|
One of my dudes got the flu so I sent him to bed. A little later I get an alert that he was broken and he started wandering around. I kept getting red alerts that colonist needs treatment but I couldn't control him or treat him. The only thing I could do was arrest him so I did and now he's in my jail and his icon says "missing". Not sure if it's bugged or what. Edit: after an age of trying to re-recruit him at 6% chance I thought gently caress him and set him to be released. He got taken out of the jail and resumed being one of my colonists as if nothing had ever happened. Weird. Rapacity fucked around with this message at 21:00 on Jul 24, 2015 |
# ? Jul 24, 2015 17:37 |
|
|
# ? May 22, 2024 05:05 |
|
Rapacity posted:One of my dudes got the flu so I sent him to bed. A little later I get an alert that he was broken and he started wandering around. I kept getting red alerts that colonist needs treatment but I couldn't control him or treat him. The only thing I could do was arrest him so I did and now he's in my jail and his icon says "missing". Not sure if it's bugged or what. Sickness imposes a morale penalty and being stuck in bed will mean your colonist can't do anything fun and will eventually get cabin fever, so long term sick patients are at significant risk of mental breaks. However, most mental breaks are now soft breaks, they don't completely wreck your colonist, they just make them act out for a while. I believe in that case you can simply arrest them and it's basically like medical confinement, they're still on your team if you release them, they're just treated like prisoners. Given that you can use the warden to talk to them I believe this is a fairly valid way of dealing with mental breaks because it's basically like putting them in the psych ward, you can chat with them until they feel better and then release them. It may be a bit buggy though as you describe.
|
# ? Jul 25, 2015 13:32 |
|
I bought this game recently and must say it was worth every penny.
|
# ? Jul 26, 2015 02:17 |
|
quote:July 26 Tynan is now working on training for tamed animals! They can haul, fight and rescue among other things. Awesome Wish he would work on more endgame-stuff next, like diplomacy and interactions with other tribes/settlements that is more involved than healing or letting go of prisoners.
|
# ? Jul 27, 2015 16:44 |
|
God dammit I'm trying to wait for mods to catch up, stop updating! Tamed animals sounds awesome though. Hope you have to feed them.
|
# ? Jul 27, 2015 17:32 |
|
0lives posted:God dammit I'm trying to wait for mods to catch up, stop updating! Don´t worry, the next patch is at least a couple of weeks away i think. The new stuff needs playtesting and bugfixing so it will be awhile before the update hits.
|
# ? Jul 27, 2015 18:15 |
|
0lives posted:God dammit I'm trying to wait for mods to catch up, stop updating! They seem mostly updated. I installed the 11d version of the Ultimate Modpack within a couple hours of 11d https://ludeon.com/forums/index.php?topic=14229.0 I'm not 100% certain I like the changes this mod does. Man is starting a new fort brutal. Need to research about 12 things before you can even make a solar panel, much less any semblance of base defence. Certainly liven things up tho, nothing like getting attacked by dudes with tanks and railguns 30 minutes into the game.
|
# ? Jul 27, 2015 18:56 |
|
Ah, right, thank you both. Man, there are even more mods now than last time I played.
|
# ? Jul 27, 2015 19:26 |
|
0lives posted:Ah, right, thank you both. Man, there are even more mods now than last time I played. Ultimate modpack doesn't even include them all. Some guy on the official forums is maintaining a master list: https://docs.google.com/spreadsheets/d/1GB5GAQ9VhH3fobgUwRextiJmmoW7k5XFu8weIoQFMpI/pubhtml?gid=0&single=true
|
# ? Jul 27, 2015 19:38 |
|
Azhais posted:They seem mostly updated. I installed the 11d version of the Ultimate Modpack within a couple hours of 11d Ninefinger is really good about staying on top of mods he includes and even fixing and updating them if they're not maintained any more but yeah I'm not really keen on the kitchen sink approach he takes. You can disable parts of it but it relies totally on Superior Crafting and a number of other mods that I'm not interested in. It was pretty great of him to repair and update Latta's RedistHeat mod though.
