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Messages - giltirn

#76
General Discussion / Re: New Manhunter Packs
May 29, 2017, 01:04:00 PM
You know if you just stay inside your colony perimeter (even open colonies should have a defensive wall around them!) the mad animals will leave after a few days. I typically just take potshots from the gates and retreat when they come my way, which allows me to easily whittle down the numbers over a few days with virtually no risk. Manhunter packs = free meat and raid defense :)
#77
General Discussion / Re: New Manhunter Packs
May 28, 2017, 06:04:06 PM
Quote from: sadpickle on May 28, 2017, 05:53:36 PM
If you're in a warm environment grazing animals aren't difficult to keep, so long as you don't mind losing them occasionally. Just forbid them from the interior of your colony and they'll wander around the map grazing. Stick some sleeping spots near your base but within their allowed area, and they'll trek all the way back each night to sleep. Only rarely will they bond unless you're training them. It's practically impossible if they spend all day outside.

I've heard they also make excellent pack animals for caravans, but I have not had to chance to try it yet. Early game in A17 is just killing me.

True but if you get hit by toxic fallout they return to being a liability. Also most warm-biome maps are teeming with animals, so if I need some meat I just take out a hunting party. I do tend to keep a couple of pack animals around, although I have not ventured much into caravans as every time I try I end up getting attacked while my caravan is out.
#78
General Discussion / Re: New Manhunter Packs
May 28, 2017, 02:49:28 PM
I honestly don't see why anyone would want to keep animals in this game. They eat you out of house and home, track dirt everywhere and are huge liabilities in fights. They require far more maintenance than colonists because kibble requires a constant supply of meat, whereas I largely forget about hunting once my colony is established.

Sure some of them are useful as haulers but in the end I have to disallow them access to any food stockpile as they will eat anything and everything other than the damned kibble I make them. Seeing as most of the hauling in the game is food related this makes them mostly useless. Of course you can also use them for fighting but their AI is sub-Donald Trump and the death of a bonded animal is not worth the effort.
#79
Yeah bugs are much much harder in A17 - possibly the most difficult event that can happen. The only hope you have is that they have limited attention spans, so if you go behind a door they will attack it for a bit then give up and go back to their hive. I just survived an infestation with only wooden walls/doors, shortbows and one poor HMG by taking a couple of potshots then frantically repairing the doors as they try to get in. Rinse and repeat. It took a good 1/2 hour but I survived with only one cut. I doubt this would work with a large spawn however.

To be honest I would rather they were toned down some - perhaps by reducing the group aggro range such that if you catch a bug sufficiently far from the others you won't pull the whole lot when you attack them.
#80
Bugs / Re: [A17] Null reference exception
May 28, 2017, 11:50:25 AM
Some more info: I'm playing Randy Rough, on a temperate forest biome. A pod crashlanded and I went to rescue the survivor. My guy brought the colonist back and took him into the hospital then this error appeared, presumably when he tried to put the survivor in bed. After closing the message, the rescued colonist immediately started walking out of my colony without any treatment. I cannot recall anything strange about the hospital other than that it was not lit. I hope this helps.
#81
I usually start with rice because hunting is quite inefficient, but transition to potatoes when I have a surplus.
#82
Bugs / [A17] Null reference exception
May 27, 2017, 11:49:23 PM
RimWorld 0.17.1546 rev887
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Loading game from file Happy Fools 16 with mods Core
Verse.Log:Message(String)
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__854()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Exception ticking Blackjack: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Pawn_GuestTracker.Notify_PawnUndowned () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.MakeUndowned () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.CheckForStateChange (Nullable`1 dinfo, Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.Notify_HediffChanged (Verse.Hediff hediff) [0x00000] in <filename unknown>:0
  at Verse.Hediff_Injury.Heal (Single amount) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.ThingOwner.ThingOwnerTick (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
  at Verse.Pawn_CarryTracker.CarryHandsTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#83
When I had an infestation I noticed that insects chasing you will not spend long trying to break down doors. They might whack it once or twice but then will lose interest and wander off. To deal with the insects I simply popped in and out of the door taking potshots at them - it took a while but I was able to take them out without difficulty. I must say though I did much prefer the A16 insect behavior.
#84
Quote from: MagicMagor on May 20, 2017, 04:11:54 PM
I haven't played that much with A17 yet but i noticed one minor annoyance in the last playthrough.
With wild healroot and the ability to self-tend i tried a solo-run (custom scenario, start with nothing). Was quite challenging and i lasted 11 days. What killed me in the end was malaria and here is the thing: Despite being herb medicine available, self-tend activated and the diesase requireing tending my pawn decided to stay in bed for nearly a day - in hindsight i should have dropped the priority of patient - and i was unable to force him to tend himself.
With other pawns it is possible to override their current action and force a pawn to tend another one, apparently that is not possible if doctor and patient are the same person.

