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Topics - erdrik

#21
Bugs / [1.0.1941] Silent visitors?
July 01, 2018, 11:47:20 PM
I was watching my colonists harvest some trees when I saw a visitor and thought "oh look, someone from The Baircampe of the Basin". Then I thought, "wait .. when did that guy show up?"

I checked the messages history, and there is nothing logged for his arrival.
I didn't see anything listed in the 1.0 update thread that mentioned sneaky or silent visitors, so Im posting here under the assumption it is a bug.

(Though, to be honest I wouldn't be at all off put if it was a feature. It would be kinda cool if enemies could also silently show up for spying or other non-violent but still hostile reasons...)
#22
Ideas / Apply Tolerance to meal ingredients.
June 29, 2018, 12:48:08 PM
You know how joy/recreation has tolerance levels that make certain activities less effective if they are repeated without variance? Or how drugs take longer to be effective?
I was thinking it would be a cool idea to have the same be applied to meals based on the ingredients involved.
I don't mean effecting nutrients, rather the secondary effects like how much joy or mood is effected by eating certain meals.
I have a habit of growing only one type of plant for my meals, and in my experience don't appear to be punished for it. So maybe adding ingredient based tolerances would provide incentive to grow a more diverse crop?

I mean I know I would get sick of eating potatoes day in and day out for years on end...
(heck I get sick of eating the same stuff in less than a week...)
#23
I have a "Stockpile zone 4" with the following settings:
-0% to 100% hitpoints
-any quality
-Stone Chunks checked
-everything else unchecked

I am assuming the "Look everywhere" button in the details tab is where you set where to grab the chunks.
But my Wooden stonecutter's table does not recognize "Stockpile zone 4" as compatible.
"Stockpile zone 4" is 32 tiles away, and has a single door between it and the table.
"Stockpile zone 2" is 50 tiles away, has two doors between it and the table, has Stone Chunks unchecked, and is recognized as compatible.

If I uncheck Stone Blocks from "Stockpile zone 2" that zone becomes incompatible for both the "Look everywhere" and "Take to ..." buttons.

It would appear that the "Look everywhere" button is filtering its selections as if it were the "Take to ..." button.

EDIT:
Edited because I got mentally turned around in writing this post out.
I initially wrote that I assumed "Look everywhere" was for finished products.
But I mistyped, my assumption was actually that it was for ingredients.
#24
Im looking to make a small mod that has a Food Recipe in which a non food based item is part of the Recipe.

I noticed in the bills tab that Recipe's that have the ingredientValueGetterClass IngredientValueGetter_Nutrition cause the details page to display the ingredient values as a nutrient. This occurs for ALL ingredients. Which obviously is a problem for the Steel Can I want to include as an ingredient for my Recipe.

Does anyone know of a way around this?
#25
Ideas / Infestation Event suggestions
November 02, 2017, 03:32:17 PM
In general Ive never really liked the implementation of the infestation event.
I get it is suppose to make life difficult for mountain bases, but Ive always felt its implementation makes mountain living near impossible. Primarily its the sudden and unavoidable "bladed army of death" that just "pops" into a random room. To me, this is bad because it punishes established defenses and ensures immediate damage to anyone in the room not swift enough to fall back. Ive also NEVER successfully defeated a hive infestation without taking some kind of long term damage to my colonists.
(to my recollection)

That said I DO like the idea of making things difficult for mountain living, and I DO like the idea of infesting insects.
For awhile now Ive been think about how to vary the event that might improve it, but it always comes down to the above mentioned flaws being too invasive, and too immediate. So now Im thinking maybe an implementation that favors reality might work better here.

Instead of just appearing in a cave or empty room, I suggest the event MAKE a new cavern for them to appear in. Specifically one that is NOT within, but still near, the player's mountain occupying colony. The event would be described in a vague manner, and the infestation's location would NOT be revealed. The Infestation would still dig out, but would focus on digging : 1. Out of the mountain to hunt animals, or 2. towards any source of food within or around the mountain.

Instead of having the whole hive take part in the assault, the smaller bugs would be responsible for digging and hauling food items or corpses. Bigger bugs would be responsible for hunting, and dealing retribution against those that would kill fellow bugs. The entire hive can attack if the hive is hurt.

This way it is still a difficulty to mountain living, but is a persistent hidden threat until found and becomes a persistent oppressive danger if the hive is left alone. The player may even chose to just leave the hive alone in the immediate if they think they can coexist with it. Or even farm it, as some players already do now. Or its predations on the local wild life, their crops, or stored food may drive the player to try and exterminate the hive.

Overall I think the hive should still be a "from the mountain" threat, but also still an EXTERNAL threat.

