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Messages - dgchessman1984

#1
If this is truly Working As Intended... under the Work tab, when you hover over Crafting, you still see both Smelting and Cut Stone under the list of ways to increase it, and not under Construction.

(brought to this convo because I was shocked and confused to appear to be getting no exp from either one.  On further inspection the pawn was getting Construction at the end of the cut bricks)
#2
I'm sorry, but I've seen this behavior as well and was told it was 'intended'.  Intentional or not, it breaks the internal logic of the game.

Your animals don't come with a randomly-implemented Chemical Fascination.  They should not jump their zone, wander over to drugs, and take luciferium because....?  With no doors-with-keys, or ways to set permissions (thinking Prison Architect) your only option is to Unforbid a door, tell a pawn to deliver to said room, remove pawn, forbid door.  Otherwise it's just a matter of time before Buddy the Wonder Corgi will stop what he's doing, sprint across the complex, and go smoke flake.

Now Buddy the Wonder Corgi is now a flake addict, and will continue to do so until you take 'em behind the chemical shed.  It would make ~more~ sense for the animal to randomly keel over then it would for your muffalo to develop opposable thumbs and a hankering for lighting up tightly-rolled smokeweed joints.

There's 'random'... and then there's whatever this is.  Please don't take this as any kind of rudeness, but in a game where the order in which things are constructed can force a pawn to build a gigantic dry-storage with only a small corner supporting, crushing him to death in the process...... or leave the same building roofless until every project real or imaginary if finished before putting a roof on.....

...I can't imagine any intentionally-obtuse, drug-smoking animal AI is really necessary.
#3
Bugs / (A16 Unstable) Pathfinding error on world map
December 20, 2016, 08:54:24 AM
Returning from Raid, noticed Caravan wanted to take absurd, convoluted trip around a huge mountain range.  Did a little playing around and got it down to a single tile.  Click one, reasonable path.  Click the next tile over, and it takes you just shy of a 3 day detour.

http://images.akamai.steamusercontent.com/ugc/111859597180498752/E82EA4E018E95A10BEDB249DBB787D02DEB30882/

http://images.akamai.steamusercontent.com/ugc/111859597180498924/6C26B35EC557F40D7B44C86A30DEF3167F3271EF/
#4
Was not able to replicate it for a save game, but on further examination the pawn was full AND the pack animals were full.  I'm not sure if that contributed or not, but the pawn was unable to pick up the items he had previously been carrying.

And in case it wasn't clear by the carrying weight, this is while out on the world map, post-raid on a pirate stronghold.  Brought muffalo along in the transport pods because... loot!

Shuffled the goods to other pawns and all was well, but couldn't shake the nagging feeling that as the pawns reached maxed capacity something funny was going on.  They were 'full', but able to pick up multiple singular objects like articles of clothing, but not weapons, foot, meds, etc.

Sorry that's not more specific!
#5
I'm going to assume this is something to do with the new animal menu?  Dog is bonded, owner is out taming animals, dog is tagging along.  Attempted tame goes agro, owner and animal (giant sloth in this case) are duking it out..... dog is standing next to them and just walks home calmly.

Animal is set to accompany during outings, but not while 'drafted'.  Pawn, however, is not drafted during fight.  Not sure why the animal ignored a hostile right next to it. 

If you're ~supposed~ to pause, click the follow-while-drafted, AND draft the pawn to have the animal not watch dispassionately as you get torn apart by a giant sloth... that wasn't very transparent, and I wouldn't have guessed it.
#6
Specifically while loading pack animals post-raid, several pawns decided to acquire loot along the way.  When I requested that they drop it, then put it on the pack animals instead the pawn was incapable of hauling even 1/3 of the items they had.  I believe it was a helmet, 18ish uncooked rice, and a short stack of simple meals.  Could pick up a meal or two, something like 6 rice, and couldn't pick up the helmet at all.

Will attempt to recreate so I can get you a saved game.
#7
Hello!

The functionality along the boundary between roof and no-roof sections appears to function properly.  The count of unroofed tiles appears to be correct.  But when it started raining I noticed that some of the roofed tiles (never the unroofed) displayed as unroofed.  A quick check with the green roof overlay shows the roofed in green, the unroofed in orange.  Functionally correct.

Will include 3 screenshots of rainy areas.  In each case one or more times shows as unroofed.  As it's more visible in rain, I stuck with that.

This room is 6 x 5 unroofed.  Everything northward of the wall/door blueprint.  Displays on the right as 30 squares unroofed.  A quick count shows that's not how the UI displays it:
http://steamcommunity.com/sharedfiles/filedetails/?id=821861325

This one had only a single tile, just South of the door to the Gas Refinery.  Again, functionally correct number of unroofed tiles.
http://steamcommunity.com/sharedfiles/filedetails/?id=821861291

This one has 2 odd tiles in the NW and SE corners of the room with the communication console.
http://steamcommunity.com/sharedfiles/filedetails/?id=821861291
#8
Bugs / (A16 unstable) Animal drugs? O_o
December 14, 2016, 06:12:43 AM
2 muffalo have thus far gone out of their set areas (by 8 or so squares) and honed in on luciferium and eaten it.  Will include a pic.  I believe this is the second muffalo to have done so, but I can't verify whether the drug 'wore off' or if the animal died due to withdrawals.  Could also be the same animal getting it twice.

[attachment deleted by admin due to age]
#9
Ideas / Re: Your Cheapest Ideas
September 21, 2016, 09:34:36 PM
Hello!

So, while many folks seem to be suggesting additional items, etc. I've noticed a few bits in my brief week or so playing Rimworld.

First, the Steam side of things has a major glaring hole in it, mainly to do with mod support and a central repository that is no longer supported and may or may not be.

Now, I know that's suggesting a big task..... but!   There's a huge 'but' there, the payoff is huge.  Not just a few items, or some added content.  Right now the mod community I see attached to Rimworld is manyfold the depth and complexity of the main game, but the conflicts, cross-talk, incomplete ideas, and lack of regular support seems to have it a bit chaotic.  I find myself eyeballing many upon many mods, but find myself only using a few based on how few are actively updated, work with each other, or relied on CCL which appears to just be on hiatus.

My suggestion?  I'd look into a way for herding your modders, similar to how CCL was doing it, if not directly how they were going about it.

With Bethesda games you see SKSE.  With Stellaris I can see, at a glance, exactly what files each mod changes.  And you see these structures reflected in other libraries, agreed-upon formats, frameworks, etc.  However best suits this particular style of game...

Rather than doing the work yourself, try to make it easier for others to put the hours of coding in for you.  Because if the number of mods I see on Steam alone is any indication, that's by far your greatest (read: cheapest) source of content.