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Messages - Goldenglade

#1
Ideas / Re: Mark colonist GUILTY if...
January 30, 2017, 06:54:25 AM
half of your issues can be fixed by properly setting up your production benches......
#2
Ideas / Re: SEt beds for prisoners
January 30, 2017, 06:44:52 AM
I mean it wasn't intentional I had like 4 raids back to back... damn you random randy
#3
Ideas / SEt beds for prisoners
January 29, 2017, 03:36:03 PM
So I have some prisoners going through withdraw... and I'm not saying I have a prison colony going on.... but I have a prison colony going on. and when they start murdering everyone it kind of sends the base into a rage. Can we get set beds for prisoners like they have for colonists so I can separate out the "troubled" prisoners?
#4
Quote from: Gibson8088 on December 16, 2016, 12:46:13 PM
Those beds to the right look like they are marked 'Prisoner' and 'Hospital'.  If you changed one to not have the 'Hospital' designation does the prisoner get moved?

they have 2 sets the image is big scroll over
#5
Just trying to help  8)
#6
I didn't want it used by prisoners and if you look to the right the second prisoner I have roaming around can be moved into the prisoner barracks. There's 6 beds in there 3 of which are medical. I can't move the prisoner at all.... sorry about the oversized images.
#7
What the circumstances were:   I moved a bed that was assigned for a prisoners to another room (was a double bed) aand now I can't warden the prisoner to the new prison room.

What happened.  I can no longer relocate the prisoner to a new room and the prisoner pawn is treating the room as a normal prison cell.

What you expected to happen.  I'm use to being able to have my warden drag them into a room in which a prisoner bed is available.

Steps we can follow to make the bug appear on our machine.

build multiple rooms and move a bed (this case it was a double bed permitted to prisoners. I moved it to a colonist room and the current room is empty of all bed/furniture (see image) Beds are available elsewhere... See pictures below :D






save game

https://www.dropbox.com/s/dvaudjzgxusnjev/The%20Glade%20-%20Copy.rar?dl=0

log file

https://www.dropbox.com/s/kn4w6p6gjvbmrtz/output_log.txt?dl=0





#8
This seemed to have been a thing for awhile if you triggered the pet to not follow after you drafted the pawn. It would fix itself once you undrafted the pawn. I just thought it was done that way by design. (--unless bonded animal has been changed I haven't looked into the animals with this new unstable update.)
#9
If you have a downed pawn that isn't set to fire fighting they'll run into the fire with med supplies to attempt to treat a still burning animals wounds. thus putting both of them in the fire. I've re-created this twice . (btw is there a way to spawn a single fire stack rather then fire explosion?)

What the circumstances were: Had a pyro start a fire cornering a pet the pet burned some before passing out. They pyro not being a firefighter 
                                            defaulted to trying to treat the pet as I had no animal beds or rest spots running in to treat the animal mid blaze
                                            with a meds.... Fire did it's job

What happened.    The pawn proceeded bravely into the flames which were at this point 4 or 5 tiles deep with medicine trying to save the still
                           burning animal



What you expected to happen.    a rescue attempt/fire being put out? an error message stopping the pawn from going to treat a still burning pet?


Steps we can follow to make the bug appear on our machine.  The image below should be pretty self explanatory with the information provided; however, getting the fire to where I wanted it was a struggle... thus the extra explosions before I realized i could just down the pawn. one of the pawns needs to be set to not firefight and doctor as highest priority or overall not be able to firefight at all.


savegame- I was just messing around didn't get far or even bother to save it q.q I do however have


Log File... says it's to large...... not sure what you want me to do about that o.o


#10
Bugs / (A16 unstable Vanilla) No adulthood backstory
December 12, 2016, 07:57:39 PM
Might not be a bug but it hasn't been a thing in the past. Any pawn rendered with an age 19 or below doesn't have an adult focus... which does seem weird for a space traveler.

was able to re-create in the start launcher 3 times by just randomly re-rolling the pawns.
#11
Ideas / Simple Medical supply usage.
July 15, 2016, 02:22:45 AM
As your colony grows larger when you work for a permanent settlement it gets overly tedious to go through and click every prisoner and animal to assign which type of medicine it needs to be treated with.

Much like they revamped the zones I was hoping they would add a way that we can have all animals default treatment,  colonist treatment, prisoner, and rescued travelers treatments.
#12
Doesn't this feed right back into your whole argument of once you win you're done?   Why can't your own goals be your victory screen?
#13
Support / Re: downloads between pc's
April 12, 2016, 03:14:23 PM
I'm not sure how I missed that. Thank you ^^
#14
You kidding me; no one said you had to leave? I play this game how I feel :P very often I find myself just playing what I call "Space outpost" I keep capturing people training them up and sending them off into space in different ships. I find it fun.... I also play prison colony.... it's where you see how many prisoners you can manage with few people :P
#15
Bugs / Re: Nudist keeps picking up clothes
April 10, 2016, 01:54:13 PM
Yeah all colonists have a default clothing set to any which means they'll put on the clothing that is available to equip that is laying around. Just change it so they're set to equip nothing.... but hats :P