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Messages - Maoman

#1
Sorry about the confusion, Calahan :P I edited my original post for clarity.
#2
Not sure if this is genuinely a bug or intentional. Chicks hatched from my hens' eggs are born with the name chick 1, chick 2, etc. as expected. However, they retain this name into adulthood, so I have a bunch of grown hens and roosters all named "Chick #" Seems if they're given names based on their lifestage, that name should change as they grow up, into Hen 1, Hen 2, Rooster 1, Rooster 2, etc.

Log is attached, and here is the save https://dl.dropboxusercontent.com/u/23553672/Maoville%20(1).7z just in case.

Edited for clarity.
#3
Thanks, Calahan. :) It doesn't really bother me since it takes less than a minute to save, go to main menu, then load again. I just wanted to report the bug.

The other three commenters all talk about exactly what I was trying to explain is not the issue. I saw many of the posts talking about sound overload something-or-other causing this bug. Thing is, my save which this happened on is fairly new and small, only four settlers, and no animals or fire or anything that could cause a lot of noise. The second time it happened (in my edit to the original post), especially so: that happened at night, with three of my four colonists asleep and the fourth simply harvesting some healroot. It was almost silent save for the ambient crickets, so definitely not a sound overload, especially considering I was playing on a much larger base with 35 chickens and 10 colonists in A14, and hadn't once encountered this bug.

Actually, the fact that I didn't encounter this bug once during my ~90 hours of A14 playtime and have encountered it twice in my ~10 hours of A15 playtime is exactly why I reported it - I figured it was a version specific bug.
#4
Log file is attached. Save file: https://dl.dropboxusercontent.com/u/23553672/Maoville.7z

I should say I do have one mod installed - prepare carefully - but it is not active so I don't think it could affect the game. Just seconds before this save was created, with no warning, I heard a bass-y pop sound and all sound stopped from rimworld. Windows sounds and sounds from firefox and such still worked, only rimworld was effected. When I opened the windows volume mixer, the green bar showing how loud the sound is was frozen in place, and adjusting the rimworld volume would create the same popping sound with every tick it moved (but it didn't happen when adjusting the main volume slider). Saving the game and exiting to main menu fixed it and sound came back at the main menu (without restarting the game).

There wasn't very much going on, so I don't think the sound board was overloaded, as was suggested in previous threads I found when I searched, and they were from A14 anyways. There were no other sounds playing at the time, rimworld was the only source of sound.

Windows 7 professional 64-bit
Nvidia GTX 780
Intel i5 3570k
Sound Blaster Audigy FX sound card with none of the special sound "enhancements" in the sound blaster control panel active.

Edit: It just did it again, now with even less going on (at night with only one settler awake and almost no background noise). Exiting to main menu fixed it again. It may have just been coincidence but it seemed to happen at the same time I moved the camera with the keys (not mousing to the edge of the screen). Also, moving the volume slider doesn't actually make more "popping" sound, it makes a very quiet hum while the slider is actively moving, as if it is popping but much quieter. Rapidly moving the volume up and down makes the hum louder.

Edit2: Turns out simply loading an earlier save fixes it too, no need to quit to main menu.

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