Malaria lasts for ages. I had to micro 4 pawns for malaria for something like 15 game days. Plague comes and kills quickly, as do infections, but malaria is miserable because it basically knocks out half your colony for several weeks.

#85
Quote from: proleon2 on May 18, 2017, 12:54:01 PM
Hi, do you think the alpha 17 will be release before the end of the month!?

Im very impatient to see it :)

And the price of the weapons is now beter? because before it was a looot more easy to make drugs and sell yayo than weapons.

It's available now on the dev branch. It's still being balanced but Tynan is very responsive to feedback and IMO it's feeling really good now.
#86
Not super important it appears but I just got the following error:

QuoteRimWorld 0.17.1541 rev997
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Loading game from file Cold Hearted Goons 73.3 with mods Core
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:30)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:17)
Verse.Root_Play:<Start>m__859() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:439)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__856() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:353)

Could not reserve Thing_PlantTallGrass995523/ for Chicken598061 doing job Ingest A=Thing_PlantTallGrass995523(curToil=0) for maxPawns 1 and stackCount -1. Existing reserver: Chicken598062 doing job Ingest A=Thing_PlantTallGrass995523(curToil=1)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Reservation\ReservationManager.cs:480)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Reservation\ReservationManager.cs:241)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32, Int32, ReservationLayerDef) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Reservation\ReservationUtility.cs:40)
RimWorld.JobDriver_Ingest:<ReserveFoodIfWillIngestWholeStack>m__E6() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\SatisfyNeeds\JobDriver_Ingest.cs:246)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:387)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:310)
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:254)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:404)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:297)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:105)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:489)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
#87
So in the latest build 4 of my guys get sleeping sickness at once and I have to micro for several game weeks to keep them alive; probably the least fun I've had in Rimworld to date. Then barely a few days later 3 guys get the plague (2 of which were still recovering from sleeping sickness). I micro'd the hell out of those plus administered penoxycycline but in the end had to cheat-edit the save file to keep them alive. Did this patch make disease much more common or did I just get really unlucky?

Also what does "Fix: Penoxycyline affects immunity even if the pawn is already sick." mean? It will no longer give an immunity boost to infected pawns? If so I really don't like this change; disease is lame enough already without making it even harder.
#88
Quote from: Limdood on May 16, 2017, 10:07:16 PM
Quote from: MarvinKosh on May 16, 2017, 08:44:55 PM

You can manually order any colonist to rescue a downed friendly, you don't need to wait for doctors to do it.

You can also manually order any colonist to take a meal, even if they're not hungry yet, so that they won't wander off for a meal break when there's still patients to treat.
Which is, by definition, microing.

On the other hand, i prefer the game having very clear, easily understood agendas....food and rest before work...period.  I don't want the game GUESSING what order I want them to prioritize tasks...i don't need my doctor waking up in the middle of his sleep shift to treat someone's minor asthma, and then do it again an hour later for the other lung.  Same for sleeping sickness.  The guy who got in a social fight and got bruised from 3 punches can sleep it off in the hospital, and the doc will get to him when he's good and ready....These would be some of the possible scenarios that would SUCK to have a doctor wake up or starve himself to deal with.  Rather than let the game developer try to program the AI with every little potential situation and his best guess as to what we'd want the order to be, it is much easier to have it the way it is -> sleep and food before work.  If we need it a different way, we can manually order it.  (This is also my thought on things like "why can't the pawns haul before going back to base to sleep?" or "Why can't the pawns prioritize the hospital all the time for cleaning?" - I'd rather the AI didn't try to guess my intentions, because you can be SURE it will get it wrong occasionally, and without clearly defined priorities, we won't even be able to figure out WHY they're not doing what they're supposed to)

I would suggest adding priorities to non-work needs so I can manually choose to prioritize doctoring over food and sleep. If I want my doctor to work a 48 hour shift to keep my colony alive then he better damn well do it, even if he goes insane. Sorry, but this is a Rimworld, not kindergarten.

#89
My understanding is that pawns should not be able to go through doors that are not in their allowed zone because they are forbidden from interacting with the door. The fact that the room beyond is also unzoned I expect is irrelevant.
#90
110 days played, 18 major threats, 17 raids - avg of 1 raid every 6.5 days. Cassandra Rough, single colonist start with no items on tropical rainforest biome. 

Hacking around with the save file, my raids occurred with 'dates'
290842
349000
897000
1372000
1396189
1512000
2005000
2233000
2629000
2825000
3956000
5194000
5474572
5830000
6037000
6465000
6601000

Given that it appears there are ~60000 ticks per day, the most recent raids were 4.7, 6.00, 3.45, 7.15 and 2.30 days apart which seems pretty frequent to me.