I have also uploaded a video of it: https://youtu.be/2j43Hsza9kE
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#2
Video / Stealing neuroformers, recon armors, charge lancer/rifle, and trader's goods
July 19, 2021, 02:04:50 AM
Have you ever tried to steal stuff from friendly visitors of your colony? Maybe a combat supplier that bring too many monoswords? A bestowing party full of recon armor and weapons? Unfortunately, most of the attempts to steal will result in damaged relation with that faction. Stripping the guards, attacking the muffalo, and arresting the bestower all come with a severe goodwill reduction.
Recently, I found ways to steal stuff from the trader caravan and stripping equipments from the bestower's party and I'm gonna share it with you guys.
Steal from the caravan: https://youtu.be/24nT1pZBN2A
Capture the bestower's party: https://youtu.be/R488FlkZle8
Recently, I found ways to steal stuff from the trader caravan and stripping equipments from the bestower's party and I'm gonna share it with you guys.
Steal from the caravan: https://youtu.be/24nT1pZBN2A
Capture the bestower's party: https://youtu.be/R488FlkZle8
#3
Bugs / Re: [1.3.3058] Toxic fallout doesn't affect the area inside pen
July 15, 2021, 12:28:06 PM
Maybe try putting animals in the fence for a while and check? Strip the pawn?
The clothes may have prevented the toxic.
The clothes may have prevented the toxic.
#4
Bugs / Re: [1.3 beta] Loaded shuttle has no option to launch
July 15, 2021, 12:26:04 PM
You haven't enable viewing permissions on the drive link you shared
#5
Bugs / Re: [1.3.3060]Throwing grenade
July 15, 2021, 12:22:53 PM
This may be intended by the dev. Repeatedly throwing grenades without explicit command can result in unintended friendly hits.
#6
Bugs / Re: (1.3 Testbranch) Pawns who have either soft or hard mental breaks last too Long
July 15, 2021, 12:18:04 PM
I think eating and sleeping during mental breaks is normal behaviour as I have seen it in 1.2. Mental breaks lasting 1-2 days are also normal, you should check exactly how many day they last in your case.
Moderator Note:
Quandangv is correct, this is behavior that has existed since 1.2 and is intended behavior.
Moderator Note:
Quandangv is correct, this is behavior that has existed since 1.2 and is intended behavior.
#7
Bugs / Re: [1.3] Safeguard imperial quest bug caused shuttle to never leave.
July 15, 2021, 12:11:47 PM
While the shuttle should have left on its own, you can just attach and destroy the shuttle. It yields some nice plasteel.
#8
Bugs / [1.2] Mortar cooldown reset after reinstalling
July 15, 2021, 03:00:46 AM
This allow players to fire mortars without any cooldown at all.
When a mortar is fired, players have to wait a cooldown of 30 seconds. But if a colonist reinstall the mortar nearby, the cooldown is reset and the mortar can be fired immediately.
This trick works for mini-turrets too, allow them to fire faster than their intended rate. Autocannons and Uranium slug turrets aren't affected as they can't be uninstalled, but for mods that allow reinstalling large turrets, this can be a big problem
When a mortar is fired, players have to wait a cooldown of 30 seconds. But if a colonist reinstall the mortar nearby, the cooldown is reset and the mortar can be fired immediately.
This trick works for mini-turrets too, allow them to fire faster than their intended rate. Autocannons and Uranium slug turrets aren't affected as they can't be uninstalled, but for mods that allow reinstalling large turrets, this can be a big problem
#9
Bugs / [1.2] Colonist can block caravans from digging the room they are trapped in
July 15, 2021, 01:58:51 AM
This loophole allow players to steal all the goods from any caravan while gaining ~80 goodwill with the faction. I uploaded a video of the exploit here: https://youtu.be/24nT1pZBN2A
- Players can trap the caravan members in a room with heaters by having a dining room near the caravan's gathering. When the members realize they are trapped, they will try to dig out of the room
- The members won't dig at places that are being or queued to be repaired by a colonist. If a colonist is queued to repair most of the walls of the room, the members will not dig at all. This allow players to cause heatstroke to the caravan members and animals. Players can then steal the caravan goods and rescue caravan members to get goodwill
- Caravan members should ignore what colonists do and keep digging in that situation.
- To reproduce this:
- Wait or use dev mode to call a caravan
- Have a dining room near the caravan gathering and block the doors when caravan members go to eat, or build walls enclosing the caravan
- When the caravan try to dig out, prioritize a colonist to repair the walls (preferably someone bad at construction). Queue all the damaged parts of the walls for repair.
- Caravan members will have no place to dig and just wanders around.
- The original save game file have been lost, but I think the problem is easily reproducible. Tell me if I'm wrong, I will reproduce the save game file.
#10
Bugs / Re: [1.2.2900] Bestower has no idea of leaving because of bad temperature
July 15, 2021, 12:58:46 AM
People can actively build walls to block the doors and use heaters to heat up the room. I actually uploaded a video of it here: https://youtu.be/R488FlkZle8
This way you can steal all equipments from the bestowing member while staying neutral with the empire. This is obviously damaging to game balance. If the caravan members will try to dig the wall when heated, why don't the bestowing members do the same?
This way you can steal all equipments from the bestowing member while staying neutral with the empire. This is obviously damaging to game balance. If the caravan members will try to dig the wall when heated, why don't the bestowing members do the same?
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