Thoughts?
#26
Been seeing some odd behavior with the Raider AI.

Normally I build deep in mountains such that there is only one avenue of attack for raiders, but for this game I am building "half in half out" and a large portion of my base is exposed. So Im not sure if this behavior is an A18 thing or has been around for a while.
That said I think my love for building thick walls is definitely making it worse.

Ive attached an Image displaying the various points around my outer wall that a single Centipede destroyed. The Centipede would destroy a section, then move to new section of the wall(sometimes on the opposite side of the base) and repeat the process over and over again. My colony was able to live mostly unharrassed for several days within my base while the Centipede did this. At one point a raccoon self tamed, and the Centipede wasted more time trying to kill the raccoon, which was outside my walls. The Centipede never actually broke in. Eventually I decided I had observed enough and opened the door and let it in so I could kill it.
(I even had a small section of the wall that was only one tile thick as a sort of lure, but the Centipede never attacked it)

EDIT: Normal raids with human raiders do the same thing. While it is less of an issue with faster and more numerous attackers, it still seems .. off.

Moderator's edit (Calahan) - Split from the A18 feedback thread.

[attachment deleted by admin: too old]
#27
I just finished dealing with an sequence of event in which a manhunter pack of timber wolves arrived.
Enough time past in which they start to slowly leave one at a time, then a Mechaniod raid event happened.

The mechanoids proceeded to split up, and systematically exterminate the manhunter pack(which did not retaliate or even respond in any way). After which they spent time(still split up at various locations around my base's perimeter) destroying a bunch of tables I put out for Traders, digging through random locations of the mountain near my base, beating on random walls of my base's perimeter, before filing in to the opening one of them made ... single file/ one at a time due to being so spread out.

I actually had a bit of a rough time of it, because at first I had no clue which part of the base they were going to enter and the one scyther got into my base. But the rest were swiftly dealt with once the scyther was dealt with.

Are they suppose to exterminate Manhunter packs? If so, I feel like there should be a response of some kind even if it is immediate top speed flee off the map...
#28
I dunno when the diplomatic / trade stuff is planned for improvements, but in the hopes of it coming I have an aggravating event to opine on:

I called a nearby faction and requested a caravan. By the time they showed up a cold snap had hit and they decided to leave the map "due to dangerous temperature". I tried to catch the trader before they left, but they started running off the map at top speed and I couldn't catch them.

I get why this would be considered intentional, and frankly I agree with the idea that they'd flee bad temps.
But I kinda feel both powerless and ripped off. It cost me 700 silver to call them over in the first place and now they are making off with my payment without rendering service.

I have a couple ideas for solutions:
-Visitors ignore my doors anyway, why don't they just come and hunker down in my nice warm base?
And if they ever get code to stop them from entering my doors uninvited: instead of immediately fleeing, why not a popup message requesting that they be allowed entry during the trade event?

-They flee but the trade event is flagged as interuppted, and if the player didn't actually make a trade then new options appears in the Comms Console(for a short period, like 2 or 3 days) for that faction: 1. Demand Refund for failed Caravan trip 2. Demand a New Caravan to replace failed Caravan trip
They don't even have to agree to the demands. They could refuse based on your relations and the colonist's social skill.
#29
Ideas / Make MegaSpiders functionally bigger.
June 18, 2017, 08:30:31 PM
In the MegaSpider's description from the Infestation Event, it says they are "a genetically-engineered giant insectoid the size of a bear".
The .xml code for the MegaSpider says it's baseBodySize = 1.2.
A bear's baseBodySize = 2.15.

From what I understand of combat, larger targets are easier to hit with weapons.
I suggest changing the MegaSpider's baseBodySize to match the bear at 2.15 ...
That or change the description so it doesn't lie to the player...

(I prefer the MegaSpider be bigger and easier to hit since it is deadly enough already, but I don't know what is intended.)
#30
Im pretty consistently getting traders from other factions that go into very odd or unwanted areas of my colony.
Lately they seem to have a thing for hanging out in my freezer's exhaust vent.

The bottom arrow indicates which side of the map they came from, the top arrow shows where they go to hang out.
My colony is on the upper right corner of the map so its not like they are picking the closest spot either...




It would be great if you could flag the tables as visitor gathering spots as a separate button from colonist gathering spots.
#31
I made a new outfit that only allows Parka, Tuque, TShirt, Button Down Shirt, and Pants at 0% to 100% and any quality. Upon switching everyone to the outfit, they all stripped naked and stayed naked despite there being a wealth of clothing that matches the condition of that outfit.(Half of them were already wearing these items!)
Is anyone else having this problem?

Is there some new step I need to take in A16 to make it work?
#32
Im trying to get some comparative info.
I have a AMD FX-6350 Six Core (3.90Ghz) Processor.
Its a new purchase.

