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#46
I've been playing Rimworld since A15 without many issues. I just recently upgraded to a new Macbook Pro, and after the switch, Rimworld suddenly looks overexposed, like all the blacks are washed out greys and everything is too bright. It's like it needs gamma correction, but I can't find any gamma correction settings in the game. Example screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=1299727846

It doesn't make sense to me that everything looked fine on my older computer but the new one is having this problem. I'm not sure how to fix it. Any suggestions?

It's a Macbook Pro 15-inch 2017 with an integrated Intel graphics card and also a Radeon Pro 555.
#47
Outdated / Re: [B18] Skill Overhead (22nd Jan 2018)
February 11, 2018, 01:51:10 PM
This mod truly speaks to my soul. Thank you.
#48
Guess I'm an outlier, as I have 1000+ hours in the game and I still aim to build the spaceship every game. I just think it provides a pleasing sense of closure to a successful colony that, by that time, I am probably getting bored of. I only send the pawns who would have reason to leave--the original crashlanders, the ones without any family ties on the planet, etc. So in my mind, the colony continues... but my part in it is done. And the wistful song plays, and I think about all the happy memories I have with the little bastards... and then I start a new colony to do it all over again.  :D

The uranium bottleneck is extremely un-fun, however.
#49
Jibbles, IIRC the issue with sick bed-resting pawns getting up to do jobs is caused by the scheduling of "work time" in the schedule. If you right-click prioritize bed rest, they will obediently rest *until* "work time" rolls around, at which point they will jump up to start cutting stone or whatever instead of resting. So you can ensure their compliance by removing work from their schedule, at least temporarily. It does seem to solve the problem, in my experience.

The issue with doctors playing horseshoes instead of treating bleeding out patients has been raised many times in the bugs section and the response was that doctors will always prioritize their own physical well-being (food, sleep, and yes, joy) over doctoring work. I don't know if there are plans to change that. I believe there is already a mod to change doctoring to an "emergency" priority, like firefighting, but I don't use it so I can't say how well it works.
#50
General Discussion / Re: What was that Iron mod again???
February 10, 2018, 01:46:49 PM
Quote from: BoogieMan on February 08, 2018, 07:57:40 PM
The fact that most of the metals you find are stated to be "compacted" I always assumed it was from previous constructions over the years. Failed colonies/civilizations, crashed ships, etc. Given the game year is 5500, a lot of stuff has happened.

Yep, this is the lore explanation for why you find steel everywhere. It's more like you're "excavating" it than mining it. I find it funny that people always want to complain about how this isn't realistic, while no one seems to care that fully-woven sheets of cloth fall off of mature cotton plants, animal skins don't require treatment to become leather, etc. (Not saying anyone in this thread was complaining.)
#51
Bugs / Re: Vatgrown soldier incapable of violence
February 09, 2018, 01:51:55 PM
It was a bug back when the adult backstory required skills that were forbidden by the childhood backstory. It's not a bug the other way around--just a bummer for the player. (FYI, Taxonomist always forbids violence so it isn't a "random" restriction on your pawn.)
#52
General Discussion / Re: Guard animals for farm animals
February 06, 2018, 09:28:45 PM
I also think it would be a nice feature. In fact, I'd like for human pawns to be able to be set to "Guard duty" too. Something for all those assassins and sheriffs to do besides sit on their useless butts between raids.
#53
General Discussion / Re: Guard animals for farm animals
February 06, 2018, 12:45:11 PM
Not really. You can zone the bears etc. in with the livestock but they will not attack a predator preying on the cows unless you assign them to a pawn, send the pawn in to battle and tell them to release the animals, and by then the cow is probably dead.

The predator hunting alert mod would give you more time to react to such a situation, though. http://steamcommunity.com/sharedfiles/filedetails/?id=1216424468
#54
General Discussion / Re: whyyyyyyyyyyyyyyyyyyyyyyyyyyy
February 06, 2018, 12:37:29 PM
I think it's obviously because your base is so pretty that they want to enjoy the beautiful nature all around them outside rather than go inside.  :D
#55
General Discussion / Re: Mechanoid Ships
February 06, 2018, 12:28:40 PM
You pawns will never die if they don't ever get shot at. So give the mechs something else to shoot at.

That means either animals or gun turrets. I use turrets because I luv my animals too much to make them meat shields. Build a wall 'n' sandbag defense near the crashed ship, then place the gun turrets behind them so that they are *closest* to the ship part (place them and any batteries with fire/explosions in mind so they do not harm colonists or cause a chain explosion if they go boom--a fire foam popper can also be helpful). The mechs are dumb and will always fire at the threatening thing that is closest to them, not what is the biggest threat to them. So they'll be firing away at your turrets while your colonists shoot the mechs in perfect safety. If a turret explodes, so what, it's just some steel and components. That is replaceable, unlike your precious and valuable colonists.
#56
General Discussion / Re: How do you start?
February 03, 2018, 06:11:10 PM
Crashlanded and Rich Explorer, with customizations. I've played the game so much that by now there are certain elements that no longer offer a challenge greater than their tedium (hi alphabeavers), so I customize to exclude them--but otherwise, I think the basic scenarios are just well-balanced and fun enough that I haven't needed to look for others.

Tribal start has some cool aspects, especially in the recent updates, and I'm glad it's in the game, but ultimately it's not the playstyle for me.
#57
Bugs / Re: Reforming Caravans aft Refugee Mission
February 01, 2018, 04:18:40 PM
It was probably either the season changing, or the refugee slowing your caravan down... either because they were still downed and your people had to carry them, or because they had residual injuries slowing them down. Pawns will continue to heal as they caravan, and a healing injury will allow your caravan's speed to pick up over time. It sounds like in this instance you still might run out of food, though. Probably time to make a new camp and do some more hunting and gathering... I agree that it kind of sucks that you can't just return to camp if you suddenly realize your caravan isn't actually ready to leave.
#58
General Discussion / Re: [B18] New Mental Breaks
November 25, 2017, 04:44:58 PM
Quote from: corestandevenI once had a 99% difficulty pirate who i convinced by chance to join, but he later broke. So I arrested him and he went back to being a prisoner who i had to convince to join me again, again at 99% difficulty! The better option in that case seemed to allow him to wander around until he collapsed of exhaustion...  it is bonkers and ruins the game experience.

You don't have to re-recruit them... just release them from prison and they automatically rejoin the colony (it worked in a17 too). Sorry, probably frustrating to find out too late... but it will help in the future, maybe.
#59
General Discussion / Re: Two biome questions
November 24, 2017, 04:23:48 PM
1. Maybe? It depends on how much "enough" is. I usually pick flat maps and I haven't had any trouble getting enough stone to build walls for all my buildings and outer defenses, but I don't build huge mega-bases.

2. Yes.
#60
The wiki page says it can be obtained from exotic goods traders, but it also says it's "only" available from a world quest. Which is it?  :o