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Messages - Recatek

#1
Circumstances:
During a prison break, a prisoner pawn can pick up a bonded link weapon (monosword, maybe others) from the ground even if that sword is already bonded to one of your colonists. The prisoner will re-bond the sword to itself, and this new bond will persist even if the prisoner is downed and the weapon recovered. This leaves you unable to use the weapon afterwards.

What happened:
A prisoner pawn exited my prison area and approached a bonded monosword on the ground, picked it up, and began attacking my pawns with it, even though the weapon was previously linked to my pawn. When I downed the prisoner, I could no longer use the weapon as it displayed a bond to that prisoner.

What should happen:
The prisoner should not be able to pick up or use the link weapon, since it is already linked to another pawn.

Steps you can follow to make the bug appear on your machine:
1. Capture a prisoner pawn.
2. Have your pawn drop a bonded monosword right in front of the door to your prison.
3. Trigger or wait for a prison break.
4. Observe that the prisoner can pick up the monosword and use it to attack your pawns.

Savegame:
This issue can be quickly reproduced in a fresh Royalty game without any mods.

Log file:
I didn't see anything relevant to this issue in the log, and it's quick to reproduce the issue with dev tools, so I've omitted it here.
#2
Mods / [Mod Request] Transport Downed Pawns
March 09, 2019, 11:44:08 AM
Raiding bases via transport pods or recovering wounded colonists is made complicated by the fact that pawns incapable of walking can't be loaded into pods. It would be nice if a mod existed to remove this restriction.

Such a mod exists for 0.17 on the workshop, and subscribing to that mod reveals that it contains a complete "source" directory as part of its download. However nothing exists for 1.0 that provides this functionality, and the 0.17 version is wildly out of date.

Is there anything for 1.0 that provides this functionality?
#3
Mods / Re: What would make the game easier to mod?
August 01, 2017, 07:09:21 PM
Sorry if this has already been mentioned, but now that we can inherit core defs in A17 (instead of having to recreate all the abstracts ourselves), it would be nice if every core def was named for inheritance. For example:


<ThingDef ParentName="ApparelMakeableBase">
<defName>Apparel_TribalA</defName>
<label>tribalwear</label>
<description>A garment crafted without machines using neolithic tools.</description>
...
</ThingDef>


becomes


<ThingDef Name="ApparelTribalA" ParentName="ApparelMakeableBase">
<defName>Apparel_TribalA</defName>
<label>tribalwear</label>
<description>A garment crafted without machines using neolithic tools.</description>
...
</ThingDef>