Thank you Razuhl, that did the trick.
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#1
Bugs / Re: [1.0.2096, x64, Steam] Incapacitated refugee, capture, joined pirate band
November 25, 2018, 04:10:39 AM #2
Bugs / [1.0.2096, x64, Steam] Incapacitated refugee, capture, joined pirate band
November 24, 2018, 09:53:03 AM
1. What the circumstances were:
As long as the enemies are fighting, you have the 2 options "capture and leave" and "offer help".
When enemies are defeated/running away, you only have the option "offer help"; "capture and leave" disappear".
Ending the "capture and leave" option while you should only have the "offer help" option triggers the bug!
So what you need to do is:
Find below a link to a debug game. Enter God Mode, destroy the 2 turrets, do "capture and leave" with one colonist and kill the enemy before the colonist leaves.
https://drive.google.com/open?id=1EifZt_t6AaqciIPMGFyirpVsnL6eVEmv
Optional : now... is there an easy way to restore my "Rose" pawn into my faction? It's a permadeath save I cannot reload an older date.
- Incapacitated refugee request with 2 enemies
- Sent a caravan with 2 pawns and 2 boomrats
- Won the fight (VS 2 ; killed 1, 1 running away)
- With pawn "Rose", did "capture and leave" on the incapacitated refugee
- "Rose" leaved the area with the incapacitated refugee
- Pawn "Rose" disappeared; bed unowned, no longer on pawn list, no world icon
- Pawn "Aletta" is her sister; with her "Social" tab, I saw that pawn "Rose" is in the pirate band "The Javelin Raiders"
- That "capture and leave" created a caravan returning home
As long as the enemies are fighting, you have the 2 options "capture and leave" and "offer help".
When enemies are defeated/running away, you only have the option "offer help"; "capture and leave" disappear".
Ending the "capture and leave" option while you should only have the "offer help" option triggers the bug!
So what you need to do is:
- Start "capture and leave" with a colonist
- Trigger enemy defeat/retreat with you other colonists before your first colonist leave the map with the refugee
- Enjoy watching your colonist leaving you for the enemy as soon as he leaves the map
Find below a link to a debug game. Enter God Mode, destroy the 2 turrets, do "capture and leave" with one colonist and kill the enemy before the colonist leaves.
https://drive.google.com/open?id=1EifZt_t6AaqciIPMGFyirpVsnL6eVEmv
Optional : now... is there an easy way to restore my "Rose" pawn into my faction? It's a permadeath save I cannot reload an older date.

#3
Bugs / Re: [W|0.8.657] "Observed corpse" effect doesn't stop increasing after 3 corpses
December 22, 2014, 08:40:27 AM
Hey guys. Here is an hotfix that worked for me.
It looks like that when it wants 1 as multiplier, it needs nothing (you can see it by looking at other moods effects).
"<stackedEffectMultiplier>1</stackedEffectMultiplier>" is buggy.
Please tell me if it worked for you too!
- Go to the directory %RimWorldDirectory%/Mods/Core/Defs/ThoughtDefs
- Edit the file Thoughts_Memories.xml
- Go to the "ObservedLayingCorpse" mood effect (usually line 173 to 189)
- Remove the line "<stackedEffectMultiplier>1</stackedEffectMultiplier>"
It looks like that when it wants 1 as multiplier, it needs nothing (you can see it by looking at other moods effects).
"<stackedEffectMultiplier>1</stackedEffectMultiplier>" is buggy.
Please tell me if it worked for you too!
#4
General Discussion / Re: How to survive
September 17, 2014, 05:49:42 AMQuote from: skullywag on September 17, 2014, 05:34:41 AMsolution bar turtle up with killboxes
This. Actually, having 50+ turrets doesn't help as long as you don't build a special "entrance" for you enemies.
Here is a example of kill box: https://www.youtube.com/watch?v=MWhRTEw_TCs&t=2m10s
This video is from an old build but it is still the way to deal with big raids.
EDIT : A topic just for it. :3
http://ludeon.com/forums/index.php?topic=5936.0
#5
Bugs / [W|0.6.532] Goodwill of factions are resetting on game loading
August 14, 2014, 10:18:22 AM
Summary:
Bug found on version 0.6.532.
If you buy some goodwill from a faction with silver, save your game and load it later, the goodwill of the faction returned to its starting value of the game.
Steps to reproduce:
Expected results:
Having the same goodwill amount than when we saved the game.
Actual results:
The goodwill amount reset to its starting value.
Notes:
I'm pretty sure the problem comes from the fact that now, factions are world-related and no longer game-related. Loading the game take the starting goodwill amounts of the world instead of the current goodwill amounts of the game.
Bug found on version 0.6.532.
If you buy some goodwill from a faction with silver, save your game and load it later, the goodwill of the faction returned to its starting value of the game.
Steps to reproduce:
- Start a new colony.
- Turn "God mode" on (you will need to check development mode in options).
- Build a Comms console and a Solar generator near to it, then wait daylight.
- Once the Comms console powered, add some goodwill to a faction.
- Save the game.
- Load your saved game.
Expected results:
Having the same goodwill amount than when we saved the game.
Actual results:
The goodwill amount reset to its starting value.
Notes:
I'm pretty sure the problem comes from the fact that now, factions are world-related and no longer game-related. Loading the game take the starting goodwill amounts of the world instead of the current goodwill amounts of the game.
#6
Bugs / Re: [W 0.5.496] Raiders Hauling for Player
August 08, 2014, 10:15:34 AM
Now that I think about it, I encountered this too. And yes, only happens with large raids from very late games.
I didn't notice they were hauling stuff for me since my turrets killed them.
I didn't notice they were hauling stuff for me since my turrets killed them.
