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Messages - Gohihioh

#46
Ye it's on A16 since I didn't move to A17 yet.
I know about the "worldpawn" thing, but I never had an accident when my pet which i sold returned to my map again as wild one. Also as I said it had different font color than wild animals but acted as wild animal so I was confused if it's a bug or feature.

@offtopic
I was also curious about one thing considering "worldpawn" so i might use this topic to ask. If you sell to slavery(or demand ransom - mod) a pawn which is incapable of walking, can he/she return? I know you can't release pawns who can't walk.
#47
So I'm not sure where to ask if it's a bug or intended feature.

I tamed arctic wolf, had him in my colony for couple of seasons, trained him, he got few pernament wounds. I was in need for money so I sold him to a caravan.
After decent amount of time(few years - maybe around 5) I was looking around map to find things to hunt/tame, then suddenly I saw my old arctic wolf which i sold to caravan. His name was the same, he had previous skills and wounds. There was an option to either hunt or tame him although his name color was different from wild animals. Is it intended or is it a bug?
I use mods but I don't think any mod would cause it.
#48
Ideas / Re: Crop transition
June 18, 2017, 06:33:45 AM
I don't agree with the idea. You don't need to micromange crops for them to do their job. If you want them to do job at the most efficient level(or you just planned badly beforehand) then you need to micromange.

That's how the mechanic should work. It's rimworld - you pay for your mistakes with your pawns life or your personal time ;p
#49
+1
What Rimworld really needs is more and more interactions between factions. Diplomacy, factions variety and mechanics are way too simply as they are now.
#50
Ideas / Re: Mining AI...
June 16, 2017, 03:43:22 PM
Ye having low skill level miner early on will starve you on resources pretty hard. Not much you can do about it. When I get no pawn with decent mining skill i usually avoid mining and try to work around it - which for me is pain in the ass cos later on i replace all wood buildings into stone ;p But I don't think it's a bad thing as a game mechanic, it's a trade for having a bad miner.
#51
General Discussion / Re: Wipe your feet?
June 16, 2017, 03:31:56 PM
I think that doormat is broken(I use it but still). It pretty much reduces cleaning job to almost none.
Although I think there should be ways to reduce dirt which pawns make.
My idea is footwear. Better quality footwear would reduce the dirt pawns create.
#52
Ideas / Re: Mining AI...
June 16, 2017, 01:55:58 PM
Usually you can't do much about dumb pathing. Until it will get fixed aka improved pawns will sometimes do dumb things.
To be honest I usually don't have any problems and don't need to schedule much. Sleep then anything works most of the time for me.
It's best to add some joy activity before work/anything. Since pawns usually just use joy things until they hit specific number. If you schedule them joy hour(I'm not sure if you need 1 or 2 but I think 1 is enough) they will fullfil joy need to max and that will give them more time to work without the need to do joy activity.
I didn't have problem with miners fighting or flirting while mining(ever). If you really have a problem with that you can just schedule pawns which tend to flirt or fight with each other on different shifts(one can work at night for example) or just try to avoid putting those pawns on same job duty(like mining)

If you want to micromanage pathing or their work area you can just change their allowed zone(but I wouldn't bother with that, too much work)
#53
Ideas / Re: Mining AI...
June 16, 2017, 08:10:02 AM
All you need to do is prioritize mining higher than other tasks when you mine far away. Assign pawns work hours instead of do anything.
I don't have any problem with pawns mining even on another side of map(I play on huge maps). They always carry a meal with them.
Mining AI might not be perfect but the problem you have is your managment not AI. My biggest problem is mood so I never assign pawns who break easily to mine far away from base(mining usually gives a lot of debuffs like no light, ugly environment etc - which you can neglect by torches or statues if you really want and you are mining big area).
#54
Things should not break if they are turned off - this is super annoying.
I kinda get that breakdowns are a way to sink components but I really like Fluffy's breakdown mod idea where you just have to maintain things to prevent they from breaking.
Although I must say that with the mod I'm drowning in components so it needs balancing.
#55
General Discussion / Re: The value of "Mystery"
June 16, 2017, 07:45:32 AM
I would disagree too.
I don't think I find reasoning for Rimworld to have hidden map.
I don't think that Rimworld has anything and shouldn't have anything to do with mystery ala alien movies.
I don't think it would bring any good to gameplay and I don't think trying to implement that kind of thing would add to the Rimworld atmposhere.
I don't use caravans that often too(I would like to, but they need more work because right now it's mostly frustration) and I really enjoy the world map. I would love to use it more, I feel limited with being pretty much forced to play 'single screen'.
#56
Ideas / Re: Prisoner Uniforms.
June 14, 2017, 02:23:27 AM
I think we need tab(option when we click on prisoner) to choose area, clothing and drug policy for prisoner.
First of all comes clothing when you either want to change their clothes for some reason(strip them to take better clothes for yourself and give them worse clothes is the most common for me)
Area(you can only assign them to area which is label prison ofc). I often want to divide my prisoners, I put the ones I want to recruit(or prisoners/colonists who are addicts) into private good cells and I put rest(prisoners I either use as organs donors/for sale or who I put in prison for fun purposes) in common prison area with nutrient paste dispenser.
Same with drugs. You just want to be able to deliver some drugs to prisoners like food(without having to put a stockpile in their cell).
Micromanaging those things is just annoying. And since it's possible to do those things, we should be able to just have an easy way to restrict/do them.
#57
Off-Topic / Re: Immigration discussion
June 08, 2017, 07:52:58 AM
Quote from: mumblemumble on June 08, 2017, 05:15:23 AM
I'm curious why you haven't immigrated to europe, and how many of your friends have....genuinely curious.
There is a mass immigration nowdays towards Europe. It's overflowing and most countries are not prepared from it. Europe is in time of trying to figure out how to help those people and not heavily damage Europe in process(in various ways) So it's not like you can just come and be greeted happily. Many countries and people are extremely against accepting people from muslim countries.
On top of that since the immigrations began, terrorist attacks by ISIS has sky rocked in Europe which leads to people being more and more opposite(or afraid) to accept immigrants.
Many goverments are stugling cos parties which lean towards nationalism are starting getting much more support.
Europe is in pretty shaky political state. Immigrating from countries like Syria, leaving your home etc. must not be easy in first place, and on top of that even when you immigrate you will not receive a warm welcome. Accidents of racism and violence towards muslim people are getting higher and higher(and never were on low level to begin with).
#58
Outdated / Re: [A16] Use A Freaking Table
June 07, 2017, 09:43:11 AM
I play heavily modded Rimworld and I usually wait few months before I start playing next alpha(until there are enough mods for my liking ;p).
So that's why i would appreciate the link to alpha 16. I often install/uninstall mods and i lost this mod by accident in the proccess.
#59
Outdated / Re: [A16] Use A Freaking Table
June 07, 2017, 08:31:42 AM
Dropbox link is not working anymore.
#60
Quote from: dburgdorf on May 18, 2017, 09:34:55 AM
I should be able to get that fixed this evening.

I'll probably also make sure it works properly with all three water types in "Fertile Fields." I wasn't going to bother with that, but since I'll be mucking with it anyway.... :D

Awesome :) thanks for quick respond. I really enjoy your work.