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Messages - Seriously Unserious

#16
Off-Topic / Re: Corrupt-A-Wish
November 24, 2017, 02:07:05 AM
Granted, but then you find out he was really Catty from the Underground in disguise and he has no standards. He then turns you into Burgerpants and leaves you working for the rest of eternity flipping Glamburgers at MTT resort and saying "sparkle up your day" to everyone that walks in.


I wish I knew how to fly an airplane.
#17
Mod bugs / Re: Bug Report for fluffy's Colony Manager Mod
November 24, 2017, 01:56:55 AM
Quote from: Fluffy (l2032) on October 29, 2017, 12:35:29 PM
I assume they are juveniles, and you have set the juvenile limits to 0?

Nope, they're adults. I set the limit for juveniles to 99 so animals would only get auto-flagged when adults.

Quote from: Fluffy (l2032) on October 29, 2017, 12:35:29 PM
The slaughtering zone setting does not do what you think it does, it actually sets the zone before slaughtering. It does not restrict slaughtering to only animals in that zone.
Based on the info provided in game, that behaviour's very unintuitive. The descriptions led me to believe it would only allow animals in the designated zone to be slaughtered. That needs to be more clear what it does if it works like you just described here.

It would be helpful to have a way of excluding certain animals from automated slaughtering, such as chickens, frogs, etc that are being kept as egg-layers or breeding stock and not to be slaughtered unless ordered manually.

Quote from: Fluffy (l2032) on October 29, 2017, 12:35:29 PM
If the frogs you had set aside are adults, that's a different problem

Since they're adults, what would the problem be then?
#18
General Discussion / Re: Research Time
October 22, 2017, 10:30:05 PM
I've been noticing it on my current game. early research seems a bit slow, but once you get some good research tools, and a researcher leveled up enough, the late game research projects just fly by. Maybe research time for more advanced tech needs to be increased so late game research takes much longer then it does now, but keep the early (beginning of research tree) projects as is.
#19
Definitely dismissing a wrongful act or justifying it away is not the right way to go, no matter how hard it may be to find a workable solution.

All the persistence of software piracy means is we still have yet to find an effective solution to put a stop to it. It does not mean that finding such a way is not a worthwhile goal, and certainly excusing the poor ethics of those using piracy to get their games will only make it worse.

Any excuse short of the developer approves of it is bunk, IMO. Don't have the money? Do some work and earn it. Don't like the developer? Don't play any of their games then. Feel the game is overpriced? Wait for it to go on sale or just don't play it until it comes down to a reasonable price. Playing games is a luxury, there is no survival need to do it and plenty of legal ways to entertain yourself without money if you're too broke or cheap to pay, and plenty of legal ways to raise money for yourself if you really want to have those luxuries. No excuse to cheat anyone out of their work, or cheat those who are ethical enough to pay for it.
#20
@BlackSmokeDMax - They can break if they recover mobility and are a break risk at the time, so it's still important to keep them in a good mood, even if only to prevent a break shortly after recovering enough to move about. It would suck to have someone go into a berserk rage in the middle of a hospital full of nearly dead patients and your best doctor because they had 1 too many bad moodlets and removing, a clothing related one may have raised their mood enough to reduce their break risk just enough to prevent that sort of mental break.
#21
Mod bugs / Bug Report for fluffy's Colony Manager Mod
October 22, 2017, 09:50:26 PM
I'm getting a problem with the behaviour of the animals management and slaughter livestock manager in particular.

I have tamed frogs and set them up in 2 separate animal areas, Pasture 2 and Barn+Pasture. I have 8 femalre frogs in Pasture 2 who are meant to be for laying unfertalized eggs and are NOT to be slaughtered. I set the maximum number of adult frogs to be 8 female and 3 male. I then set the manage frogs task to slaughter excess livestock, and only slaughter any from zone "Barn+Pasture". I checked the restrict slaughtering to zone "Barn+Pasture". I did NOT set the task to automatically assign frogs to any zone, yet every time anyone finishes a manage task, all my frogs in "Pasture 2" are reassigned to "Barn+Pasture and scheduled to be slaughtered.

