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Messages - swni

#1
I have noticed that some stockpiles in my base are missing the "allow rotten" or both "allow rotten" and "allow fresh" checkboxes.  (I have verified that copying settings from other stockpiles does allow me to change them, though.)

I believe this could be a one-time issue related to updating from 1.0.2055 to 1.0.2057, as it happened shortly afterwards, and new stockpiles I create seem to always be correct. I couldn't find a release announcement board or I would have posted there instead of here.

(I have screenshots but they are too large to attach, and they don't contain any more information than I gave above.)
#2
1.0.2041 (64-bit) on linux. (I'm unclear on the version numbers, is this "B19"?) No mods.

After every keydown, keyup, or scrollwheel event, the cursor position is regarded as if it is in the mirror flipped position (in the y-direction) on the screen. (So, if the cursor is near the bottom of the screen, it is treated as if it is near the top; the x-coordinate does not change.) After any mouse click or mouse movement, the cursor is restored to the correct position.

The graphical image of the cursor, which I believe is handled by the OS (which is why the cursor does not show up in my screenshots, making screenshots moot), does not move. However, tooltips jump around because of this, and which graphical item has its tooltip displayed also changes.

Since mouse clicking and moving restores normal behavior, the game is still very playable. The main problem is the visual artifacts of jumping tooltips when using keyboard shortcuts, and that scrolling the social window requires first putting the mouse in the "flipped" position. (The other scrollable panes cover most of the screen, so you don't really notice the problem.)

This bug did not show up in the previous version of Rimworld I played, which I believe was B17.
#3
Bugs / Re: Non-existent colonist died
September 21, 2016, 10:08:12 AM
Glad to hear I'm not crazy and this has happened to others. The devs might be interested in your auto saves from before and after (though I don't know how it'd actually help at all...).

Did you also do a custom scenario? Any disabled incidents, like I had?
#4
Bugs / Re: Non-existent colonist died
September 20, 2016, 07:58:25 PM
Maybe my colonists got a mood debuff in sympathy for the tragic loss of your Tom, but I never recruited a colonist or had a colonist kidnapped. My population has remained steady at two colonists from the very beginning (which is confirmed in the population graph). Good idea though.

In your case, did you get the "colonist died" debuff? Did the notification message point to the lower-left corner of the map?
#5
Bugs / Re: Non-existent colonist died
September 16, 2016, 10:36:08 AM
Nothing of note in the relationships.

You got a "colonist died" mood penalty when someone in a different faction died? Or was the mood penalty you got due to a related person dying? If the latter then that doesn't sound like a bug.
#6
Bugs / Re: Non-existent colonist died
September 14, 2016, 06:59:17 AM
The three colonist-added events were disabled (drop pods, wanderer joins, chased by pirates), and those were the only disabled events. (I'm trying to beat the game with two colonists starting with a tribal start, I have all the resources and tech to build the spaceship and am just finishing up the rest of the tech tree now.) There was no body to be found. And yeah, I meant 0.15.1284.
#7
Bugs / Non-existent colonist died
September 14, 2016, 02:23:29 AM
I randomly got a message like "Tom has died of a heart attack", pointing at the lower-left corner of the map (presumably coordinates (0, 0)). At the time, I believe the only humans on the map were my two colonists. I don't recall having seen any pawn from any faction named Tom. My colonists got the "colonist died" debuff and the statistics tab showed that a colonist had died, but the population graph showed no change in population.

No mods. Playing on linux, version 0.15.1824. This happened several years ago in-game time, so I'm not sure if the save file would be useful to see.