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Messages - rwulf

#1
Bugs / Minor Social Bug for Cannibals
August 22, 2021, 06:08:44 AM
So my current ideology does NOT have the cannibal meme but approves of eating human mean (the idea being that they don't mind if they are desperate but don't revel in it or anything.)

However, after eating simple meals made out of said human meat, now they all have a -25 social hit to one another because everyone else is terrified of everyone else for eating man sandwiches.

This feels a bit off so reporting it here.

Moderator's Note:

Thanks for the bug report.  In 1.3.3144 unmodded I do not have this problem, there is no social impact.  If you are experiencing this bug on an umodded game, please post a new bug report and attach your save so I can see what is going on!
#2
Outdated / Re: [A16-A17] BaconBits' Mods ~ 06/28/17
July 29, 2017, 09:11:36 PM
Quick question - are the alpha muffalo and mamuffalo compatible with A Dog Said?
#3
Mod bugs / Generating Planet Black Screen Bug
June 28, 2017, 03:19:01 AM
So I've been having a strange bug with my latest colony. Many times when I load, I get the message "Generating Planet..." which then proceeds directly to a black screen and the "space" sounds in the background. I have a mouse cursor but cannot take any actions other than to tab out and force quit the game. Every so often, the game opens normally, but most of the time it does this.

I'm playing a heavily modded game so I think time for a culling was probably past due anyway, but was wondering if anyone else had experienced this?
#4
Holy cats I just went round and round with people apologizing for this bug over on the Steam discussion forums. I can confirm this is happening as well. It clearly can't be intentional as Psychopath, Bloodlust, and Cannibal characters have all become equally judgmental of the colony butcher.

Maybe this was an attempt to implement the social debuff for certain types of animals (dogs/cats/etc) and it simply missed the mark? If that were the case, it would be totally understandable, but everyone standing in judgment over the butcher for doing his job seems a bit much. That being said, it might be interesting if *certain* colonists (nonviolents and those with certain backgrounds) did disapprove, or perhaps even disapproved of it more. But as it is, it's immersion-breaking and mildly disruptive.
#5
Mod bugs / Loading Transport Pods Taking Forever
January 06, 2017, 08:36:19 PM
So I've run into a strange bug. I can't imagine which of my mods could be causing this as none of them affect transport pods, but I run a modded game so I'm posting it here as per forum rules.

If I order a transport pod to be loaded, it seems if I load it with anything particularly complicated it never completes. If I check on my haulers I find them picking up stacks of hay X4 at a time when a X200 stack is right next to them, or alternately wandering idle (even if they weren't loading the pods there is lots of hauling to do so they should not be idle; and at any rate the pods aren't finished being loaded). I have no absolutely idea what's causing this, so any help would be appreciated. As I said I have no mods that affect transport pods in any way.
#6
Sorry meant to say I have no "Guest" tab.
#7
I am having a similar problem to the earlier poster. The mod was working fine at first, but now I have no social tab, caravan traders show up, hang out for a bit, and leave, and travelers just speed straight through without stopping. Meanwhile, I still have guest beds and the Negotiate skill refers to visitors, so the mod is doing *something,* it's just not letting me entertain or recruit anyone.