|
# ? Jul 27, 2015 22:57 |
|
Flesh Forge posted:Ninefinger is really good about staying on top of mods he includes and even fixing and updating them if they're not maintained any more but yeah I'm not really keen on the kitchen sink approach he takes. You can disable parts of it but it relies totally on Superior Crafting and a number of other mods that I'm not interested in. It was pretty great of him to repair and update Latta's RedistHeat mod though. Is that the ductwork mod? I really couldn't figure that one out. Built ducts around, built an intake by an industrial cooler, exaust vents to the outside. HVAC room was like 1C and the duct network was still warmer than the ambient air
|
# ? Jul 28, 2015 01:34 |
|
It had a problem at the release of A11 because Tynan adjusted how time works, so the duct pieces were throttled too low and their output was way too low. Seems to all be fixed as of the latest update Ninefinger did, look at the end of the thread: https://ludeon.com/forums/index.php?topic=11056.msg153632#msg153632 Also it looks like there is some other popular mod out there that overrides something in the duct network code, so set RedistHeat to load last and it should work OK. You can probably enable this mod and load an already-built colony and have it work, but the safest thing is to roll a new planet/embark on new colony again.
|
# ? Jul 28, 2015 04:16 |
|
Haven't played lately, but mostly because I've been following the changelog almost daily and I keep waiting for the next release. Will definitely pick it up again once animal taming is in, though. Too good not to play with.
|
# ? Jul 28, 2015 04:54 |
|
When you buy this game, do you get a CD Key or something similar that would allow you to later activate it through Steam? I want the game, but I also want it integrated into Steam like most of my other games. I don't want to have to buy it twice when it eventually gets a Steam release.
|
# ? Jul 29, 2015 14:04 |
|
Nietzschean posted:When you buy this game, do you get a CD Key or something similar that would allow you to later activate it through Steam? I want the game, but I also want it integrated into Steam like most of my other games. I don't want to have to buy it twice when it eventually gets a Steam release. Once he puts it on Steam yes, you will. But he hasn't yet (because he's not satisfied with the game yet)
|
# ? Jul 29, 2015 14:19 |
|
Nietzschean posted:When you buy this game, do you get a CD Key or something similar that would allow you to later activate it through Steam? I want the game, but I also want it integrated into Steam like most of my other games. I don't want to have to buy it twice when it eventually gets a Steam release. At the moment only people who bought it before Nov 4 2014 will get Steam keys for sure. It's still up in the air for everyone who bought after because apparently Valve's policies changed something. Inacio posted:Once he puts it on Steam yes, you will. But he hasn't yet (because he's not satisfied with the game yet) Uh source your info please 'cause mine comes from the dev's FAQ and I haven't seen anything newer than that.
|
# ? Jul 29, 2015 14:23 |
|
That is a weird kind of limbo to be in, but I guess that's the way things are in Early Access?
|
# ? Jul 29, 2015 15:13 |
|
Tommofork posted:
|
# ? Jul 29, 2015 18:37 |
|
I also would point out that there's nothing really wrong with the current distribution method. You get the game to download and it runs out of the folder, there's no DRM or anything. Unless steam integration is the ideal for you, it's pretty decent at the moment.
|
# ? Jul 29, 2015 18:56 |
|
When he decided to take a break (he's since given up on that) he said he'd give us a Steam key, didn't he?
|
# ? Jul 29, 2015 19:42 |
|
Inacio posted:When he decided to take a break (he's since given up on that) he said he'd give us a Steam key, didn't he? ? To my knowledge, A12 is supposed to be the last update before hiatus, what changed was that it's no longer going to be the steam release because releasing on steam then bunking off is a daft idea. Edit: http://ludeon.com/blog/2015/07/quick-update-upcoming-developments/ He's going on break in september. If A12 isn't done by then it's getting postponed too rather than releasing it half finished.
|
# ? Jul 29, 2015 19:50 |
|
He decided to back off from the Steam Early Access approach because he was thinking he could drop the next version on Steam and then take a (probably 6 month) break, which is the kind of thing that a lot of other Steam Early Access devs have done but they haven't come back from, so a bunch of people said no dude that's bad
|
# ? Jul 30, 2015 02:30 |
|
OwlFancier posted:He's going on break in september. If A12 isn't done by then it's getting postponed too rather than releasing it half finished. yeah but quote:Animals trained for hauling will intermittently haul items. If this is teased and then not released in six months I'm gonna, I dunno, punch myself in the balls every day or something.
|
# ? Jul 30, 2015 02:31 |
|
Yeah, im with you on that. He have earned his vacation slaving away with this game, but i will be a little bit sad if i can´t let one of my colonists become a squirrelmancer come September
|
# ? Jul 31, 2015 22:16 |
|
quote:Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added. THANK GOD
|
# ? Aug 2, 2015 23:36 |
|
quote:Various description-writing and balance work on new animals (alpaca, capybara, husky, labrador retriever).
|
# ? Aug 6, 2015 11:14 |
|
That last one will come in handy for ice sheet colonies.
|
# ? Aug 6, 2015 11:17 |
|
Why are there all these earth animals and plants on an alien planet? Did humans in this setting seed the galaxy with earth life, or did they just go into space, nuke the earth back into the stone age, completely forget it even existed and then find it again thinking it was some alien world?
|
# ? Aug 6, 2015 11:24 |
|
Well, the rimworld the game takes place on isn't completly alien, there are other human colonies and traders pass by with relative frequency. It could be a world set up to be fully terraformed and then abandoned for whatever reason.
