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#1
General Discussion / Re: Colonists not shooting over sandbags 0.19?
September 08, 2018, 06:43:56 PM #2
General Discussion / Re: What happened with the Ludeonic size?
September 07, 2018, 09:57:33 AM
Have you checked the 'Use Test Map Sizes' button in the Options?
#3
General Discussion / a0.19 Proposal Rejected Debuff query
September 07, 2018, 09:45:24 AM
I had 2 members of my colony that fell in love, and then dated for a few weeks. It was lovely seeing them together, however on the 9th of Septober at 17:00 She proposed to him, and he rejected it. It was a very sad moment, but before I could really check to make sure they were both alright I got another message at 18:00, she asked again and he said Yes!
I am very excited for the both of them, I am sure they will have a long and happy marriage, however it leaves me with a few questions.
Should the rejected Marriage Debuff go away if they propose again and it's accepted? Was it only accepted because they already had the debuff so the only option was to accept? If he rejected her twice would the debuff get worse? and finally, should there be a cooldown on how often a couple can propose to eachother?
Currently my game is heavily modded, so I am not sure if it was a mod that may have overridden some of the answers to the questions above, but it made me curious as to how base game would have handled the scenario. So instead of reporting it as a bug, I ask it as a query to see how Vanilla should have worked.
I am very excited for the both of them, I am sure they will have a long and happy marriage, however it leaves me with a few questions.
Should the rejected Marriage Debuff go away if they propose again and it's accepted? Was it only accepted because they already had the debuff so the only option was to accept? If he rejected her twice would the debuff get worse? and finally, should there be a cooldown on how often a couple can propose to eachother?
Currently my game is heavily modded, so I am not sure if it was a mod that may have overridden some of the answers to the questions above, but it made me curious as to how base game would have handled the scenario. So instead of reporting it as a bug, I ask it as a query to see how Vanilla should have worked.
#4
General Discussion / Re: Unstable build of 1.0 available
August 04, 2018, 01:39:41 AM
Not sure if this has been reported, or if this is intentional, but... I get the same colonists every time. Previously even if I used the same seed, and even the same site, I would get a random list of colonists. With the latest build, if I use the same Seed, and any site on the planet I will always get the same exact started pool to choose from.
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