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Messages - CommanderPoppinFresh

#1
What the circumstances were:

After a pawn was downed due to pain shock with very light bleeding (mostly clubs), the pawn was left long enough to develop extreme bloodloss and eventually severe malnutrition. After feeding and stopping the bleeding, the pawn (still alive) should be safe, right?


What happened:

Because the extreme blood loss debuff only maxes out consciousness at 10%, but severe blood loss gives a -30% to consciousness, when the blood loss recovered to severe, the pawn instantly dies, because the -30% combined with the other stacking consciousness debuffs are enough to kill it.


What you expected to happen:

If a pawn is alive with extreme blood loss, recovering to severe should not kill it. Either it should have been dead with the extreme (maybe add a -40% on top of the 10% max?), or it shouldn't die at severe. The solution to keeping your pawn alive should not be bloodletting until the malnutrition heals.


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

Get pawn bleeding out. Let blood loss get stable at extreme (not losing or gaining blood). Let pawn's malnutrition reach severe. Add some misc consciousness debuffs (like pain). Let colonist recover blood.


Savegame file:

https://drive.google.com/open?id=147IJHZrioFEXHSOup7A9RCa5Vhw1LCdi

The colonist on the bed will die in several seconds when his blood loss returns to severe. (I had to horrifically maim several innocent pawns to verify this bug. Don't let their loss be in vain.)
#2
Closing the save and reopening made the fertility overlay show the correct fertility.

Thanks for the great game, btw!
#3
Fixed by relogging.
#4
When hit by a meteor, the fertility overlay no longer shows the soil it landed on as growable (because there is something on top of it). When the meteor is removed, fertile soil is revealed, but the overlay still shows as not growable.

Image of the bug
https://steamuserimages-a.akamaihd.net/ugc/787505367165248903/6E0E9FDBF2449EE8D9EC67BCF5F0A5B46930DE56/
#5
Bugs / Re: [A16] Colonist disappeared into transport pod
December 20, 2016, 05:38:27 PM
I have the same problem. You can save the colonist by loading the pod with anything, and then immediately canceling. However, another colonist wanders in minutes later.
#6
General Discussion / Clarification on the Steam Key
January 25, 2015, 04:08:44 PM
I just wanted some clarification on the steam key. It says on the FAQ that people who purchase after Nov 5 may or may not get a steam key. Does this mean that I will get no further updates as soon as Rimworld goes to Steam? Or, does it just mean that I will not be able to play through Steam?

Thanks in advance,
-CommanderPoppinFresh