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Messages - zgrssd

#16
Just based on the inner exception referencing "Rimworld.Drugpolicy.get" I would guess the Pawn is trying to take drugs according to it's drug policy, but something goes wrong.
#17
General Discussion / Re: Randy dogs
August 03, 2021, 07:28:08 AM
I do not think there is a lockout against getting pregnant again.
It is also not Randies choice when a Animal gets pregnant.

They do it.
They get pregnant
But with most timed health conditions, you only are informed when it has been running for a while.
#18
Quote from: teh_doctah on August 03, 2021, 02:16:08 AM
This is regarding human pawns/colonists.
This is about humans interacation with the Animals:

Quote from: teh_doctah on August 02, 2021, 05:42:33 AM
I then noticed a pawn go into the  pen that the area cut through and leave the allowed strip to slaughter a duck.

If you control the animal position, you also control the human behavior. And it is not even hard.
#19
Quote from: GoblinCookie on August 02, 2021, 03:18:20 PM
Quote from: zgrssd on August 01, 2021, 06:50:00 AM
Except the Warhouse might be legally outside the Jurisdiction of said faction, despite being physically in the Factions territory.

Stuff like that happens in the real world.
It happens on the Rim. Especially with religious mandates.
You were going for a realism argument. But my realism is bigger then yours  ;)

I am all for it, if we have more counterplay then just "do not settle anywhere near them". Some "conversion missions" would be all that is needed.

That isn't how freeports work, only embassies work that way.  Freeports do not exist outside of the jurisdiction of anyone, they are simply places exempt from paying import taxes, so if it is illegal to buy, sell or possess something in the wider country, it is also illegal to do this in a freeport.

Since nobody but themself know is in them, how do you know they do not harbor illegal or forbidden material?
How do you know those materials have not changed ownership?
#20
I recently learned that apparently animals that are tamed produce more meat when slaughtered (as opposited to hunting and killing their wild counterparts).
For Pen Animals, that bonus might require them to be inside the pen.

So actually changing the order of operations might be a problem.

Quote from: GoblinCookie on August 02, 2021, 03:33:51 PM
The game really needs to treat herdable animals as well herds, with those join events giving you a already set-up herd.  We could use the social relationships panel to track 'herd-mates' of an animal, with animals becoming herd-mates if they spend enough time together. 
While the theory of the "Alpha Wolf" was pretty much a bust, a concept like that is part of many herd animals - you capture the matron/leader of a herd and the rest will kinda just follow.
Like chicks follow a mother duck.

One of the big reasons not to ride on Zebras? They got no social structure like horses, cows or sheep you can use to get a decent group into your pen. You have to tame then one after the other:
https://www.youtube.com/watch?v=wOmjnioNulo
#21
If you cover some parts of the pen, animals will now automatically avoid the toxic fallout by staying under the roof for as long as possible.
#22
Quote from: zbysiek12345 on August 02, 2021, 02:49:28 AM

That is soemthing the modder would have to change, not the basegame....
I do not agree. Bad solutions should be corrected on game level. Also modder gives no signs of life.
[/quote]
It was a bad solution by the modder to base it on the number of fingers/toes. When he could have trivially based it on the existence of a foot or hand.

If the modder is non-responsive, just make your own mod and do it better.
#23
I heard this happens if you got someone of another Ideoligion with that holyday, but not enough people to actually do the thing.
#24
I had reported the same thing. Tynan has not gotten around to this one, I guess.

Note that you can somewhat manage it by setting the pruning percentage target low.
#25
For gameplay purposses piece of woods and beer bottles are weapons. This has been the case since at leat 0.7 when I started playing.
They have a Damage/Attack types and Attack speed, same as a club or sword. In D&D they are examples for "improvised weapons".

