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Messages - patoka

#181
OMG THIS IS THE COOLEST SET OF MODS EVER
i would love to play them but unfortunately i dont really like content mods :/ either it's vanilla or it doesnt exist (for me)
i really hope all of this will get implemented into vanilla asap, as i only play qol mods

thumbs up, like, retweet, take whatever you want, this sounds kickass
#182
Quote from: muffins on January 28, 2015, 02:09:47 AM
I was saving up a TON of gold so that my lvl 16-artistic pop singer "Min" could sculpt yet another masterpiece for the colony, only this time in gold!

Instead some drooling philistine grabbed all the gold and made an awful golden statue with it. Half a ton of solid gold and it's not much prettier than a potted plant.

Still sold it for a ton of silver and 12+ bionic arms, legs, eyes and claws [/evil grin]

yo what the hell
i also have an artistic pop singer called "Min"
what are the odds

also: you could have made a single statue building task that only asks for golden statues and only allows colonists with an art skill above a certain level to work on it. but personally, i only make those medium statues out of wood. cheap, low risk, easy to mass produce (i have like 40 colonists in vanilla A17) and still sell for a lot of money with a good trader and if the statues are masterworks or legendary i keep them to make my fortress look nice.
#183
General Discussion / Re: Sea Ice Community Challenge
November 20, 2017, 04:14:25 PM
sorry for necro but do you guys have an idea what i should do here (pic related)
i already got a refugee, made her personally fight off the raiders aswell as tanking all the damage, then made her work her ass off with hauling all kinds of items from all over the map (lotsa ship parts and drop pods) and eventually freezing to death without getting handed a single meal. ofc i stripped her right before her lone death in the snow. i know this just made me hitler, but i kinda would want to repeat that with this new refugee but it seems like he is my 17 year old father so if i lose him i will be severely depressed for months to come and i am already constantly on critical alert.
can i just say no to my dad without getting a debuff (but also no weapons, armor, clothing, free dog food and random items either)
EDIT: nm, i just declined him, heard screams over the radio and no problem

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#184
General Discussion / Re: Temperature Science
November 19, 2017, 07:52:19 PM
sorry for the necro, but this sounds highly interesting.
currently, i am playing sea ice extreme cassandra challenge, so i have no gravel, but i guess once i give up/lose/get bored i could try this out. ice sheet you say? cool. i might even try tribal start there so that i can use this trick there to its fullest extent. maybe i'll need a psycho cannibal to reduce my numbers though.

but what i really wanted to ask is if anybody tested its efficiency yet? i could see how you'd play with this technique on the largest map and make double walled huts around most if not all gravel spots and light campfires in them to grow trees for more wood and maybe later on into the game replace them with strategically placed batteries and solar generators or wind turbines.
up until today i couldnt ever see an upside of the many little huts way of building your base in comparison to the fortress one, but this might actually work better in this case.

please tell me if you have gathered any experience in this
#185
i guess it is equally funny, cruel and impressive:
shizuka, my animal whisperer pawn, tried to tame a megasloth but she dun goofed and it suddenly attacked her. i was able to hit and run with her and her gun. i also made all the animals in my kingdom follow her order and her order was to attack. so after a minute or so the megasloth was knocked the hell out and only a muffalo lost a foot and took a heavy beating, another one took some hits, that's all. but the megasloth was bleeding like crazy. 500% almost. i had like 4 hours to save it, so i send shizuka to save that hairy beast from its impending doom. she carries it half across the map to my base to a cuddly megasloth fur animal box. kinda cute. until you see the bloody mess they made. like holy cow (more like holy muffalo) that's a lot of blood! it's like they were in hollywood and walked over the red carpet

ps: who came up with that great name "deficiency" for pets? it is my youngest and up until now completely healthy warg that learned all the commands in no time...

