Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Mehni

#61
Steps to repro:

1. Train animal in obedience.
2. Draft master and place master in doorway.

It spams the console log with errors. output_log.txt and savefile attached.

[attachment deleted by admin due to age]
#62
Outdated / [A17] The Return of the Megatherium
April 17, 2017, 05:30:33 PM
Back in the olden days when the world was still flat, there was this majestic creature called Megatherium that lumbered across the plains. Their name instilled a sense of fear and respect in those that saw it.

Then A16 came and the mighty megatherium had its name changed to megasloth. And that just isn't as cool, because it's a mundane megasloth. Sloths sometimes miss the branch they're aiming for and fall out of trees. Megatheriums would never do that, they'd fell the tree and eat it whole. Colonists said "What a stupid name. Let's shoot and eat it."

This purely cosmetic mod changes the megasloth name back to megatherium.

Steam link is here and a direct download is attached to this post for logged in members.

Thanks to ZorbaTHut for his Let's Be Honest Here mod. Seeing how that mod works made this cosmetic mod easy to make.

[attachment deleted by admin due to age]
#63
Out of all the places the traders could pick, they prefer to stand in the middle of a field. If geothermal generators have an <ai_chillDestination>false</ai_chillDestination>, then so should animal sleeping spots. Sleeping spots are for animals that graze outside, they do not serve as an indication where my base is.

Image for clarification.
#64
What happens: Pawns will fly/rubberband all over the map until they're out of bounds.

Steps to repro:

1. Load the savefile.
2. Enter speed 2.
3. Check the history chart.

Attached you'll find an output_log (zipped down from 16 MB). The savefile can be found here.

[attachment deleted by admin due to age]
#65
Mech ships land in an already enclosed space (courtyard, inner wall) or close off mountain sides. The mechanoids then try to mine out. I understand the mining mechanism and how it's supposed to counter a rare exploit. However, the new mechanic really hurts legitimate players.

The counter-exploit leads to more people (inadvertently) exploiting this counter-exploit than there ever were people using the original exploit. I've had it happen more often than not that I'm legitimately trying to fight the crashed ship, only to massacre passive mechs.

I propose the counter-exploit shouldn't be a simple check for "is the ship currently enclosed" but "was the ship enclosed at landing?". This fixes both the original exploit and prevents the new inadvertent exploit.
#66
Outdated / [A17] Plasteel components
April 01, 2017, 05:36:19 AM
Craft regular components out of plasteel.

Vanilla RimWorld lacks a plasteel sink. There isn't all that much use for it if you don't use traps or turrets. After a few visits from the friendly neighbourhood mechanoid faction, colonies can be sitting on mountains of plasteel, hoping for a hapless trader to unload it unto. Plasteel components aim to provide a reliable method of disposing of excess plasteel.

Compatibility notes:

Save to add and remove from existing save-games, provided you delete the bill prior to uninstalling.

Balance notes:

Using this mod reduces the need for steel and drains your plasteel supply. Using plasteel for component assembly effectively reduces your wealth since it's one of the more expensive materials available.

Steam link

Direct download: See attached file (logged-in members only)


[attachment deleted by admin due to age]
#67
1. Inconsistent capitalisation on Raccoon meat and on the Machine Pistol. Possibly other types of meat.

2. Trailing space on Agent , Agent.
#68
Steps to reproduce:

1. Set a raider on top of a conduit/sandbag/bed. Works with prisoners/colonists as well, but that's just cruel.
2. Select a single colonist and aim at the raider using the B button.
3. Double-check what your colonist is aiming at: 9 out of 10 times it'll be the underlying object.

What a colonist SHOULD be aiming at after being manually told to attack something on a square is not the inanimate and harmless object, but the raider.
#69


As seen in the image, the coloured lines showing the colonist and prisoner count do not match up with the gray lines denoting the Y axis. I estimate the line to be about 5 colonists, but a mouse-over reveals 6. When I had 5 colonists, the graph displays about 4.3 colonists. If this is a reflection of their value as a productive member of the colony, touché.

Additional to that, the history tab shows 8 enemy raids but the statistics tab shows about double that. I suspect Sieges/Sappers/Infestations aren't a part of it, and I assume the crashed ships aren't shown either. This despite being counted as major threats/raids in the statistics tab.
#70
Bugs / Storyteller slowdown
March 21, 2017, 04:05:08 AM
After about 1 year in-game, all storytellers slow down noticeably. After about 3 years, Randy in particular just completely dies.

A casual player that prioritises a somewhat stable base before launching a ship will spend the last hours of the game hoping for a trader/psychic ship with an AI core. The slowdown gets considerably worse the longer a game progresses, to the point where a player gives up out of boredom instead of out of accomplishment or overwhelming challenge. If I don't get lucky with a psychic ship or have to sell the AI core, I might not have an opportunity to get one for several seasons.

Tribals in particular suffer from this, since their modest start and research penalty naturally increase the time they need to get the required research.

