So it turns out that it has to be a completed room for it not to count as "outdoors". Once I finished building walls (because it was faster than smoothing them in my situation) the deterioration stopped.
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#2
Bugs / [1.0] Items stored in sealed caves still deteriorating
June 29, 2018, 05:05:15 PM
Not sure if the deterioration goes off of the terrain beneath the item but I changed the floor to smoothed marble instead of the natural rough marble to see. Still deteriorating as if its outdoors. I suspect the floor has to be another material instead of smoothed.
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#4
Bugs / [1.0] Poison Ship endlessly spawning broken mechanoids
June 25, 2018, 03:25:39 PM
1. Poison Ship landed near base.
2. Attacked ship. a ridiculous wave of mechanoids emerged.
3. Mechanoids did not fight. Just wandered aimlessly while being killed.
4. Every single attack upon the Poison Ship hull brought another wave of Mechanoids.
5. Some mechanoids will eventually fight correctly, but by now it's most definitely too many to handle.
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2. Attacked ship. a ridiculous wave of mechanoids emerged.
3. Mechanoids did not fight. Just wandered aimlessly while being killed.
4. Every single attack upon the Poison Ship hull brought another wave of Mechanoids.
5. Some mechanoids will eventually fight correctly, but by now it's most definitely too many to handle.
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#5
Ideas / Re: Maybe the Difficulty scaling is off?
June 25, 2018, 12:14:31 PM
So I just completed that poison ship event and it looks like the mechanoids did not in fact actually use their weapons, despite it claiming they had them. Upon further investigation, while it claimed they had a weapon equipped or were using a particular weapon, they were not actually using them. Just wandering around aimlessly trying to avoid gunfire and attacks.
#6
Ideas / Maybe the Difficulty scaling is off?
June 25, 2018, 12:10:30 PM
(Please note that I'm playing Tribal with Random Randy on Rough difficulty) The Raids thrown against me are pretty difficult to fight off, but manageable with proper strategy vs the enemy. Infections afterwards are difficult as well and usually end up causing more harm than the Raiders.
But this takes the cake. Just now had a poison ship land near my base (Not the first one, mind you) and when i set up my folks and engaged (I have 11 fighting colonists, 2 non-violent workers, and 2 prisoners) 18 CENTIPEDES, 10 LANCERS, AND 9 SCYTHERS EXIT THE SHIP CHUNK. Like what the hell is the deal? My last unstable test, at roughly 12 colonists, I had about 6 "Run Wild" breaks and 2 abandonment breaks. Im all for an extra challenge, but jeez.
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But this takes the cake. Just now had a poison ship land near my base (Not the first one, mind you) and when i set up my folks and engaged (I have 11 fighting colonists, 2 non-violent workers, and 2 prisoners) 18 CENTIPEDES, 10 LANCERS, AND 9 SCYTHERS EXIT THE SHIP CHUNK. Like what the hell is the deal? My last unstable test, at roughly 12 colonists, I had about 6 "Run Wild" breaks and 2 abandonment breaks. Im all for an extra challenge, but jeez.
[attachment deleted due to age]
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