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#186
Bugs / Re: A17 visitor wont leave
October 25, 2017, 07:26:32 PM
alright, so since nobody could help me, i godmode-d his dementia away which made him stand up and leave no problem and i got my reputation.
karma is a b though so guess what happened. a caravan got into an ambush and while i was getting ready after dealing with the situation, my "beloved" methusalem and 10 of his friends came along for a visit and he still has all his issues, but he now has clothes again.
guess how i found out who it was...yes, it was the slowest one of the group

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#187
Bugs / Re: A17 visitor wont leave
October 24, 2017, 04:47:29 AM
Quote from: NeverPire on October 23, 2017, 04:56:53 PM
The problem you just reveal here is maybe interesting to note somewhere as I think this kind if situation is strange.
oh, this isnt intended? i mean i'd get pissed if another faction drugged my colonists, but then again it would be only a single dose and it is even yayo, one of the softest drugs in the game.
i kind of just assumed this was intended by the game...imma post my save game down below. unfortunately i couldnt find output_log.txt in the rimworld folder anywhere (it is a non-steam version)

https://www.dropbox.com/s/yai2nyw16eo7g6f/patokacopy.7z?dl=0
(i hope this link works just fine, i didnt put too much thought into it)
#188
Bugs / Re: A17 visitor wont leave
October 22, 2017, 09:01:35 PM
i'm an idiot. so i just produced my first yayo at that place, ready to drug the invalid visitor. but now it says that his faction would get pissed if i administered some yayo on him. the whole aim of me healing him was to get faction respect, so if i lost it again immediately, i might aswell just let him die in the cold and make leather and kibble out of him...or is there a way, still?
maybe putting it right under his head, he might do some drugs since he doesnt have anything to lose?
do i maybe have to do it differently? not with operation -> administer yayo, but somehow else?
i am so confused, i am just trying to get him out of here but he is making this task so hard.

EDIT:
since this isnt a bug anymore for sure, could someone move this thread to the correct topic? thanks, my man

EDITEDIT:
suddenly it looks like a bug again? i really dont know. maybe a MOD could halp? ;)
#189
Bugs / Re: A17 visitor wont leave
October 20, 2017, 07:36:32 AM
my issue here is that i have never heard of a minimum movement speed, especially not it being above 14%. the only thing that has a minimum percentage to work is consciousness, but even there i dont get handed an exact number.
furthermore, technically, 14% isnt THAT slow, he is just 7 times slower than normal. in winter i had the additional issue of snow slowing him down, but now he should be fit enough and most importantly he shouldnt freeze anymore. the only thing that could happen to him is that he starts to starve before those 8 squares or so are over...
...
nevermind, i just found sth on the wiki completely by chance, i was even looking for sth else because i gave up on searching for it:
QuoteAny time a pawn's moving is reduced to below 20% through any combination of factors, they become incapacitated and can no longer do anything. They can be rescued or captured at this point. Note that an injured pawn may eventually be able to recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.
QuoteConsciousness

Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss, starvation and pain can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up. When a medical operation is performed, anesthesia is induced, which renders the person unconscious until the effect of the anesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.
source: http://rimworldwiki.com/wiki/Health

so i guess that explains it, so now i know what drugs to use to remedy this situation. yayo should be enough already, perhaps even flake if the pain from that one scar is that bad. gonna try with a save game, just to be sure. and yes, go juice would make anybody "go" again ;) even wake-up can achieve that, though, to most people at least.

thanks to everyone that read this, i think you can close this thread now and purge it into the data nirvanaactually the situation seems to be a bit more difficult than that
#190
Bugs / Re: A17 visitor wont leave
October 19, 2017, 09:12:31 PM
i know, i didnt add a save game or log file, but do you really need it for this case?
my question really is just if there is a minimum movement speed or else the character wont even get up, similarly to the minimum consciousness that any character needs to move. if there is none, the guy should be able to move, which he doesnt. if there is a minimum movement speed needed for any action, will drugs save him, or is he a vegetable for good (or at least until i install a biomechanical leg or whatever it is called)
#191
Bugs / A17 visitor wont leave
October 19, 2017, 07:29:34 PM
so i recently posted in the "funniest thing you've seen" thread that i recently got methusalem as a visitor. he has all kinds of sicknesses and is therefore very slow and starved till he fainted. i wanted to patch him up and send him on his way, but i accidentally stripped all his clothes and he wouldnt get dressed anymore and it was deep winter, so he could barely walk 3 squares from my base before losing consciousness from the cold. i had to save him over and over again and tried many things to make him leave the map earlier, but he just isnt able to, even if i put him in a bed as near as possible to the map edge. winter and his countless and relentless tries to get up and away had its toll on him, he lost two toes and two fingers due to infections and frostbites.

