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Messages - khearn

#1
I came to RimWorld after years of playing Dwarf Fortress. Rimworld is pretty tame, when you look at what DF players have been known to do. Like the forts I created to do tests about how much damage results from falling various heights. I also managed to determine the acceleration due to gravity in the process. But oh, the cost in test subjects...

"Cave McJohnson here. Welcome to the Long-Fall Boot testing site! I've got some good news and some bad news. The bad news is that we haven't yet received our first batch of Long-Fall Boots from manufacturing yet. The good news is that means you are all in the control group, and get to help us establish how much damage we can expect to prevent by using Long-Fall Boots when they arrive. So you might want to make sure you've got your insurance paid up before the testing starts. We're done here."
#2
Maybe have a button to turn the arrows off?
#3
Based on the paths they're taking, I think they already found the liquor store. :-P
#4
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 27, 2017, 09:41:26 PM
Cowering up against the wall when crafting clothing? Spounds like PTSD (Post-Traumatic Sock Disorder). The colonist is probably encountering memories from a past life when they died by running out into the middle of combat to collect socks from corpses.
#5
I'm having an issue that may be related to #3 above. I have the UI scaling set to 1.25x, and every time the game saves, the moody window moves downward. Actually, I'm not sure if it happens every time, or just once, I just move it back up after it happens every time.

If you're not used to using the UI scaling, when you have it set to something bigger than 1x, when the game saves the UI switches to 1x scaling for a moment (moving everything towards the lower left), then switches back to what it was before. This is vanilla behavior, and is a minor annoyance by itself. But the moody window moves to the lower left, then moves back to the right, but not back up. At least, that's what it looks like its doing. Maybe it's just moving out of the buffer area mentioned above. If so, I think the buffer is a bit large. On my screen, it moves the top of the moody window from the top edge to below the bottom of the character icons in the row at the top of the screen, which puts it into fairly prime central real estate.

The minimap mod used to also move every time the game rescaled during a save, but its author managed to fix it, so you might check with him to see what the fix was.
#6
It looks like there's a conflict between Prepare Carefully and Psychology. If I create a new colony and go into Prepare Carefully during the setup, all of the colonists are creates as asexual and aromantic, with Kinsey ratings of 0. If I don't go into Prepare Carefully during setup (even if it's in the mod list), the colonists don't get asexual or aromantic. I'm not 100% sure if the Kinsey rating is being effected or not. The only time I've seen it non-zero is when I haven't used Prepare Carefully, but it seems to be zero most of the time, so it might just be coincidence that I've always seen it as zero after using Prepare Carefully. But every time I've used Prepare Carefully, it has been zero, so it's distincly possible the Prepare Carefully is causing it to always be zero.

More details on my testing is in the Psychology thread at https://ludeon.com/forums/index.php?topic=34112.msg348525#msg348525

There are other reports of this issue in that thread, on the page before my post.

It looks like Psychology adds some fields to the pawns, which Prepare Carefully causes to get zeroed out.
#7
Releases / Re: [A17] Psychology (2017-6-30 v2)
July 01, 2017, 03:49:11 PM
I just started up a game to try out Psychology, and I also got all my pawns being asexual, aromantic, and kinsey rating of 0. I'm not using any Call of Cthulu mods, but I am using JecsTools and PrepareCarefully.

I just tried a start without going into PrepareCarefully, and all 3 colonists has kinsey ratings of 0, but didn't have asexual or aromantic listed (or anything else in their places).

A start without PrepareCarefully in the modlist ended up with two colonists with kinsey of 0, and one with a 1. No aromantic or asexual (or anything else). Both this and the above did have JecsTools.

I put PrepareCarefully back in the list and tired another new colony. This time I went into PrepareCarefully and changed one trait on one colonist. This time all three are showing kinsey ratings of 0 and asexual and aromantic.

Next try, removed JescTools (and associated Star Wars mods). Went into PrepareCarefully but didn't make any changes. All three colonists had Kinesy of 0, asexual and aromantic. So it's not JecsTools, its PrepareCarefully.

One final try, no JecsTools, PrepareCarefully installed, but didn't go into it during the setup. All three colonists has kinsey ratings of 0, but no asexual or aromantic (or anything else).

So it looks like going into PrepareCarefully when creating a new colony is what triggers it. You can have it installed and not use it and things seem to be ok.

I'll go post something in the PrepareCarefully thread, since that seems to be where the fix needs to be.
#8
Quote from: SNKcell on June 29, 2017, 06:45:05 PM
Any plans to expand the powers of sith/jedi?

I always go full sith or jedi, no mix and most of the time a feel like there should effects of those powers besides power in normal work in the colony, buffs to mood and some types of work


The dark side can be very motivating.