I've thought for a while that I was imaging things, but the History Tab supports my suspicion. Maybe I'm suffering from observation bias. While it's true that an established base is more productive than one still getting off the ground. With good doctors and medicine, time to recover from injuries is reduced. Hauling dead raiders goes a lot faster when you have 10 people working in unison, but all of these are arguments for a tighter/faster raid cycle as the game progresses, NOT a slower cycle.
#71
In A16 there was much rejoicing after "Clean this tile" got changed to "Clean this general area".

Some other tasks could also benefit greatly from the same change:

Removal/construction of roofs.

The construction of conduits.

That one tile of compacted machinery I specifically told you to mine. Stop walking away I need you to stay focused, there are people literally dying of hypothermia because our heater broke down.
#72
Beep Boop is the sound of your best colonist dying.

Beep Boop is the sound of builder squandering 3 bricks on a wall.

Beep Boop is the sound of healroot dying.

Beep Boop is the sound of a party dying down.

Beep Boop is the sound of a hive gaining a friend.

Beep Boop is the sound of Chicken #45 being bitten by a wild snake.

Some of these things do not carry the same weight as others. The death of a colonist is on a whole different level from the death of a plant. By giving them all the same sounds, these notifications are cheapened to the point they're made worthless. They don't notify me of anything anymore, they're all the same.

RimWorld needs more fine-grained sound notifications. A party should have a happy sound notification. Plants dying, hives reproducing and materials wasted should have a neutral/slightly negative sound. This increased versatility and functionality in sounds gives players better feedback to what's happening and can keep them focused on what's important to them.
#73
Bugs / Pacifist pawns can execute prisoners
February 09, 2017, 06:30:13 PM
Non-violent colonists are capable of performing prisoner executions.

I understand them doing euthanasia, but a straight-up execution seems rather violent for a pawn that refuses to even equip a weapon.

Pic.
#74
If the raw materials required to produce smokeleaf/flake/yayo/Go-Juice is stored in a room with a prisoner bed, pawns cannot access those materials to craft drugs.

Image should be self-explanatory, but steps to reproduce:

1. Make a enclosed stockpile with smokeleaf/psychoid leaves and yayo.
2. Place a prisoner spot inside.
3. Set bills to produce smokeleaf joints, yayo and Go-Juice.

Save-file attached.

Strangely pawns will take the neutroamine out of the prison to produce wake-up, but not the neutroamine & yayo to make Go-Juice. Pawns seem to respect the digestible part when crafting, yet don't when they're on a drug binge.



[attachment deleted by admin due to age]
#75
Overly wordy descriptions of storytellers push off the permadeath toggle from the storyteller selection screen. While modders are to blame, the underlying issue is with the Core game.

See here: https://imgur.com/a/OBKBr

The original long description is missing the permadeath toggle, the short and edited version has the toggle.
#76
When a raid decides to attack the colony while members of their faction are sleeping, they do not all wake up to attack. I'm afraid I can't produce a savefile that reliably reproduces it but it happens more often with larger groups, and when the death that triggers the assault is further from the sleepers. I'm guessing it checks for a radius and then wakes up the raiders in the vicinity.

I'd expect all the raiders to wake up and attack, not to see a few slackers snoozing.
#77
When a siege fails their construction or otherwise runs out of steel or components, they will send out constructors halfway across the map in search of more steel. During this time, the steel seeking raiders will completely ignore any incoming damage in their quest for steel. If you murder that constructor, they will send out more constructors one by one to haul.

I'd expect raiders to be resupplied with more steel via droppods, instead of grabbing it from my stockpiles. See savefile. I used dev mode to make the constructors more likely to fail, but it's not 100%. Reloading the save may be needed.
#78
If raiders pick a siege spot on the other side of a mountain from where they wandered in, they will ignore any damage taken during their leisurely stroll to their siege spot. Very fast pawns or colonists that are lucky enough to be in the vicinity of a siege spawn can use this opportunity to take potshots as well.

I'd expect raiders to aggro upon taking damage.

Steps to reproduce: Have a colonist equipped with a weapon near a siege spawn location, and a siege spot a bit further away. See savefile.
#79
If there is damaged siege equipment left behind from a previous siege, their constructors will prioritise repairing that equipment halfway across the map over building their own defenses and mortars. Constructors completely ignore any incoming damage during this walk. If you murder that constructor, they will send out more constructors one by one until the siege is either defeated or assaults the colony.

Players can damage the sandbags to exploit this AI derp. Combined with the other bug of not being able to easily claim mortars/sandbags, players can/will unintentionally exploit this.

I'd expect raiders to only repair things in the same zone as they fight fires in.

See attached savefile.
#80
Outdated / [A17] Number 22 with Rice
January 12, 2017, 07:07:42 PM
Makes hydroponic bays default to rice instead of potatoes, because rice is delicious.

It has the WTFPL license.

Steam link here!

A16 version can still be found here.

20170526: Small performance update in line with this post.

[attachment deleted by admin due to age]