Carcer fucked around with this message at 12:06 on Aug 6, 2015 |
# ? Aug 6, 2015 11:29 |
|
Carcer posted:Well, the rimworld the game takes place on isn't completly alien, there are other human colonies and traders pass by with relative frequency. It could be a world set up to be fully terraformed and then abandoned fro whatever reason. Pretty much this. FTL is impossible but we have terraformed suitable planets all over the galaxy, bringing with us animals and plants from earth. It is after all the ecosystem we have depended upon for our entire existence. Dont know if the lore talks about alien life, but alien life might be downright toxic to us because of differing biology.
|
# ? Aug 6, 2015 11:58 |
|
I had like 4 geothermal power plants tucked deep in the mountain behind my base. Brilliant I thought; I don't have to worry about wind, solar flares, mortars, etc. I'm not sure if the fire happened because it got too hot or if the fire caused a runaway temperature rise but when I clicked the 'Fire!' button there were flames all over two of the generators, a bunch of the batteries, the temperature in that passageway was 250 degrees and quickly rising, and 3 of 5 colonists were passed out from the heat.
|
# ? Aug 6, 2015 16:22 |
|
Slime posted:Why are there all these earth animals and plants on an alien planet? Did humans in this setting seed the galaxy with earth life, Broadly yes. Most of the things you encounter are genetically engineered. The armored bugs are supposedly the remains of a weapon designed to kill mechanoids. The boomrats are also supposedly the result of genetic engineering. Humanity is spread throughout the galaxy but the lack of FTL travel means that things are wildly different from world to world.
|
# ? Aug 6, 2015 16:27 |
|
Moridin920 posted:I had like 4 geothermal power plants tucked deep in the mountain behind my base. Brilliant I thought; I don't have to worry about wind, solar flares, mortars, etc. Geothermal plants need ventilation. Make a corridor to somewhere you can remove the roof from, and make a thick wall around your ventilation hole.
|
# ? Aug 6, 2015 17:51 |
|
Dunno-Lars posted:Geothermal plants need ventilation. Make a corridor to somewhere you can remove the roof from, and make a thick wall around your ventilation hole. Or just dig a giant cavern. Large enough rooms will usually act as a heat sink. Where do you guys find all these mountains with internal geothermal vents, mine are always scattered all over the map and not even worth using because raiders just blow them up
|
# ? Aug 6, 2015 17:59 |
|
Azhais posted:Or just dig a giant cavern. Large enough rooms will usually act as a heat sink. Maps that are like 30-40% mountains can have hidden geothermal vents inside the mountains that you have to find by digging them out.
|
# ? Aug 6, 2015 18:16 |
|
They can also have hidden areas that you can't see at landing that are connected to the map edge and hence fill with shitloads of wildlife.
|
# ? Aug 6, 2015 18:26 |
|
If you want to find a map like this you can uncheck "draw fog" in dev options and then after embarking, re-enable it. That setting persists across restarts so you can do it until you find a map layout you like. Steam vents and mechanoid hideouts are placed at embark time so if you really like a particular layout of land you can just re-embark on the same coordinates until you get some vents where you want them.
|
# ? Aug 6, 2015 21:49 |
|
I'm having a problem and I can't decide if its a bug or intended behaviour. I'm playing with one of the mods that add embrasures (Firing ports in walls) and I've fortified my colony with a full wall around it with a number of bunkers spread along it. In front of the firing ports are sandbags, as it helps protect my colonists while not affecting thier own accuracy. The problem I'm having is that enemies are refusing to shoot at my colonists from any range and instead are trying to batter the doors down. For melee armed enemies I understand, thats what they do. But guys armed with guns, bows, grenades, even centipedes armed with thoe inferno cannon things don't shoot and instead try and attack doors in the wall. Is it because they can't path to my guys, that they have a zero percent chance to hit and don't bother to try and shoot or is the mod that I'm using somehow bugged where my guys can shoot out but they can't shoot in?
|
# ? Aug 7, 2015 16:55 |
|
That's a problem with the mod for sure.
|
# ? Aug 7, 2015 18:11 |
|
|
# ? May 22, 2024 05:05 |
|
Which mod are you using? I think there's 2 that add embrasures.
|
# ? Aug 7, 2015 18:33 |