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Messages - milon

#3421
Ideas / Re: Our Rimworld Stories!
June 20, 2014, 06:34:41 PM
That's pretty cool. I'd love a feature like that.
#3422
Most players expect that you can use the full map that is given to you. You can't build anything near the edge of the map, so it makes sense to hide that part.
#3423
Agreed.  I've actually been measuring with Power Conduit tiles because it costs 1 metal/tile, and it's easy to right-click to cancel it.  But that's definitely not ideal, and I'd love to see an improved method for measuring dimensions.
#3424
Chairs have a facing?  Derp de derp  :-[

Yeah, I knew it must be something blindingly obvious.  I never even considered that chairs could rotate.  I'll try it next time I'm playing, and if that doesn't fix it I'll post again.  I'm confident that this will fix it though.

Thanks!
#3425
General Discussion / Re: Fun for hours~
June 20, 2014, 07:47:50 AM
If you haven't used him yet, try Random Randy. It can be difficult to get established, but once you do you'll laugh at what he sends your way.  After all, he's not actively trying to kill you like the others are.  ;)
#3426
I know this is a really simple problem, but it's got me rather stumped.  My colonists sit on chairs with their meals, only they face away from the table and put their food on the ground, then complain about eating off the floor.  I typically build long tables, but it happens with short tables too.  I normally use the chair as the stockpile, but I've also tried using the table itself and even the normal stockpile. It keeps happening.  I actually think it's been happening all along, but I didn't care about it until the penalty was introduced.  What am I doing wrong?
#3427
Blight affects only your own growing zones.  I often designate a large berry patch, then remove the growing zone once it's going - it'll spread itself and it's blight-proof.  :)
#3428
General Discussion / Re: Introduce Yourself!
June 17, 2014, 04:22:38 PM
Oh yeah, the introduce yourself thread!

I've been lurking since my buddy hooked me on RimWorld Alpha 2 (he was a Kickstarter).  This was just a couple days before Alpha 3.  I'm a citizen of 2 countries in North America, a hobby coder, and a lover of sim/strategy/sandbox games.  You can see why I automatically loved RW.  (Note to self: Check out Dwarf Fortress sometime!)
#3429
Ideas / Re: Hauling AI
June 17, 2014, 04:05:36 PM
It may have been updated, but what I'm describing is from my experience with Alpha4f.  Unless mine is b0rked.  :o
#3430
Quote from: mrkillit on June 16, 2014, 01:09:38 PM
How do you contact a tribe that has to write in the sand using an electronic communicator?  You shouldn't even be able to contact these factions with the comms console.  You should have to speak in person.  As for other factions capable of electronic communication, I'm ok with the concept that one of my colonists has added their contact info to the comms console.
That was my first reaction too, but I think Bozzarr meant that the visiting colonists just don't have electronic communications devices with them, but that they do have them back at their home base.  And I think the reason for "writing it down", rather than automatically registering, is because of the easter eggs. If you have to punch in a number manually, then you can punch in a number you "don't have".   If you're just choosing from a list, then you can't find easter eggs in the comms unit.
#3431
Ideas / Re: Hauling AI
June 16, 2014, 01:42:54 PM
One more hauling suggestion (I knew I was forgetting something!).  Currently colonists determine what's nearest "as the crow flies".  I'd love them to determine what's nearest "as the colonist walks".

Example:  My hauler is standing at the back of the base, and on the other side of the wall is some silver.  There is silver right outside the front gate, but he walks past that and all the way out and around the base to get to the "closest" silver.  He then carries it all the way back around, into the base, and to the back if the stockpile (since that was "closer" than the front we he picked it up).
#3432
That's true, and I know I'm only a muffalo here, but I am a hobby coder and I was considering the possibility of a bug.  (No offense meant whatsoever.)  Also, the OP said the colonist was idle, so I doubt there was another job interfering.

@tomassonl: Can you try the save file on another computer?  If it reproduces, then you could also post the file online and others could look into it.
#3433
Ideas / Hauling AI
June 15, 2014, 05:10:45 PM
It would be great if the colonists would haul things "between jobs" as appropriate when their hands are empty. 

For example, Jono is mining mineral and gets hungry.  Currently he just abandons the mining site, goes back to camp, eats, then resumes mining.  I'd love for him to carry back some metal with him (even part of the way) if the appropriate stock pile is en route to the meal source.

Another example is if I'm out of metal and Mindy is constructing a single power conduit. She'll traverse half the map if she has to, but she'll only grab 1 piece of metal. If the stockpile is near the construction site, she should grab all the metal she can, take it to the stockpile and then carry 1 metal to the power conduit blueprint.
#3434
Ideas / Re: Your Cheapest Ideas
June 15, 2014, 04:55:41 PM
I don't think it's been suggested yet, so:

Default Bills
All crafting objects come with default bills.  Crematoriums have Do Forever burn Human Corpse.  Cook stoves have Do Forever cook Simple Meal.  Butcher tables butcher non-human corpses forever.  Stone cutter benches make infinite stone blocks.

These aren't meant to be permanent bills, just starting bills. It slightly simplifies things.

Sync Bills
An option to keep bills in sync for all same-type crafting stations.  Default is On.  (I truly can't think of a reason to have different bills on things, but that may just be my play style.)
#3435
General Discussion / Re: The ship discussion
June 15, 2014, 02:11:22 PM
My idea for ships + multiplayer is to maintain a list of friends who are playing simultaneously, and you can contact them over the Comms system to request aid (colonists, materials). Once you've got a working ship, you can receive such requests and respond to them. If you choose to send colonists to a friend, then they're not available in your game, and they are controlled by the AI in your friend's game. Once their work is done, they get sent back to your colony if still alive. Of course, your friend could capture your colonist instead. You'd be notified, of course, and potentially start a war with them, sending hostile colonists to attack your friend's base.

tldr, multiplayer is having a ship, and your online friends are like hostile/friendly factions.