my issue here is that for the past few days he didnt get up anymore and now the temperature would be just right for him. he is frail, has a bad back, dementia, double cataract, double hearing loss and a scar aside from two lost toes and fingers which leaves him with very little.
movement 14%
consciousness 80%
manipulation 19%
and so on. my question is if he legit isnt able to move or if this is a bug. also, if this is real, can i drug him to make him go the heck home? which ones should i use, is a smokeleaf joint enough, or do i have to go for flake or even harder?
even more importantly, this guy has been giving me quite some grief lately, what organs can i steal from him without pissing anyone off? i would imagine his liver being alright, but he'd surely die from it sooner or later. would he still be able to leave the map tho?

(see further down below for how things evolved)

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#192
i didnt read the whole thread yet, but just today RNjesus gave me three interesting little fellas as enemies/visitors:
so the first one is pretty much the equivalent of an english king we all know from braveheart
second is the biggest gamble i've seen in the game to date. essentially, as long as you control the loonie, you have a good work horse. once he starts his shenanigans while you're at war, things could get rough. anyway, i was super lucky because in the attack i killed all his friends aside from one and 2 of them were rivals, so he wasnt that unhappy while getting his butt patched up in prison. and yes, i could capture and recruit him. how he had 70% difficulty and all the other 99%, i dont know, but i am happy now. also, his name is giggles. GIGGLES!
on a smaller note, today the game also threw the biologically 21 year old mother of one of my starters at me that was experimented on in the urb worlds and now hates men xD she had to flee from a couple attackers...the interesting part here is that her daughter is older than her now biologically and also hates men and was also experimented on.
and most importantly, i also got this guy, who is barely alive with his 90 years and virtually all problems he could have. he collapsed in winter while visiting me and his friends left him for dead, seeing as he was ridiculously slow and not a great addition to their team. anyway, i saved him in my lil outpost, patched him up, warmed him up with some food, but accidentally stripped him naked. from then on he tries to leave the place up to 3 times daily and freezes before he can even leave the three square roof around my house. he lost 3 toes/fingers by now and i think this winter is going to get very long, so i will keep him outside for a little to get frozen body parts and let a level zero medic heal him so that i can level him up easily and without any risks involved. also, no meds.

i even thought about harvesting some of his organs prior to letting him go home once better weather comes, but i've never done that. wont he die if i take away his liver, one of his lungs and kidneys? those body parts at least seem to be healthy...also, will those body parts turn bad in mere hours, or will they be like artificial body parts and never turn? can i even sell them?

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#193
General Discussion / Re: Share your trick
October 03, 2017, 09:19:39 AM
Quote from: SpaceDorf on October 03, 2017, 08:43:20 AM
How about stuffing all the drugs in a launchpod ?
that should work, but obviously you first need a launchpod.
especially with tribal starts where you dont just rerandomize your group of survivors until you have your favourite set (which is straight up cheating in my book) you easily run into the issue of having colonists with chemical interest and/or start off with drugs, be it beer, smoke leaf or whatever.
obviously you could burn that stuff just to be on the safe side, but you could easily sell it aswell, which could add quite some value to your start.

not even gonna try and hide it, i like my version the most for almost all the reasons xD
#194
General Discussion / Re: Share your trick
October 03, 2017, 08:35:19 AM
Quote from: khun_poo on September 24, 2017, 05:14:00 AM
To avoid drug binge event without violent. You can make a false caravan with any colonist. Bring all the drug with him and let him stay out of the map until the drug binge colonist calm down.

