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Messages - Robb

#16
Bugs / Re: It seems animals are never tended to
June 08, 2017, 05:16:47 PM
One thing that got me for a bit. I thought I had 'animal sleeping spots', but an injured husky refused to lay down. Husky almost died before I realized I had sleeping boxes and not 'spots' or 'beds' built.
#17
Not sure if this is a bug, WAD or just my imagination but since updating to A17 events seem to happen in groups of three (occassionally 2).

Started a new colony and just now into third season of year 1. Playing on Cassandra Extreme though I'm pretty sure this has happened with other storytellers/difficulty. I just didn't pay it any mind at first but did while starting latest colony.


So far I had 3 Mad Animals attack within 2 hours, then had 3 Wanderers join within a day or two, and just now had malaria, plague and gutworms hit my colony all within a couple days. When these happen, there is no other event in between. So no 2 animal attacks, then a solar flare then 3rd animal attack...they are all in a row. Only 'singular' event I can think of was an eclipse.

With the mad animals, I had a Mad Turkey attack. As soon as I shot that, I got a manhunting pack of rabbits. I was barely able to treat the one colonist hurt from the rabbits when I had a turkey manhunter pack come at me.

Pretty sure the same thing happened with equipment breakdowns but wasn't paying enough attention. But I do know I had 2 within a couple hours of each other. Overall I'm not complaining...just seems weird...of course it could be a real odd case of RNG too but it feels like this has happened over several games.

Again this can just be my imagination and will chock it up to the meds I'm taking. But I hope someone else can either corroborate this or tell me to put the meds down and slowly step away :D
#18
Bugs / [A17] Pawns roofing over mining areas
June 05, 2017, 05:27:20 PM
After updating to A17 I've noticed when pawn starts mining into a mountain/large hill, another pawn (assigned to Construction) will often come over and start roofing over that area. The area is not part of my base or even within the Home area.

Only mod I have is EDB Preprare Carefully.

I've tried restarting game/pc but it persists. I can start another game without the mod if you feel it may be causing it.


Narrowed it down a bit...seems to happen only if tiles next to area being mined are water tiles. The pawns will then roof over the shallow water area once you've mined the first tile of rock
#19
Late to the party here.....Didn't start playing until A16....I sooo wish I had found Rimworld earlier as I had been looking for this type game for a couple years...no idea how I missed it for soooo long.
#20
Still fairly new to game (started playing in A16) so who knows if I'm doing anything right :D

I usually play on temperate terrain, mountainous area...storyteller and difficulty vary widely as I experiment with which combo I like most.

Day 1: I'll close in a small area up against the mountain. I'll typically wall in a small alcove with enough space to build 4-5 beds, a stonecutter bench and a small table. Build all that and haul all of the beginning material to a stockpile with a roof over it.

Day 2: Build/mine a freezer about 6x6 (it'll eventually be around 10x10) and place a/c unit(s). Lay down crop areas and start sowing/clearing. Whatever stone I clear will be used for walls unless there is an abundance of another rock laying nearby.

Day 3: Clear out more of the living area to place stove and butcher table (both up against freezer wall), build 2 wind turbines and/or 2 solar panels and build battery shed and place 3-4 batteries inside...lay down all power conduits.

After that, I'll build bedrooms and medical room. As I transfer pawns to their own rooms I expand original room out more for the workshop. As much as I want to get research going early I never seem to have a pawn I can assign until I have 4-5 pawns in colony. I'll make turrets the #1 priority. Sandbags/defense seem to always get built after a week has passed. First couple raids are easy so I don't worry about it at the very beginning.
#21
When a person develops immunity to a disease like the plague or malaria, does that mean they are immune to just that instance or is it a life long immunity?

I'm trying to figure out if there is a pattern or priority to what raiders attack first. Seems kind of random to me so far. What I wanted to do is place some gold horseshoe pins out in front of my turrets. Hoping the bait would draw them to it while I spray them with bullets. Would rather not waste the materials if I'm wrong, so wondering if anyone has tried something similar.

I also have an ancient danger nearby, partly buried into a mountain. If I claim the section I can see, will raiders attack it? I would rather they soften up whatever is inside before I take it on.

Thanks in advance for any replies
#22
I'm pretty picky now as I'm usually playing 'perma-death'....not so much on stats as I always have room for dedicated cleaners and haulers. But pawns with drug habits or bad negative trait(s) usually don't make it into my colony. I'll 'catch and release' just so I get the +15 in faction relationships.

I could explain it in more detail but instead will share a story how a pawn with a simple drug withdrawal wrecked my colony. I wrote this on another forum I frequent hoping to get a few there interested in Rimworld and I've found writing it as a story works best. I was explaining how traits/stats/health play a key role in how your colony/story develop

This is what I mean about flawed characters and drama....



My 1st 3 characters were carefully selected and my colony was going very well. Running so good it's almost boring. Then I get a distress call and rescue a lady named Emma since she was great at constructing. I didn't look at health issues and probably should have. She had a little bit of a drug problem and I don't allow drugs in my colony, I didn't have any anyways.



