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Messages - Prologue

#31
General Discussion / some problems with wild pawns
October 16, 2020, 03:09:10 PM
So this is what happened to me today:

A wild pawn wandered onto my map, I decided to try and capture (imprison) this pawn. I'm pretty sure the pawn spent 1-2 in game days in a prisoner cell and I'm also confident that the default action for prisoners is set to 'no interaction'. Somehow this pawn got tamed making it join my colony. Since this pawn ahs no useful skills I'd rather not have it as a member of my colony, so I decided to banish it. The result was that the pawn decided to just hang around in my base, only now I can not tame, arrest, attack or banish it. Leaving me with literally no option but to let it wander around.

Is there some kind of default behaviour that lets pawns tame captured wild people? / Do captured wild pawns get treated differently than normal prisoners?

I feel like there should always be some kind of option for arrest or attack on any pawn regardless of their status.

I also feel like banished pawns should not just hang around my base.

Is there any fix?
#32
Well, so far I did 2 attempts at starting the game with outdated mods active, but it just gave me an error message, it seems like some of the mods are not compatible with the new version.
#33
Quote from: Canute on October 12, 2020, 08:40:51 AM
Many 1.1 mods can be used at 1.2 without problems, and mosttimes other people allready test it out and left a comment about it.
Or a new modder left a comment when he made an updated version.

Oh good tip, never tried this in Rimworld, I always assumed it would not let me use outdated mods for some reason. I'll try experimenting with it a bit. I do however use so many mods that issues can arise easily if something is not working, so having updated mods is a bit more reassuring.
#34
These are some mods that I've been using in previous sessions, which I've not been able to find an updated version of for 1.2 if you know where to find an update or a replacement let me know. Any new mods are also welcome as long as they have a similar function.

Simple Slavery[1.0] - https://steamcommunity.com/sharedfiles/filedetails/?id=1635565299
Charge Rifle Buff - https://steamcommunity.com/sharedfiles/filedetails/?id=1610830566
Crash Landing - https://steamcommunity.com/sharedfiles/filedetails/?id=730384702
[XND] Visible Pants - https://steamcommunity.com/sharedfiles/filedetails/?id=926698084
Pick Up And Haul - https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
Field Medic [1.0+] - https://steamcommunity.com/sharedfiles/filedetails/?id=1541287769
No Debris 1.1 - https://steamcommunity.com/sharedfiles/filedetails/?id=2010756536
Dynamic Population - https://steamcommunity.com/sharedfiles/filedetails/?id=1658712035
DeadMansClothing - https://steamcommunity.com/sharedfiles/filedetails/?id=817902482
[SF] Priority treatment 1.1 - https://steamcommunity.com/sharedfiles/filedetails/?id=2012586738
No Random Relations - https://steamcommunity.com/sharedfiles/filedetails
#35
Could be interesting, though pawns usually face forward.
#36
Mods / Re: Mod suggestion - pay for your electricity
April 19, 2020, 04:48:39 PM
Thanks for the info.
#37
General Discussion / Re: The Problem with Predators
April 12, 2020, 03:20:31 PM
I have a bigger problem with animals having perfect pathfinding, even around complicated obstacles, but I already made a post on that.. I think there is certainly room for improvement on the hunting aspect as well. Having a better dynamic between hunter and hunted animals on the map also creates more of a tactical choice when hunting. do you go for the easy pray first and become a pray yourself later? or do you try to keep a healthy balance in the food chain so that you are more safe in the long run? Also, should their not be a limit in distance between the hunter and the pray? Or at least line of sight? So often a predator will target a pawn that is sitting behind 3 walls on the other side of the map.
#38
Bruh, I got rekt in my first 1.1 playthrough because I left a door open in my outer wall while a raid spawned just after a siege. If you don't like the chance of failure for stupid reasons, don't play this game xD
#39
Mods / Re: Trader for modded items
April 12, 2020, 02:54:32 PM
Sorry, I'm not a modder so I don't know much about how it works in the code. I guess if it's impossible to tell which items are modded, this becomes a bit difficult. Unless you just make a new type of trader that just sells random things, which I think would still be a decent solution to have a better chance at finding otherwise rare items.
#40
Mods / Re: Trader for modded items
April 12, 2020, 08:09:50 AM
They sometimes do yes. But if you have a lot of mods that add a lot of items it can be difficult finding specific things. A trader that sells only or mostly modded items would help a lot actually.

A mod that allows traders to have a more diverse inventory would also be appreciated.
#41
Mods / Trader for modded items
April 11, 2020, 03:07:25 PM
I'm pretty sure there was a mod that adds a new trader which sells modded items and I can't find it. Perhaps it's not updated to 1.1 yet, idk. Can any one link me the mod if it exists? If not would be nice to see it in the future.
#42
Selecting the various researches that you want to allow or disable at the start of a custom scenario is quite a frustrating process at the moment, certainly if you have a lot of mods that add custom tech trees.

Can we have a user friendly interface to do this? Simply showing the complete tech tree and being able to toggle specific researches on and off by clicking on them would be a great way to quickly get a fresh setup.
#43
Mods / Re: Compilation of small mod ideas
April 11, 2020, 07:03:16 AM
Not all raiders are pirates and not all pirates are dumb.
#44
Mods / Re: Mod suggestion - pay for your electricity
April 11, 2020, 07:01:22 AM
Quote from: SpannerWZ on April 11, 2020, 01:17:11 AM
why not on the inverse?  8) 8) 8)

different neighbour colonies can have different energy requirements and you can give electrical service to them for a price, if the service fails (faulty generators, broken conduits, etc) they don't pay, and if you don't repair the lines or service you loss relationship with that faction.

To give more juice to this, enemy factions of your customers can do raids focused on your power industry!

I like your way of thinking.
#45
Ideas / Re: Smoke launcher should extinguish fires
April 09, 2020, 05:32:32 AM
I think it would be nice to have some more options for dealing with fires, but I don't think smoke launchers should be involved in this. As pointed out that is not how smoke launchers work.