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Messages - Anan

#16
Bugs / Re: Ravenously Hungry Colonists Disdain Food
January 03, 2020, 06:19:51 AM
Thanks for your suggestions!

"you should check at first the food policy of that pawn"
The problem applies to all three of my original colonists but not to the walk-in nor to any of the animals. I don't know how to access info about food policies.

"Does you have any error's (red text), then the log file would maybe hand"
No errors in log file. I attempted to upload a save game but was told it was too large.

"are you running mods?"
No.

I'm ready to send my caravan to the star-ship but my colonists starve to death in the first week despite my having sent along hundreds of pounds of food.


#17
Bugs / Ravenously Hungry Colonists Disdain Food
January 02, 2020, 07:04:42 AM
This is the first time I've encountered this annoying bug, but there have been many similar reports over the years. There are a dozen basic meals in the cooler, but my hungry colonists ignore them until I individually command them to eat something. Is there still no fix for this problem?
#18
Second, similar instance with another colonist. Again recovered spontaneously within about 12 hours resting. Fortunately didn't get in the way during our brief fire fight with a raider.
#19
I read up on the problem of "sad wander" while on caravan. Most references suggested arresting the person or beating them up. In the one case I recently encountered, I just told them to "rest" for half a day, and that put the problem into remission. Can't guess how long said remission will last, but he's a teenage boy who has worked his butt off as our only cook, tailor, and crafter the past year after a Tribal start, and I really need to get him to that downed starship in one piece, so the rough stuff was not to my taste.
#20
Support / Picture Flickers When Zoomed In
April 15, 2019, 09:31:06 PM
I know there's an easy cure for this but I can't recall it. Please tell me again and I'll be sure to write it down for future reference!  :-[

#21
General Discussion / Haste Makes Waste?
December 31, 2018, 04:01:28 PM
We're 1.2 days from launch and relying on a system of 8 traps to protect our entry-way. That really saves ammo but there are a lot of chores to get through before the next raid shows up (averaging about one daily): rebuild traps, haul bodies, retrieve dropped items, repair damage to surroundings. We've also needed to cut trees, haul wood, put out fires, hunt & prepare food, eat and sleep. My habit has been to use double-time between attacks (and triple-time when everybody's sleeping) to avoid boredom... but then we started to get a lot of colonists trapping themselves by accident.  This became a real threat to our small colony's survival! Recently, I tried dialing back to single time for the hazardous parts of the job; although I have a small sample of three colonists working in the traps for several hours each, we've had no casualties so far. That made me wonder if running the game faster was causing the trap-avoidance algorithms to overload, leading to more accidents. Anybody have an opinion?
#22
Ideas / Re: Steel Walls Burning?
December 31, 2018, 03:51:07 PM
We thought of using stone to be fireproof, but there's a huge time penalty in construction even if we had all the materials ready. The few fires we've had have been trivial to manage, and rapid access to the ship for us is also a priority... we don't know how much time we may have between ship readiness and the next incursion to make some entries and get everybody loaded and chilled. Sure hope this thing is VTOL! :-)
#23
Ideas / Steel Walls Burning?
December 30, 2018, 10:58:18 AM
We surrounded our spaceship with a steel wall to keep the barbarian raiders from beating on it. Why they want to kill a star-ship is a bit of a mystery, but even more strange is that a small group of savages armed only with short-bows from the Stone Age are able to ignite our steel walls. Some reworking of this detail would help immersion, I think.
#24
Ideas / Re: The Epic Caravan -- Routing Difficulties
December 28, 2018, 09:56:25 AM
OK, we made it!

None of what follows is intended to detract from the awesome achievement of the dev(s). Getting to the top of Metacritic's list of current PC games is an epic deed!

Where I might have hoped for some more help from the game was in navigating my caravan across the continent while avoiding high-risk tiles. It seems there are two distinct methods, one that's used initially and one that must be used to restart the parade after any sort of adventure. My suggestion would be to either find a way to integrate methods so the same system can be used throughout, or at least provide a tutorial so the user doesn't have to struggle with the transition.

From what I've read about this game in other forums, there's a hard-core fandom who've been following its development over months and years. For them, pushing buttons to find out what happens is part of the fun. But if the dev(s) want to maximize their economic potential, they need to pay attention to the mass of potential players who need a little more hand-holding. This game is so deep, there are a lot of ways to drown. Perhaps one could specify whether one wants a lot of hand-holding or a little, thereby satisfying the broadest possible market.

I certainly wish you the brightest possible future and will be very interested to see what you do next!
#25
Ideas / The Epic Caravan -- Routing Difficulties
December 27, 2018, 09:54:55 PM
I'm finding Rimworld immersive and challenging as a beginner, but I'm having some difficulty that may be related to my inexperience or to a design flaw. Perhaps you can tell me which.

At the beginning of our third spring in-game, we wish to make a try for the AI Spaceship that is apparently waiting for us about 20 days travel from our base. We are a small, cohesive band that has worked hard to build our assets for this journey. We don't see surviving the growing bands of raiders long enough to build a spaceship, so we want to try a mad dash for safety. We think we have ample supplies and a nice stash of silver plus some trade goods. We don't expect to ever see our base again. We know we'll likely face raids along the way and at our destination. We hope to be fast learners in this challenging environment.

Problem: only 25 way-points are allowed. This makes it difficult to choose our preferred route, avoiding enemy bases, impassable tiles, and hostile climates. When our way-points are very far apart, the route wants to go to the nearest highway, often leading us too close to enemy bases for our comfort, given our minimal numbers. Too many way-points and it's all to do over :-(

We tried mapping a partial route, but found our caravan halted indefinitely at the end and we couldn't find a way to quickly gather up our stuff and reform it. We are now demoralized and wish there were a helpful deity available... a god of travel, as it were.

Is anybody out there?