So far while playing Rimworld, twice now after some time, the whole system freezes and I get odd audio garbling. The system must be restarted.

Im fairly certain this isn't the games fault, since it ran fine(used to leave the game running non stop for days at a time) before the new purchase.

But I want to see if anyone else has this processor and if they have/had a similar problem?
(I have other new hardware as well that might be the culprit, but initial research indicates the processor)
#33
Ideas / Faction Traits
December 28, 2016, 03:28:34 AM
Colonists/Pawns have traits and background stories that help make them unique and tell interesting stories when interacting with each other.(both on other pawns and even their own traits)

It would be cool if the same could be applied to factions.
For example a faction of Outlanders, or Tribals, could have a trait that will have a chance of slightly reducing your faction standing if you ignore someone seeking refuge from chasing pirates. Or maybe increase the cost of calling for a trade caravan, ect..
#34
Ideas / Dynamic soil Fertility
August 10, 2016, 11:38:53 AM
Crops deplete the nutrients in soil after a harvest.
Then the nutrients regrow over a long course of time.
(it should be quite a bit longer than it takes to deplete)

I feel like the abundance of flat land in plains and forests would allow open bases to cycle farm plots and make best use of soil. While the limited space of mountainous regions would limit this, sometimes leading to all available soil being infertile.
#35
Ive read about how tribals have some issues with heat waves. So I thought a decent solution would be to have the various pools of water that can be found on map cool down pawns that walk through it or stand in it.

This could also lead to a new joy activity: relaxing at the pond/shore/beach
#36
Ideas / Non-Mineable areas in Mountains.
July 01, 2016, 10:45:04 PM
The idea is to force the player to adapt their building plans when met with an area they can't mine and build into.

My thought is, similar to uncovering a cave or open area, you would uncover a seemingly bottomless pit.
Or maybe just a cave lake. Something that prevents the player from building there, so they have to change/adapt their plans around it. It shouldn't act as support for the mountain roof either, so they have to be careful about how they dig around it.

#37
I get that even colonists that are "Incapable of Violence" should have a breaking point.
Being someone myself who (largely) is "Incapable of Violence", I feel that outlet would be directed at objects and structures rather than fellow colonists.

So my suggestion is that while Berserk, colonist that are "Incapable of Violence" will not attack other colonists, and instead "attack" walls, doors, workbenches, ect. Even item stacks.
#38
Im curious because of a bug report I read were colonists use a recuperate order instead of emergency order if their wounds are minor enough, and it results in them changing clothes before going to the med bed.

Tynan, implied it was fine because minor bleeding is something the body can recover from on its own. Which as far as bleeding is concerned, I agree with. But if infections have a chance of occurring as long as the colonist is wounded, then it would be better to get to the med bed(and treated) ASAP even with minor wounds.

But that is dependent on how/often infection chances are handled...
So does anyone know?
#39
Currently Winter isn't much of a challenge food wise, as all I have to do is wait for a predator to make a big kill.
They only eat about ~30% of a big kill in one sitting, so I just waltz in and take the rest and they seem ok with it?
I mean even if it is only ~60% of the meat it is for almost no effort and no consequence...
#40
Ideas / Colonists take pictures.
April 16, 2016, 11:33:06 AM
The idea is to add a camera item to the game, but this could apply to statues as well.

During events like parties or a wedding, a colonist with access to a camera could decide to record the event by taking a picture.
The picture results in an installable/uninstallable building that retains the following information:


  • Primary participants of the picture.
  • Secondary participants of the picture.
  • Who took the picture.
  • The event.

Once placed, colonists that socially relax or stand near it will be 'reminded' of the event and gain thoughts based on who took the picture, the participants in the picture, and their current relation with those involved. The effect should start out very small, then grow up to a cap over time.

So for example:

  • Linda and John get married.
  • Jack decided to take a picture.
  • For years, passing by the picture reminds them of the event and provides them with joy.
  • One day, Linda and John get divorced.
  • From then on, the picture instead has a chance to give Linda and John thoughts of either regret or sadness, or maybe even relief that its all done and passed. There should also be a chance that they are mad or thankful at Jack for having created this permanent reminder of the past. Jack could also feel guilt or pride for the same reason.

Secondary Participants could be those not directly related to the event but were apart of the picture.

So for example:

  • Linda and John get married.
  • Jack and Bill attend the ceremony.
  • Jack decided to take a picture, and Bill is in the shot.
  • Linda and Bill have a devastating argument and have very poor relations with each other.
  • For years, passing by the picture reminds them of the event but because Bill is in the picture Linda is reminded of the previous slight, and is continuously obsessed over it.