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Messages - khearn

#16
General Discussion / Re: Being Picky
June 21, 2017, 06:41:54 PM
It all depends on your needs. If you have a great researcher already and really need a crafter, then you don't really care if that downed raider with 9++ crafting can't do intellectual. You don't want him doing that anyways.
Similarly, if you need a researcher and find someone with good intellectual, it doesn't matter if he can't do dumb labor. He's going to spend 100% of his time in front of a research bench, so he won't have time to haul and clean.

But if you really need to get stuff hauled and your home is a total mess because nobody has time to clean, then picking up someone who won't do dumb labor might not be the best idea.

Then there are the traits that have effects other than skills, especially in certain combos. Do you really want someone who is abrasive and bloodthirsty, and will be causing social fights right and left? Or how about that neurotic pessimist? Sure, he'll work quick, but you'll be constantly struggling to keep him mentally intact. These sorts of bad combos aren't worth it, even if you need the skills they have.
#17
I had a colony that had two brothers in it, and got hit by a pirate raid that included their father. Dad got injured, and when the pirates broke and ran, I tried to have my colonists melee him to capture him. Instead, one of the sons accidentally killed Dad (worst Father's Day present, evar!). The other son hated him henceforth for it.
#18
Sweet! There have been so many times that I've wanted to look at a notification again after I've closed it.
#19
There is already an interpersonal penalty for "hard worker vs. lazy", there ought to be another for "willing to carry and clean vs. good for nothing git who thinks they're better than everybody else.".

Of course, that would actually just make things harder for us, the players, and wouldn't bother the "no dumb labor" pawns at all.
#20
Outdated / Re: [A16] MiniMap
June 19, 2017, 08:43:41 PM
Woohoo! It's working much better with the new version. Thanks, I was really missing it. It makes a huge difference in layability.

Now I just wish it would show fires. :)
#21
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 19, 2017, 06:08:57 PM
Quote from: wwWraith on June 18, 2017, 12:40:56 PM
Thanks for the update, now it's really playable without that constant masochist feeling ;) Btw, why you didn't make this Pitch Helmet craftable?

And a little suggestion: what about adding an incident when several cobras spawn somewhere inside your buildings? Like modified Manhunter Pack or Infestation, but not as manhunters initially. They will try to find food and may hunt colonists and animals. If attacked, they will become manhunters as usual, but player will have a choice to get rid of them "peacefully", just making them to find a way out. And of course, there may be other animals that seems appropriate to this behavior, cobras are just a first examle that came to my mind. May be some swarms of venomous spiders or flies, with high armor rating for sharp damage? ;)

If I'm going to have cobras infesting my houses, I want mongooses (mongeese?) to keep as pets to deal with them.

"This is the story of the great war that Rikki-tikki-tavi fought single-handed, through the bath-rooms of the big bungalow in Segowlee cantonment. Darzee, the Tailorbird, helped him, and Chuchundra, the musk-rat, who never comes out into the middle of the floor, but always creeps round by the wall, gave him advice, but Rikki-tikki did the real fighting."
#22
Outdated / Re: [A16] MiniMap
June 19, 2017, 06:01:46 PM
I'm having problems on a linus system, with the UI scaling set to 1.25. Every time the game saves, the UI momentarily resets to 1.0 (with or without minimap). When this happens, the minimap moves to the center of the screen, but the buttons that are normally below it stay where they were. I then have to move the map back to where it was. This gets really old when it happens during every autosave, especially on a laptop with a touchpad, which makes moving the map more difficult.

I've also had times where the buttons were off the window. Sometimes I could see one or two buttons on the edge of the window and could increase the window size enough to get to the button to move the map, and sometimes they were apparently so far off the window that I couldn't see them even after making the windows as big as possible.

#23
Releases / Re: [A17] ResearchPal and HelpTab
June 14, 2017, 08:15:46 PM
I love the look of Research Pal, but I can't find a way to see how many points of research I have already put into a research project. I'm researching gun turrets, and I can see that it takes 800, and I have a partially filled box, but it doesn't tell me the actual number of points I've out into it so far.

Also, when I open the help tab, it appears in the lower right of my screen, with only a part of the text in the window visible. If I resize my Rimworld window, the help window jumps to the lower right, and is nowbigger and the text is fully visible. This is on a linux system, and I've got my UI scale set to 1.25x. If I set it to 1x, the help window appears normally.

It looks like the window is made the same size as it would befor a UI scale of 1x, but the text is 1.25x, so it doesn't fit.
#24
It's a polar bear that has been dead for a few days and has bloated up.