it is actually much easier to always have all your drugs in a room (next to your freezer for example so that the various drugs like beer and ambrosia dont go bad by building a vent in a wall) and whenever you dont need the drugs or dont need to access the room (for example when you finished producing drugs for a while and start to build up raw materials again for the next few quadrums or years) you just build a single wall in front of all doors leading to the room (which in my case is always 1.) this will make the room inaccessible for all pawns and therefore no item inside of it will ever be used nor will there ever be a pawn trying to use them. furthermore, you can put that little red cross over all your drugs, but i dont really know how much that helps. with this technique i never have issues with druggies. only time people or even animals steal some ambrosia is when i have too many ambrosia plants and even when i try to harvest them and bring them in asap, they still lay around for half a day.
#195
General Discussion / Re: Your Strangest Bases
September 20, 2017, 09:38:02 AM
i guess my first base was pretty weird. i started building random rooms and extensions and what not, always experimenting with how much space i needed for torches and stuff to work the most efficiently.

at some point i noticed (pretty damn late) that the pawns didnt like to sleep all together in one big room, so i assigned them seperate rooms, which then looked very orderly in comparison to the rest of my big weird building.

obviously everything connected to the main big room. quite soon i removed all walls inside the big weird part to make it one very long room with lots of corners and curves to improve movement speed.

not too much later i noticed how pretty much the only use of rock chunks is making floorings out of, which i gathered too much of (but i didnt yet get how you can make furniture out of them or even how art worked or how you made that and many other things) so i put rock floors everywhere, luckily i knew not to use flagstone for that to further improve beauty.
you could perfectly see where old rooms were because they often used different rocks.
i used all the rock types because i deconstructed all ancient buildings and their respective floorings to get more and cheap material for floors.

it was quite a bit later when i noticed i could build sterile tiles in a central hospital for more cleanliness, so that not everyone would just cure in their own bed that i would make a hospital bed for as long as the sickness remains. then i noticed how people didnt like the hospital, so i made it larger and since they still didnt like it i made it even larger.

in the beginning my prison was tiny so i enlarged it like three times and you can see all the different sizes in the flooring. also, i fused it with an old storage room, so i had some issues with weaponized prisoners in the beginning and them taking drugs and what not. but i solved everything by increasing the size of my by then main building a lot and putting storages in two wings of it on the outside of them. heating and cooling was also an age old issue, after many cold and hot nights i figured out a complicated (well, not really) system of cooling, heating and vents. i would only ever directly cool the prison and the main huge weird part, because those were my original two rooms and summer came first. by the time winter rolled in my pawns had their own rooms so i would only heat the main compartment anymore and then let the heat go to the other rooms, while trying to build as many rooms as possible around this main part to conserve as much heat/cold as possible.

storage rooms were never cooled or heated for saving energy, but i still had a very significant cooler room with ridiculous amounts of food because i got stuck with quite a few pawns that could only really cook aside from minor other abilities. i had a lot of tries to make optimal use of it to only slight success. in one particularly cold winter (due to cold snap mid winter) i even built a few cooling units into the wall between the cooler room and the main part in hopes of rl physics helping me out, but since that isnt more efficient at heating than proper heaters, i just kept to heaters from then on.

i first built and kept all batteries outside and made a roof over them to keep them dry so that most cables wouldnt go through the building because of zzzzzzzz. but as the building increased in size and i needed more energy in more and more places this plan didnt really work out anymore.

some other details were how the nightly active pawns always slept in the same room with someone else because they wouldnt ever disturb eachother's sleep and how i made all sleeping rooms' flooring out of white carpet so that i could see dirt more easily to make them fix it. also, i didnt have anything to make it out of for almost a year because i didnt get that you couldnt use wool or leather to make it. i guess i got the wording wrong back then, as english isnt my first language.