Slowly and surely she regresses due to drug withdrawal...always at a mental break risk. But I've weathered other withdrawals before and know her condition is only temporary. But she goes on a beserk rage before making it through rehab. And for the safety of my other colonists, they were forced to resort to deadly force to subdue her. And in the process of 'calming' her down, she has her left leg shot off :o



So now she cannot walk and therefore useless to me...on a good note she's no longer beserk. Well my medical research hasn't progressed that far but I decide to have my best doctor try and perform a surgery to attach a wooden peg leg. 1st try isn't successful and Emmy sustains a cut to her torso (don't ask...not sure how Lillith could bungle it that bad...supposedly at her medical skill level she is a 'very strong expert') I should note I do not have any medical facilities of any kind as I'm not even halfway through first year yet.



I figure the 1st surgery is a fluke and try again. Went even worse...she bungled it so bad she ended up killing Emmy. So now I have no one even remotely competent at constructing. Lillith being distraught goes into a mental daze and starts wandering aimlessly. And of course there's a raid coming.



At this point Lillith is wandering right in the direction where raid is coming from and nothing I can do to stop her. So I run out to meet raid, instead of hiding behind my defenses. I can't lose Lillith as she is my only 'good' doctor. Well the raiders get to her first and kill her. And now my other colonists are in a bad position to fight from. I manage to fight off the raid but Gert sustains mortal wounds. She dies before I can get her back to the base. She is my best cook/grower.



So because of a simple drug withdrawal, the subsequent chain of events lead me to lose my best doctor, builder, grower and cook. I went from a prospering and healthy colony to one on the brink of collapse all in the span of less than a day...that's drama for you :P
#23
Ah didn't think of that though I'm pretty sure I had it as part of my home area, just for fighting fires but not 100% sure. Unfortunately I can't check as I was playing perma-death on Extreme and things did not go very well. Next time I have that situation I'll make sure.
#24
Just curious if this is intended behavior...

If I just have a base with no perimeter walls, any visitor finds me easily and will enter my base and eat at my table...basically just make themselves at home. But say I'm in a narrow valley and I wall off the entrance. There is a door in the wall and the wall is not roofed over or anything. The wall is by itself and not part of my actual living/working area (basically a big stone fence with a gate). All of a sudden, vistors are clueless in how to get to me. Almost missed a few traders as they tried to get to me via another small valley (to which I have no connections). If they do find me, they will not pass through the door in the wall, but instead just mingle outside until they leave in a day or 2. If I manually hold doors open, they come right into my base.

On the flip side...raiders seem to have no issues getting to me. But even if I leave the wall door open, they will attack the door until destroyed and then continue on to my base.
#25
General Discussion / Re: Best Valley Map??
April 23, 2017, 03:30:25 PM
Here's what it looks like



[attachment deleted by admin due to age]
#26
General Discussion / Re: Best Valley Map??
April 22, 2017, 10:35:13 PM
Yeah I knew there would be some huge hidden areas...Didn't even mine that far and almost opened up whole map...the south east and west sides completely opened up. I kind of knew it was too good to be true but didn't expect that big of an area to be revealed all at once
#27
General Discussion / Best Valley Map??
April 22, 2017, 09:01:03 PM
Didn't see a thread for posting about good maps/seeds so apologies if there is one for this...

I have been looking for a valley in a mountainous setting that was easily defendable for ages (well it feels like that). And I think I've found it. One simple valley with only one opening and that mostly blocked by deep water. There is only a small section of shallow water for anyone to enter through. Also the valley narrows a bit just after the water so a great choke point there.

I'm sure I'll open up some huge hidden areas but this map is easily the best 'valley' map I've found.

Map Seed = peter
Rain = normal
Temperature = one click less than normal
5.92°N
8.06°W



[attachment deleted by admin due to age]
#28
Quote from: b0rsuk on April 16, 2017, 04:59:38 PM
Yes, you handled that like an experienced player would.

Preferably you don't want to poke the mechanoid ship until you have kevlar vest and kevlar helmet on your combatants. The chance is low when in cover, but they CAN get lucky and one shot kill / one shot cripple you.

Only with help from everyone on the boards...if you had seen some of my early fights.....oh man, think of everything wrong you can possibly do and I probably did it several times. Cover? you mean cover actually works? I went in guns 'ablazing to my inglorious death a few too many times before I learned my lesson on kiting/hit and run.

I actually had a second pyschic ship drop (this time on land) but I just repeated what I did above though I had some rock cover this time. Only one minor hit from a centipede on 1 pawn. 2 centipedes came out but they were worse shots than me. Still only have a couple assault rifles.....what I wouldn't give for a decent crafter right now.

I know this thread might be going a little sideways from opening topic but have a question:

Is there any good way to incapitate a raider/pirate?. Right now between the traps and turrets, any raid gets decimated. If I have say 10 attack me, I'm lucky if 1 or 2 are only down and not dead. Had a couple that had high crafting skills that I would have loved to capture and recruit. I don't dare send my pawns past the turrets since I also get whacked pretty good. So just wondering if there is any strategy that might help me out
#29
Pic was me going back in and taking pic of a new colony there. That one had the geo-thermal...the seed I got doesn't have one within the valleys. And that narrow opening is lined with with traps now. I've had a couple go off on my colonists while trying to reset but no one has walked on them yet. All friendlies and animals seem impervious to them. Only ones setting them off are my guys and raiders.

Still fairly new to the game and learning the hard way....seems to be the only way I learn...but having a great time doing it
#30
Here's a pic of the valley (before I did anything to it)

Seed = tailor
Rainfall = normal
Temperature = 1 tick less than normal

5.89°S
1.04°W

Large green circle is where hidden valley is
Small green circle is plasteel deposit







[attachment deleted by admin due to age]