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Messages - Apophis

#1
Quote from: kensey on September 20, 2016, 02:45:22 AM
I found a workaround fix for those of us which have paralyzed patients: Enable god mode, go into the debug actions menu, click on 'Tool Surgery Fail Minor', now click on all your disabled patients, they will instantly loose their paralysis, and apart from the minor surgery scars everything is normal again.

A better workaround is, also in the dev console, restore a random body part (apply damage --> restore body part), for instance a jaw. Then the patient will wake up.
#2
I had some bionics to hand out, so I operated on two colonists at once.
I saved manually after the first surgery, after the second, when the anesthetics had worn off (they didn't wake up), and another one when they wouldn't wake up. I also included the autosaves.

https://www.mediafire.com/folder/58qs2l538n7yaa9,9dvfvlcv2r7jbzs/shared

Maybe it will help.

Edit: I don't know if the save order will be apparent from the autosaves, so: http://i.imgur.com/bgH08mK.png
#3
I have attached a save file in which a colonist has just gotten a bionic eye and the anasthesia have worn off.

Consiousness did not go back to 100% after the surgery, so I reloaded, which used to work. However, this time it did not, the consiousness stat did go up, but the colonist was still incapacitated.

[attachment deleted by admin - too old]
#4
I am having the same problem as well with version 15c, no mods.

After changing the consiousness in any way, drugs, disease, surgery, food poisoning, the consiousness regularly does not return to 100% immediately.
Saving and reloading resets it to the correct level, so a saved game won't help I'm afraid.

EDIT: This seems to be a different problem, since in my case, the consiousness does not claim to be OK. http://i.imgur.com/gkDjWjX.png
#5
Well, I just tried, and
- It also works for the tailoring table and the smithing table. For the other bills it does not really matter, as they won't have workers on unfinished things.

- It only works if the bills are for the same item out of a different material.

#6
When I have bills setup to make the same item out of different materials, but the material criteria for the top bill are not met, the second bill will be used. When the author picks the object back up after a break, the 'worker' part will be transfered to the top bill.

Steps to reproduce
1. Place down sculptors table
2. Create a bill 'Make a large sculpture', set to accept no ingredients (or a random material that is not present).
3. Create another bill to make a large sculpture with a material that is present.
4. Have an artist work on the bench
5. Interupt work, by waiting or giving another command.
6. Let artist resume work on the workbench.

What happens
Upon resuming work, the 'worker' tag goes to the top bill.
So this:

becomes this:


The bug does not occur when the top bill has 0 left to make or when the top bill is suspended.
#7
I've had this bug as well with other man-hunting animals, a muffalo and a boar.
#8
General Discussion / Re: Furniture Quality
September 03, 2015, 08:52:33 AM
 
Quote from: atnoslen on August 30, 2015, 11:23:52 AM
On my last play through I had a level 20 construction toon.  I went to build royal beds out of wood and out of 10 builds I had 4 superior and 6 good quality.  Couldn't get anything higher than superior.

Maybe the person building had poor manipulation or sight? I think that would influence the quality. I have a guy with 20 in construction as well, and he has produced his fair share of legendary animal beds, and even more masterworks.
#9
Bugs / Re: Animals die with non-lethal damage
September 03, 2015, 08:38:27 AM
Quote from: StorymasterQ on September 02, 2015, 09:48:27 PM
Maybe there's a tamed animals limit imposed by the storyteller? Like with colonists?

This is not the case, I think, since I have roughly 70 wild boars, and 15 of them are pregnant at the moment. You would think the pregnancy would also decrease in such a case.
Maybe animals simply can also die if the pain is too high? Or if a certain ammount of hit points are removed in total?

All in all, I think this is rather a decision than a bug or an oversight.
#10
Ideas / Re: Your Cheapest Ideas
August 31, 2015, 08:24:07 AM
Allow more different areas to be designated, I need more to separate my animals
#11
No, it must be when a pawn equips a new shield, and after a while the shield is powered up. I was confused about that sound as well for a while  :P It also happens with raiders that you incapacitate, if they are wearing a shield.
#12
General Discussion / Re: RimWorld change log
April 29, 2015, 03:19:53 AM
QuoteSlave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).

Like a real merchant?  :D

And does this mean that Shinzy is now bald?
QuoteAdded new hairs donated by Shinzy.
#13
Quote from: Regret on March 30, 2015, 07:37:31 AM

Huh.
Is it be possible to arrest sleeping hostile people?

I don't think so, but it is very possible to stab them without the others waking up! At least until they decide to assault your colony.
#14
If you wall it off you won't get spontaneous generation. Maybe the seeds can travel over the floors?
Or do you think it is strange that seeds travel through the air?
#15
Bugs / Re: Cooler not cooling much
March 25, 2015, 10:14:43 AM
Heat is getting transfered back into the room through the walls. The target temperature does not matter too much, 0 or -270, the cooler can still only cool a certain amount.
So, just install a couple of extra coolers :)