i always let my pets sleep outside near the edge of the map on all sides, i tried to distribute these animal sleeping spots evenly so that the wargs hunt newly arrived animals more actively and the muffalo herds graze more and eat less of my food aswell. in that particular winter i built a stable with plenty of hay and sleeping spots for freezing animals. turns out they dont use them automatically and will rather freeze to death. later when i understood kibble i also made some of that and put it in there. i only made hay once and it's been years since then. i still have plenty. i believe the sleeping spots are highly effective at making my animals not eat my food, as once they ate more than i could produce so i had to cut them down to like 20% to survive a winter. but they multiply quite fast and my animal herders recruit quite fast aswell so a year later i could sell the superfluous ones again. btw the stable is cooled so that the food doesnt go bad, but also because i hoped a cooler set to a warmer temperature would also heat up a room in case of harsh winters for the animals. didnt work.

i experimented with a killbox once for the bugs in the ancient structure, but i didnt invent auto guns yet, so i just built a bunch of wooden deadfall traps and made a line of sandbags for my colonist to shoot them. i still needed a gutsy and quick pawn to open the building, but that one could escape to the side and another quick builder filled the hole it left with a wall. workedout surprisingly well. i first experimented with building a labyrinth of wooden walls and deadfall traps, but that wasnt as efficient, and anonther try was first having a little way without any traps on the side so that my pawn could flee through there after opening the structure without a third pawn building a wooden wall over his exit but the second one jumping over the sand bags in the end. i guess there is no need for me to tell that that didnt work either.

once i was afraid of wood shortages for various reasons, so i made a little teak forest. didnt need it to this very day.

i also mined in straight lines for while to ensure maximum visibility of valuable ores and speed to move around the map. i then extended this system of straight lines solely for discovering ores and then a third time i mined in very specific patterns to ensure 100% that i have mined everything aside from normal rocks. this is also the time i became conscious that i didnt have any sandstone or granite on my map, everything else came from ancient structures, raids, caravans and trades. these formations are quite characteristic aswell.

and lastly, i never cut any trees to make room for sowing fields and extensions of my building because for the longest time i was afraid of deforestation (i guess that's because of a very early alphabeaver event where they turned manhunter after the first random hunting dog bite.) i never really got a feel for how much wood is useful to have and how much is too much or too little. so i always ended up having lots of lumber laying around all over the map or having an empty storage or a way too big storage with thousands of pieces of wood in them. i guess that is also why i later made so many wooden statues and still use torches. but it also is the reason for why my building has two very long extensions. it's just that i built wherever i could because i would only cut adult trees, so sometimes a big patch would mature and i suddenly had enough space to build or to make sowing fields. that's probably also why i have way too much food, i am just happy to be able to use the sowing fields xD

i got my hands on a mega screen tv very early on aswell. it was just after i started building coolers. so there was always a random ass megascreen tv in an otherwise very primitive wooden house. (i think it was a very lucky early deal with some locals)

lastly, but i guess most people would assume this, i had always all my productivity furniture and tables to eat in that main big compartment. may seem weird, if you didnt do it like that in the beginning, i might be slow in that regard, but also kinda efficient.

i also put anything drug related after the first issue with ambrosia in a seperate ancient building that i made a door for that i then sealed with a wooden wall block to stop my chemically interested and druggies to access it (or even prisoners as in the beginning). but then i had to increase the size of my cooler like 5 times due to food overload and now it is connected and cooled through a vent. also, luciferium is walled one more time inside of that room because i was afraid some retard would punch through the wooden wall. also, the stone walls act as additional defense in case someone on a berserk drug rage wanted to access it.

sorry for the long post, but i added some pics of everything i talked about. unfortunately i dont have the save game anymore but these are some leftover screenshots from almost year 4. you can see almost everything i talked about, luckily, except the prison improvements because half of it isnt lit because a few months or so earlier the prisoners fought a lot and i had to split them. you can still see approximately where i started with the tutorial, because it is just above the oldest and smallest part of the prison and it is too densely stuffed with furniture and weirdly built around it.

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