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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 868010 times)

Culise

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2160 on: December 30, 2016, 07:26:45 pm »

Interesting; I'm not familiar with some of the mods, but I don't think there are any that should affect Prepare Carefully.  What does appear in your Prepare Carefully screen when you go to the Health tab of any particular pawn?  You said earlier that the Add Implants doesn't include all implants; does it have any implants at all (vanilla, particularly, but also any implants added by other mods), or are all of the implants completely missing? 
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2161 on: December 30, 2016, 08:14:07 pm »

This is what shows up: http://pasteboard.co/geSW3Jaks.png

As a sidenote: I disabled all mods except EPOE and prepare carefully and it STILL didn't work
« Last Edit: December 30, 2016, 08:18:10 pm by ChairmanPoo »
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2162 on: December 30, 2016, 08:55:08 pm »

Update your version.
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Via Steam workshop comments
edbmods  [author] Dec 24 @ 12:17pm
I've released a fix so that bionics/implants from EPOE and other mods will appears in the list of those available in the Health/Implants tab.
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Akura

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2163 on: December 30, 2016, 09:40:10 pm »

I just had to put down a chicken, because it somehow got into the medical storage and swallowed a Luciferium. The storage area was outside the area my chickens were allowed into as well, and I wasn't aware that chickens can that sort of thing.
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2164 on: December 30, 2016, 09:48:08 pm »

Yeah animals love drugs now and they aren't afraid to ignore zones to get at them. It needs some tweaking because unlike in DF there's no way to stop animals from opening doors.

ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2165 on: December 30, 2016, 10:03:13 pm »

Update your version.
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Via Steam workshop comments
edbmods  [author] Dec 24 @ 12:17pm
I've released a fix so that bionics/implants from EPOE and other mods will appears in the list of those available in the Health/Implants tab.

:/  he did not update the non steam version apparently...

(my main problem with rimworld steam is that it works foul with workshop when offline
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Culise

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2166 on: December 30, 2016, 11:02:01 pm »

Ah, that is an issue; the non-Steam compiled release is two versions behind the Steam release, and while the other change is pretty minor, this one is the fix that you need.  It appears that if you can compile it, the Github source is up to date.  If you can't compile it, well...hmmm.  You can download the Steam workshop version, copy it out of the workshop directory, and paste it into your mod folder.  In fact, since I do happen to still be subscribed to the Steam version (even though I'm now using a different, Romance Diversified-compatible mod version), I think I can do just that.  I'm not sure how he feels about it being distributed outside of the Ludeon thread or Steam workshop, so I'll send a link via PM.
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Tiruin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2167 on: December 31, 2016, 12:21:27 am »

Yeah animals love drugs now and they aren't afraid to ignore zones to get at them. It needs some tweaking because unlike in DF there's no way to stop animals from opening doors.
Strange o_O
I usually make my zones be VERY room-conforming (as in it doesn't include the walls and only the space within), and animals strictly stay within that yellow box. I have had to include doors to get them to adjacent areas/to let animals who've strayed outside due to my 'let all free' button for grown hauler dogs get a path back inside :P

Maybe you're designating freely? (DF devs have the GREAT idea of 'room crawling designations', wherein the room designation 'crawls' along the interior and doesn't include walls, and doors only if designated open, which I do believe Rimworld can gain a lot out of...instead of 'designate giant box and let free') x.x
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2168 on: December 31, 2016, 09:10:58 am »

Strange o_O
I usually make my zones be VERY room-conforming (as in it doesn't include the walls and only the space within), and animals strictly stay within that yellow box. I have had to include doors to get them to adjacent areas/to let animals who've strayed outside due to my 'let all free' button for grown hauler dogs get a path back inside :P

Maybe you're designating freely? (DF devs have the GREAT idea of 'room crawling designations', wherein the room designation 'crawls' along the interior and doesn't include walls, and doors only if designated open, which I do believe Rimworld can gain a lot out of...instead of 'designate giant box and let free') x.x
It's not that they'll drift outside the boxes regularly it's that occasionally they'll just say fuck it and go nom some of the very expensive penoxycyline you just bought. They don't seem to go very far outside though.

Greiger

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2169 on: December 31, 2016, 11:51:53 am »

That is weird.  My base is mass producing psychoid, penoxycyline, and mar smokeleaf and I have a large pasture of boomalope and my animals are not going after any of my drugs.  Not even the wolves who have free reign around the place for hauling.   Maybe it has something to do with restrictions?  I did change the default restrictions for people to only take recreational when their mood is low.  and penoxycline is only administered by the doctor manually.

If my animals started eating my drugs that would definately put a damper on 'Greiger's High Explosives and Mind Altering Substances Emporium'
« Last Edit: December 31, 2016, 11:55:37 am by Greiger »
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2170 on: December 31, 2016, 12:44:24 pm »

Seems to me that animals tend to go for the nearest edible substance that matches their diet, but I'm not certain what diet classes have drugs.
Could be that the zone restriction is lifted if there is no edible food within a certain distance when they trigger feeding.

For my bases (that bother with husbandry) I always set up a zone of animal food(s) right next to their sleeping area, and usually a second one just outside the door to the fridge.
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CABL

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2171 on: December 31, 2016, 03:56:03 pm »

Please delete this post.
« Last Edit: December 31, 2016, 06:07:53 pm by CrocAndBearLover »
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2172 on: December 31, 2016, 04:31:32 pm »

Someone, somewhere, at some point in the future is going to google 'sniper rifle can't craft materials' and find your post.  They'll hope for an answer, but you didn't provide one.  They'll only see "Problem solved" and they won't know how to solve it...

n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2173 on: December 31, 2016, 04:32:59 pm »

I would guess they're in a restricted/unallowed area? Other than that, I couldn't really guess for that specific error.
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2174 on: December 31, 2016, 05:49:08 pm »

Someone, somewhere, at some point in the future is going to google 'sniper rifle can't craft materials' and find your post.  They'll hope for an answer, but you didn't provide one.  They'll only see "Problem solved" and they won't know how to solve it...
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