Lester: "But there are manhunter boomrats out there!"
Darth Engie: "Boomrats do not concern me, Gatherer Lester, I want those berries!"

#9
I often see my pawns path through a tree when there is open space on either side that they could easily take. But I also see them sometimes do a jog around a tree, so it's not like they never avoid them. It's odd and seems fairly random.
#10
I just ran into the Hospitality issue again. Visitor group arrives with animals, visitors start to wander, eventually some go berzerk. I downed 2 berzerkers and rescued them, but ended up killing one other. Also had one visitor kill another one.

Their animals just moved to the caravan spot and are wandering around getting hungry. I suspect they'll eventually starve to death and end up in my meat locker.

There is a difference from previous occurances, though. Instead of getting a constant stream of spam about visitors leaving, I'm now getting a message every 30 seconds or so saying the visitors are leaving with their wounded, and an occaisiobnal visitors are fleeing. Much less annoying. :)

Now, this visitor group isn't from Walkblem Slavers, so it may just be unrelated to RimSlaves. But it's so similar  to past occurances that I thought I'd mention it here. I also posted in the Hospitality thread.
#11
I don't use Star Wars Factions, but I do use Force and Lightsabers plus Walking Problem's RimSlaves mod, and I just had a group of visitors arrive and do the wandering thing. Three of then eventually went berzerk in my colony, I managed to down 2 of them and rescue them. One got killed. Also had one apparently go berzerk a ways from my buildings and kill another of the visitors. I've also got a bunch of their animals wandering around getting hungry. I'm sure they'll eventually starve to death (free meat!).

I'm now dealing with a message about visitors leaving with their wounded every 30 seconds or so, with an occaisional message about visitors fleeing. It's not nearly as bad as it was in previous occurances when I'd be getting constant messages about the visitors leaving. Walking Problem said the Hospitality/Slaves issue was fixed, but it looks like it still occurs, but isn't quit as annoying.
#12
I realize that it's a bit late now, but you should have put the eggs in a stone room with some furnature and an incendiary IED trap. If they hatched tame, no problem. If hostile, FWOOSH!
#13
General Discussion / Re: Trader frequency
June 22, 2017, 01:13:26 PM
Caravan danger seems to be quite variable. I've seen people complain that they get swarmed by manhunters and pirates every time they send out a caravan, but I've never been bothered. It probably has a lot to do with difficulty level, and probably storyteller. I tend to play on rough, with a pretty even mix of the 3 default storytellers. The people who get attacked a lot may well be playing on extreme (but i'm not sure).

I also tend to keep my caravan trips short, seldom over 2-3 days each way. I'm careful to pick my starting locations near a variety of other faction bases.

If you're only going to send a couple of pawns, make sure they're good in a fight. Either that, or expendable. :)
#14
Quote from: gaultesian on June 22, 2017, 05:17:09 AM
Hi folks,

I was wondering if simple sidearms and the light saber mod has any conflicts? I read a few weeks ago that there was, and I just wanted to know if that is (a) been cleared up or (b) never was a conflict in the first place.

Cheers, and great work!
Gaultesian

I'm using simple sidearms and lightsabers, and not seeing any problems. I've got a jedi carrying both a lightsaber and a Heavy SMG with no noticeable problems. I have noticed that if I don't disarm his lightsaber before undrafting him, he still emits light from the lightsaber, even though he's not visibly carying it. But I don't know if that's an interaction with simple sidearms or not, and it doesn't seem to break anything. Drafting him and disarming the lightsaber fixee it.

drlovesfurious,

Doing tasks that gain the pawn experience will also give them force XP. Different tasks seem to translate to force XP at different rates. I've got two pawns that started as force sensitives. One has been doing research almost nonstop and is at force level 28, while the other has been doing mostly cooking and animal handling and is only at level 6. Some of that is explained by the time the second one spent walking to and from animals, while the first one hardly ever moved from his research bench. But that's not enough to explain the huge difference. Doing research seems to be a great way to level up your force sensitives.
#15
General Discussion / Re: Being Picky
June 21, 2017, 07:22:28 PM
If they don't fulfill any needs, you might not want the extra mouths to feed. But someone who can haul and/or clean and who is good with a gun is always nice to have around.

It's hard to have too many crafters or constructors, although I guess it's possible. Having a second cook becomes neccessary once you have a certain number of people.

And someone with intellectual skills who is a night owl is a great find, so you can keep your research bench going night and day. You can do that without the night owl trait, but they'll be happier if they have it.

Then there is the role playing aspect. I hate to turn away anyone who is a relative of one of my pawns, even if they're pretty worthless. I've even recruited a couple that I knew whould be problems due to bad traits. But what can ya do? They're family.