#7
Bugs / Re: [W|0.0.496] Colonists launched into space not counted
July 23, 2014, 07:34:49 AM
Some of you don't understand the bug. Did you even tried to reproduce it?
Your colonist will disappear like if the cryptosleep pod was still there after the launch. Since the cryptosleep pod is not here, you will not be able to eject the sleeper or something. He will be there, but unselectable and invisible. But yeah, I will rename the topic.
Your colonist will disappear like if the cryptosleep pod was still there after the launch. Since the cryptosleep pod is not here, you will not be able to eject the sleeper or something. He will be there, but unselectable and invisible. But yeah, I will rename the topic.
#8
Ideas / Re: Battle thoughts
July 22, 2014, 08:15:26 PM
I agree. A little victory buff just for 1.0 day to help with all these mental breaks after victorious fights would not be a luxury.
In return... how about a debuff if one of your colonist is kidnapped?
In return... how about a debuff if one of your colonist is kidnapped?
#9
Ideas / Re: Safe zone
July 22, 2014, 08:00:51 PMQuoteMaybe just a "Stay out of Range of Hostiles" toggle option
This is way more complex to code because a pirate is not static like a zone. Your colonist would have to reconsider his path each second because pirates move.
#10
Ideas / Re: Safe zone
July 22, 2014, 06:13:56 AMQuoteWould a mad squirrel be able to trigger everyone to retreat to home region?
As long as the player enable the "Stay on safe zone" toggle option, even if there is no major thread. This would be a manual activation, like draft/undraft.
#11
Hello RimWorld community.
We all had one time an undrafted colonist who thought it was a good idea to haul this rock. Yes, this rock, just at the centre of besieging enemies. Or this one, in front of 20 scythers.
This "I don't give a f*" behavior from undrafted colonists is really annoying when there is a lot of work to do in safe zones but they only want to haul this rock.
So my idea is to create a new zone: the safe zone. How it would work:
If adding a new zone type is too much, how about just add this mechanism for home zone?
We all had one time an undrafted colonist who thought it was a good idea to haul this rock. Yes, this rock, just at the centre of besieging enemies. Or this one, in front of 20 scythers.
This "I don't give a f*" behavior from undrafted colonists is really annoying when there is a lot of work to do in safe zones but they only want to haul this rock.
So my idea is to create a new zone: the safe zone. How it would work:
- Safe zones are added and removed by the player, just like home zones.
- Colonists have a new toggle option: "Stay on safe zone".
- If "Stay on safe zone" is enabled, undrafted colonists will not work on something if it would make them exit their current safe zone.
If adding a new zone type is too much, how about just add this mechanism for home zone?
#12
Bugs / [W|0.0.496] Colonists still entering in cryptosleep pods when ship is launched
July 21, 2014, 06:55:01 PM
Summary:
Bug found on version 0.0.496.
When you ask a colonist to go in a cryptosleep pod, he will stay in front of it a little moment before going in. If you launch your ship during this time:
Steps to reproduce:
Expected results:
The colonist who was still going in the cryptosleep pod but was outside during the launch cancel his action ("going in the cryptosleep pod").
Actual results:
If you don't cancel the "going in the cryptosleep pod" manually, your colonist will disappear. He will still be in your overview list, but will be unselectable (and invisible).
Bug found on version 0.0.496.
When you ask a colonist to go in a cryptosleep pod, he will stay in front of it a little moment before going in. If you launch your ship during this time:
- He will not be counted in your score.
- He will still disappear after a moment like if the cryptosleep pod was still there.
Steps to reproduce:
- Create a ship with all required components.
- Ask a colonist to go in a cryptosleep pod.
- Since you need at least 1 cryptosleep pod full, let him go in.
- Ask an other colonist to go in a second cryptosleep pod.
- When he is waiting in front of it, launch the ship.
- Admire your colonist disappear.
Expected results:
The colonist who was still going in the cryptosleep pod but was outside during the launch cancel his action ("going in the cryptosleep pod").
Actual results:
If you don't cancel the "going in the cryptosleep pod" manually, your colonist will disappear. He will still be in your overview list, but will be unselectable (and invisible).
#13
Bugs / [W|0.0.496] Mouse wheel events on scroll bars
July 21, 2014, 06:41:39 PM
Summary:
Bug found on version 0.0.496.
When you use your mouse wheel to scroll on menus with scroll bars, the next click you do on them will sometimes do an additional scroll down or scroll up.
Steps to reproduce:
Bug found on version 0.0.496.
When you use your mouse wheel to scroll on menus with scroll bars, the next click you do on them will sometimes do an additional scroll down or scroll up.
Steps to reproduce:
- Use the Tool: Spawn pawn to create a lot of colonists (enough to add a vertical scroll bar on work overview).
- Go in the work overview.
- Scroll down/up with your mouse wheel, then do a click.
#14
Bugs / [W|0.0.496] List of minors bugs
July 21, 2014, 06:36:36 PM
Summary:
List of some minors bugs found on version 0.0.496.
List of some minors bugs found on version 0.0.496.
- When a faction is named "The <something>", messages from the Comms console of this faction are "The The <...>".
- Royal beds don't show their owner name even if you zoom in on them.
#15
Bugs / Re: [W|0.0.496] Colonists needing rescue are fed by doctors
July 21, 2014, 06:15:11 PMQuotePersonally, I won't want auto-rescue to happen, especially in the heat of a battle and 'doctors' blindly and willfully walk into harms way to rescue others but may either die
This is actually what happened to one of my doctors because he tried to feed one of my incapacitated colonist in fights, this is why they souldn't feed them if they are not rescued.
By the way, for the "I don't give a f*" behavior of colonists, I will suggest an idea soon on suggestions.
EDIT: Here we go. The Safe zone
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