My understanding, based on the wording and common sense is that these settings should mean only any excess frogs in "Barn+Pasture will be slaughtered and none will be transferred to another zone based on these settings.

I've attached a screenshot with my settings for managing my colony's frogs. I'd attach my save file but it's too big to upload here. I'll share it via a dropbox link shortly.

EDIT: Here's the link: https://www.dropbox.com/s/khnnddupg5305um/Survivors-1.rws?dl=0

[attachment deleted by admin: too old]
#22
Off-Topic / Re: Corrupt-A-Wish
October 22, 2017, 08:34:44 PM
Granted. You become the first feline Sith Lord in the service of Emperor Palpatine, but the next day, The Skywalkers show up and you witness the death of your new master at the hands of his former apprentice, Darth Vader. Soon after, you're tossed into the deepest depths of the Death Star.

I wish I had a million dollars.
#23
Off-Topic / Re: Count to 9000 before Tynan posts!
October 22, 2017, 08:24:46 PM
Maybe he wants to personally give you a commentation for scoring 7344 on your last exam.
#24
There's also Starship Theory, which, while still in early access, looks promising. It's sort of a cross between FTL and Rimworld, but you're building out a spaceship instead of a colony.

Also, since others have branched off into some similar games, I'll give a new one still under development: Ice Punk looks very good. I saw a couple of YouTubers play it, Quill18 and Enter Elysium. I guess you could say it's a steam punk type colony builder set in a post Ice Age apocalyptic Earth in the late 19th century.
#25
There are a few mods I find indispensable for playing RimWorld, but if I had to pick a favorite, I'd say Long War 2 for Xcom2 is my favorite. I just love the 2 new classes it adds in and the massive change to the game it makes, which really makes Xcom2 a much deeper game and makes there be an actual point in having more then 1 squad of OP soldiers and a few half decent alternates for when one of your A-teamers is injured or gets killed.
#26
Off-Topic / Re: Count to 9000 before Tynan posts!
October 22, 2017, 06:06:19 PM
3701*2=7402 3671*2 = 7342
#27
My understanding is Cassandra ramps up the difficulty on a curve based on time passed and colony development, whereas Randy is completely random and he could spawn a huge mech raid even just days after the mandatory first single club wielder raid.
#28
You're not wrong, but all I was saying is context matters, and the post you replied to on that was not saying software piracy is theft, but that the excuse of "i had to do it because I didn't have the money to buy it" is a fallacy and using the example of stealing a car to show the fallacy of the "too poor to buy" excuse.

BTW, Semantics is exactly what your argument was based on. Semantics is defined as the use and meanings of words, and your argument was based primarily on the choice and meaning of the word "theft" being correct or not.

https://www.merriam-webster.com/dictionary/semantics

still, we do seem to agree that using another's IP without permission is wrong.
#29
I'm seeing them right at the bottom of the poll. There's a lot of options there so you may need to use your browser's Search function to find the one you want to vote for in that list.
#30
Quote from: Bozobub on October 22, 2017, 04:36:55 PM
This seems to go away if you have them move to a different defined area *for just a moment* of unpaused game time, then resetting to their normal area(s).  This can reset many sorts of animal weirdness, if you're lucky =).

Interesting. I didn't realize that, but I think I did do that this time by setting them to Home zone, then back to my special "Dogs" zone, and they just continued their "wandering" behavior. Last time I had this Animal Eating issue, I literally had to choose between letting them starve to death, or go into the save file and edit their food level out of the red zone, and then they did eventually start eating again.

If I'm not the only one having this issue then it's probably a bug in the animal behavior algorithm. Perhaps they're not detecting food under certain situations, or are not setting their task to and "Eat" task or something.