3074 already reduced this a bit:
"- We are now more selective about which weapons increase rebellion chance (exclude wood, emp, smoke...)"
#26
General Discussion / Re: Ideology needs some work
August 01, 2021, 07:18:40 AM
Quote from: AileTheAlien on July 31, 2021, 02:12:29 PM
Re: blindness.

You can actually play this without much consequence, if you just use blindfolds most of the time. You can remove them for critical or slow tasks, but leave them on most of the time for the mood boost. The psylink is nice, but it only makes sense to pick pawns who don't do any real work. So your warden/social/counsellor/trader character, would be a good one to blind. Everyone else should just have blindfolds, or deal with the mood penalty.

I'm a bit torn on whether that feels 'right' or not. Like, how did a religion form around blindness, if it hampers so much of daily life? I can imagine scarification, or the meat-restriction stuff in the game, but blindness feels like it's breaking the verisimilitude.
There was a christian sect that demand mass to be held entirely naked and did not believe in marriage:
https://en.wikipedia.org/wiki/Adamites

Finding one that revered blindness as a way to "get away from the distraction of the material world" should be doable for any Religious student. It could even be limited to as little as one monestary, but you will propably find it.
#27
General Discussion / Re: Auto re-color clothing?
August 01, 2021, 07:11:37 AM
There is no such function yet.
And youa are not the first to suggest adding it.

But it does bear repeating.
#28
Quote from: GoblinCookie on August 01, 2021, 06:36:12 AM
Quote from: zgrssd on July 30, 2021, 03:56:24 AM
How did you missread it like that?

Place A it is legal to buy/sell
Place B it is illegal to buy/sell, but not to transport through.
Place C it is legal to buy/sell

You buy at A
Transprot it through B.
To sell in C.

And before you wonder, a traders warehouse might be considered a seperate jurisdiction from the country it is in.
You meet 5 minutes outside of town borders. Transfer the goods and silver there.
Trader Resident in B moves the goods to a Freeport in B without ever selling in B. Legal.

Not relevant I am afraid, because we aren't transporting through anything, that is essentially legal in my suggestion.  We are actually buying/selling the goods in question in the jurisdiction of said faction.  There aren't any free-ports in Rimworld and there aren't going to be (not enough commerce), so the legal shenanigans you speak of are not relevant.
Except the Warhouse might be legally outside the Jurisdiction of said faction, despite being physically in the Factions territory.

Stuff like that happens in the real world.
It happens on the Rim. Especially with religious mandates.
You were going for a realism argument. But my realism is bigger then yours  ;)

I am all for it, if we have more counterplay then just "do not settle anywhere near them". Some "conversion missions" would be all that is needed.
#29
Quote from: AileTheAlien on July 31, 2021, 10:03:03 AM
They seem to have added a saving feature for ideoligeons during gameplay, with a recent patch. I was messing with my colony's ideoligion with the dev tools because I'd made some bad picks, and noticed there's a save button now. Seems to work pretty much the same as saving the game or saving a custom scenario, with a button to overwrite.
That was 1.3.3096b:
"I've just released version 1.3.3069b to everyone. This is the same as 1.3.3069 from earlier today, with the addition of a feature that lets you save and load ideoligions within the ideoligion customization screen."
#30
Quote from: VitaKaninen on July 20, 2021, 09:53:07 AM
I am not sure what you are asking to be changed.  Are you asking that when an animal needs training they will automatically move to the trainer, instead of the trainer moving to the animal?

In real life, it would never work this way.  If an animal loses training, they would not come back to be trained.  Someone would need to go find the animal and train them.
Gameplay > Realism.

It is a pointless waste of pawn time to see my trainer chase a hauling dog that dropped to 4/5 across the map, not catching it for 8 hours. Training Animals has no reason to be a re-enactment of the Benny Hill show chase scenes:
https://www.youtube.com/watch?v=Zat9CRfUr-E

Also they can both move towards each other. Just have the animal pathfind towards the trainer if it is > 5 tiles away and regulary update both sides pathfinding.