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Messages - Phomor

#1
A colonist that I force to craft something won't get all the materials and then just do something else again. He will craft for quite some time, although right now I can't tell you when exactly he will stop, maybe when he gets too hungry? That's a completely different scenario.

If there is no resource to haul then that job isn't needed there and could just get skipped. If I tell somebody to build multiple things in succession with queueing then those things should all get built, regardless of the hauling job.
I mean, it works if I don't queue anything after the first job, so why doesn't it work when I do queue something after? That's just inconsistent behaviour which I'd say is a bug.
Also you admit it's annoying, so what's the problem with changing the game so it isn't annoying anymore?

"Fertile Field mod allow terraforming, all construction placed blueprints and many of them don't need resources you can imagine ?"
I'm not sure what your point is with that. If I place blueprints for that that don't need resources and then queue all of them up with one pawn, that pawn should build all of them, not just the last one.
#2
Well then imo the whole construction system is bugged because if I tell him to build that I want him to build that and not do half of the task. I also can't force the building until after he delivered the resources which means queueing is pointless.
In addition, if I only prioritize building one thing without queueing something, then that thing gets completely built, he doesn't only deliver the resources and then go to do something else. So the queueing system is bugged there.
#3
There's a bug when queueing actions after prioritizing building a grave.
1. Prioritize building a grave
2. Immediately queue another task after building the grave, can also be building another grave
3. Let it play out

It should build the grave, but what happens instead is that it just kind of starts the construction but does not actually construct it and immediately goes to the queued task.
#4
This bug is still in the current version of the game (1.2.2900)
#5
Bugs / [1.2.2900] Line of sight bug Mk.2
May 18, 2021, 02:31:41 PM
I already posted a LoS bug here, but since I found a new one (or is it even a new one? Who knows) here are a few more pictures.
Apparently shooting through walls is a thing if you have the right distance from it.

Additionally, here's the line of sight as shown by a psychic shock lance, which is also wrong since Neville can get downed by it.

And as last one, here the line of sight shown by the lance is even more wrong.
#6
Bugs / Re: [1.2.2900] Line of sight bug
May 05, 2021, 04:47:50 AM
The thing is though that it can happen directly after you move somebody into cover.



I moved Dvengar one tile to the right into cover and he got shot but couldn't shoot back
#7
Bugs / Re: [1.2.2900] Line of sight bug
May 05, 2021, 04:17:55 AM
I wouldn't call it that minor, you can easily lose colonists and in extreme cases entire colonies to it.
#8
Bugs / Re: [1.2.2900] Line of sight bug
May 04, 2021, 05:11:11 AM
So you're saying it's not a bug, it's just atrociously bad and unintuitive design?
#9
Bugs / [1.2.2900] Line of sight bug
May 02, 2021, 07:21:13 AM
With certain angles, colonist 1 can shoot and hit colonist 2, even though colonist 2 is behind a wall and can't shoot back.



Savefile: https://drive.google.com/file/d/1KhgH2DEH5x5LZlZxTEtUiTKZaK-TMVKO/view
#10
Releases / Re: [1.0][B19] Doors Close Fast Again 1.0.1
December 01, 2018, 07:05:35 PM
I think it was 60 ticks
#11
I mean I already described it just like it happens, just like Jacuza did too.

1) Draft a colonist
2) Tell them to go somewhere
3) Pause the game
4) Restrict them into an area they are not currently in
5) Unpause the game
6) The colonist will stop going where you told them to go and just stand there and do nothing

It also happens when you don't pause the game but you can see it better if you do.
#12
still happens in the newest version
#13
Hello, I noticed today that Colonists which are drafted and are going somewhere just stop walking when you restrict them to an area they aren't in.
#14
Releases / [1.2] Doors Close Fast Again 1.0.4
September 13, 2018, 07:20:43 PM
Doors Close Fast Again

Description:
Doors close faster after somebody went through, like in B18.
Delay is adjustable in the settings menu.
Modsync is supported.

Source code is included and on Github.

Compatibility:
Should thanks to Harmony be compatible to almost any other mod, could have problems with mods that change doors.

Download:
Rimworld 1.0:
Steam Workshop

Rimworld B19:
Steam Workshop
NexusMods

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License:
Modpackers may use it but have to link to this site, the post in the Ludeon Forum or to the Mod on Nexusmods. Derivates are allowed.

Version 1.0.1 is for B19, 1.0.4 newer for Rimworld 1.0 and higher.

Changelog:
1.0.4: 25.02.20: Updated for Rimworld 1.1
1.0.3: 23.10.18: Japanese Translation added, thanks to Proxyer
1.0.2: 18.10.18: Updated for Rimworld 1.0
1.0.6: 16.06.21: Add compatibility for Doors Expanded

Credits:
This Mod uses Harmony by Andreas Pardeike

[attachment deleted due to age]
#15
Yeah, I thought about doing it like that in the last few days too, in the end I didn't know how exactly the numbers behaved and didn't want to test ten different versions to find the right balance so I just did it as it is now.