Stand back, you don't want to be in range when it bursts.
#25
All of the slaves have died, and the message spam has stopped. A couple of leopards are still alive, but downed due to starvation.

So it does seem to be recoverable, if you can tolerate the spam for a while until the slaves all starve to death. It's interesting that the spam stopped while a couple of leopards are still alive. So either the messages are only created by the slaves and not the leopards, or they are only created by non-downed animals.
#26
I just ran into the "Visitor from Walkblem" problem. Here's what happened (so far). A visitor, Sammy, showed up from Walkblem, accompanied by a host of Sallys, Maidens, and Worker slaves (no Unsullied, though) and 3 snow leopards. The slaves all proceeded to a spot NE of my buildings, but Sammy didn't make it that far. She was old and slow, so she trailed behind them, and then started wandering around just south of my buildings (they arrived from the SW).

I sent my trader to trade with her with no problems. I thought it a bit odd that she didn't come inside to the guest bed I had set up for her, but other than that I ignored her for a while, as I had 3 prisoners my social pawn was busy with.

After a while I checked on her and noticed that she was berzerk and attacking a wild cassowary. Being old, with a bad back and armed with an awful wooden shiv (can you get any worse than that?), she was doing one point to it, and it was doing 8 to her. It wasn't long before she was taken down by the cassowary (how embarassing!). I rescued her, stuck her in a bed, and had someone tend to her wounds. In the mean time, the various slaves and leopards just milled around in the same area they had originally stopped.

After a while I got a message saying something like "The visitors from Walkblem are leaving with one wounded." Or maybe it was that they were leaving one wounded. But nobody left at this time.

Eventually, Sammy healed up and I got a popup saying that she wanted to join my colony. I probably should have declined, but she actually looked useful, despite her age and infirmity, so I accepted. No noticeable problems at this point.

However, a little while later, I suddenly started getting spammed by continuous mesages in the upper left saying "Visitors from Walkblem Slavers Transport Company are leaving.", accompanied by continuous beeping.

The game is still moving OK, so I just turned off the sound and am letting it run. The slaves and leopards are all in various stages of starvation now, and some have lost consciousness. I'm hoping they'll all die peacefully and things will go back to normal. I just hope the leopards don't go berzerk. I also hope I don't miss some important message in the upper left, since it's continuously scrolling the message about leaving.

I'll report back as things progress.

Update: The slaves have started peacefully dying. The leopards are still only serverly starving.
#27
General Discussion / Re: The Anatomy of the Pawn
June 13, 2017, 05:21:52 PM
While we're on the subject of additional info that would be nice (although I think the graphic is great even if nothing else is added), I'm curious how many hit points each part would have.

I was thinking the other day about how many points you have to do to, say, a squirrel to take it down, and couldn't find any info about how many hit points a squirrel (or any other animal) has. I'd assume there is some base number, and then it gets scaled to each body part, but I have no idea how that works. A nice addition to the chart would be an indication of what proportion of hit points are in each part (e.g. head has 10%, each arm has 12%, etc), and then something at the bottom indicating what the base number of HP is for a given animal (maybe X HP per kilogram or something like that).

Given that I don't know how HP are determined and distributed among the body parts, I can't really volunteer to add it to the graphic. Not to mention that I'm not as good as lgwb at making graphics, and any changes I'd make would probably be like adding warts. Informative warts, maybe, but still not very attractive.

But I think the graphic is very useful as is. Thanks for sharing it!
#28
General Discussion / Re: How many more Alphas?
June 13, 2017, 04:46:40 PM
Alphas will continue until Tynan gets fed up with people asking how long 'til the next release, what features are coming next, and how many more alphas there will be. Then he'll just say "hell with it" and declare it finished and move on to something else.

;)
#29
I just realized that that's something I miss from Dwarf Foretress: all the parts flying off in combat. If I blow someone's head clean off, I want to see it go flying.
#30
If you have pawns in both the settlement and the caravan, the pawns in the caravan will be greyed out in the row of pawns at the top of the screen, and you can pretty much ignore the caravan until you get a notification about it. If you do click on one of them, you'll go to the world screen and can see how they are progressing. Caravan progress is pretty boring compared to the frenetic activity at a settlement.

Once they get to their destination, or have an encounter along the way, you'll get a notification and then you can pay attention to them.

What gets fun is when you have pawns on two different maps at the same time. Even more fun is when you have combats going on two different maps at the same time. I sent a caravan to get an item cache once, and while it was fighting the cache's defenders, I got a raid on my settlement. It gets very hectic when you're hoping back and forth between two maps trying to micromanage two fights.

But other than that presumably rare incident, it's generally not too bad.