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Messages - strata8

#1
Had the same problem happen to me. My huskies tried to haul something that was outside their allowed area and as a result ran right into the middle of a group of centipedes with predictably catastrophic results (for one of them).

I've been able to reproduce it consistently in the attached save. If you follow Killer around at max speed she will eventually (usually under 1 min) try to haul something outside the home area despite being restricted to it.




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#2
Thanks for the help, that was the reason :) Though it could be clearer in-game and I'm actually a bit surprised that manually prioritising it doesn't make them gather the food, like it would when you ask for something to be constructed.
#3
Trying to train a cow but it's telling me (upon right clicking on the cow) that I have 'no usable food' despite the presence of corn, potatoes and rice in my freezer. Similarly I've given orders to tame some squirrels, but no menu appears at all on a right click.

The colonist is unrestricted and has an animal skill of 8. The cow and bull are restricted to a barn close to the colony.

It feels like a bug but I've posted it here just in case there's anything obvious I've missed. There's a screenshot below and the save file is attached.



[attachment deleted due to age]
#4
Quote from: akiceabear on August 31, 2015, 09:29:02 AM
Expecting Tynan to fund a new, ambitious round of development solely on profits from a prior project doesn't seem very financially sound, or more importantly like a good way to incentivize a great developer to keep at it.

If the first product is good value for money, that should be more than enough in that transaction.

If a new project sounds worthwhile, than kick money into it.

Of course, Tynan can do what he wants with his earnings, including further development for free, but I think its unreasonable to assume him into that position.

Obviously I don't think that Tynan should be obligated to pursue another stage of development following extra sales on Steam. A Kickstarter would help gauge demand and define a clear set of goals for further development, but from a financial perspective I don't feel that it would bring in significant amounts of cash beyond what would be achieved with the Steam release.
#5
I wonder if a Kickstarter is even necessary. They've sold 75k+ copies already, and that's been enough to fund development up to this point and even further. A Steam release would boost sales dramatically - Prison Architect has sold over 1 million copies for example, and even Gnomoria (which I've always thought looked a bit unappealing) has managed to sell over 200k.
#6
Quote from: Tynan on August 28, 2015, 11:26:30 AM
This is a suggestion that might be good but isn't a bug, so I'll just move it to suggestions.

Thanks, I wasn't sure.

Quote from: Z0MBIE2 on August 28, 2015, 12:38:10 PM
I think though that this might have the problem of once it's finished, say their making parkas and 'john' just made two. You set the limit to two, but because the parka's are beside 'john' and not in stockpiles, he keeps making more parka's until someone hauls them into a stockpile.

You probably wouldn't even need the requirement for them to be in stockpiles. If forbidden items and items not in the home area were both excluded it'd 'solve' the problem, but then you have issues with edge cases - eg, someone might have removed part of the home area or explicitly forbidden an item they want to keep.
#7
The structural beam needs to be attached to the reactor.
#8
So I've set up a bill to make parkas, but it's suspended because it says I've already got 4 of them. I do have 4 near my base (from raids, no crematorium yet), except they're:

•Not in stockpiles
•Forbidden
•Not in the home zone
•Couldn't be worn anyway because they're under the 50% threshold I've set for the outfit

I understand why it's done like this, as there's the option to dump finished items next to the colonist and not in the stockpile. But I also feel like these shouldn't be included, even if only because they're forbidden.

Screenshot to show what I mean: http://i.imgur.com/SDGGBiB.jpg

It's easily reproducible:
- Start new game
- Build tailors workbench
- Add pants bill with 'do until you have X' restriction
- Place pants around map, and forbid them
- Pants still included in count