured two. The two that I rescued were placed in my regular hospital, but the doctors would not treat them and I could not order them to. I had to capture them then I was able to treat them.
#28
Bugs / Re: [A16 1390] Crop lost due to late harvest
December 18, 2016, 03:30:13 AM
I think this may be a new notification in A16, or may be a bug. I have a dedicated grower and I receive this notification all the time, but he is walking around cleaning while the crops are rotting, even though growing and plant cutting are priority 1. I wish I could rewind the game a few minutes when this happens, or at least cause the game to pause so I can see what is occupying my grower for so long that he cannot tend to his job. A single cleaning/hauling task (his only other jobs when not growing) should in no way prevent him from harvesting when needed.
#29
The settings for the minimum, desired, and max colonists are still at the old A15 levels. This is all well and good for a single colony, but the game is shifting to needing to send out caravans, with security, charismatic persons to do the trading, medical support, etc, so a single caravan can need 3-5 people. This doesn't really leave enough personnel behind to properly operate the base and maintain security.

I would say to almost double the numbers as they stand, this would allow sending out multiple caravans while also being able to secure your base compound.
#30
Bugs / Re: (A16.1390) Trader Muffalos eat Colonist Food
December 17, 2016, 06:19:53 PM
I have had this happen as well, especially beer. Yes it was in a stockpile, behind a forbidden door, yet two of their muffalo downed ~12 beers each. The only thing that stopped them was the caravan leaving.