He also set fire to the room while still inside it...
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#2
Bugs / [A13] My prisoner is an idiot
May 08, 2016, 07:47:06 AM
I was recently raided by pirates, and I captured one of them. He decided to stage a prison break (I shouldn't have left him in a storeroom with guns). All well and good so far. But to make his escape, he needs to break down a wall or a door. There's a wooden door, then a wooden wall, then a slate wall. Prisoner starts attacking the slate wall.
I'm not sure if I want to convert this guy anymore, he's an idiot.
I'm not sure if I want to convert this guy anymore, he's an idiot.
#3
Bugs / Clothing worn away in tomb
April 28, 2016, 03:33:25 PM
I just got a message saying that "synthread pants worn by Busto have worn away to nothing". I checked my colonists, no Busto. I eventually realised he was buried in a sarcophagus. It seems a bit odd to get warning messages about stuff happening in a sarcophagus.
#4
Bugs / Re: Cargo Pod Lands Indoors
April 28, 2016, 03:32:02 PM
The only roof safe from mortars or drop pods is overhead mountain. Anything else can be broken through.
#5
Ideas / Reorder haul priorities
April 17, 2016, 04:57:24 PM
I currently have all my colonists set to haul as their #1 priority. I have several storezones of varying importance, plus a load of detritus spread around after an enemy attack, including many chunks of steel slag.
What I want is for my colonists to haul the slag from outside to my important slag room. Unfortunately they're instead busy transferring it from a lower priority slag pile instead.
I would suggest that haul priorities be changed thusly:
1) Haul stuff from homezone to stockpiles
2) Haul stuff from lower priority stockpiles to higher priority stockpiles
3) Haul stuff to stockpiles from outside homezone.
What I want is for my colonists to haul the slag from outside to my important slag room. Unfortunately they're instead busy transferring it from a lower priority slag pile instead.
I would suggest that haul priorities be changed thusly:
1) Haul stuff from homezone to stockpiles
2) Haul stuff from lower priority stockpiles to higher priority stockpiles
3) Haul stuff to stockpiles from outside homezone.
#6
Ideas / Why do psychopaths visit graves?
April 16, 2016, 04:57:09 PM
If they have no empathy, and don't care as long as it doesn't affect them, why are psychopaths visiting graves?
#7
Ideas / Minor change to (re)install
April 16, 2016, 04:47:59 PM
This is a thing to do with art and anything which has been uninstalled.
Currently, you set an install location, an outline of the item pops up in that location, and, if you click the item, a line shows to the install location. However you can only force colonists to do the install by clicking on the install location. I think it would be helpful if you could also click on the object itself to make them do it.
Currently, you set an install location, an outline of the item pops up in that location, and, if you click the item, a line shows to the install location. However you can only force colonists to do the install by clicking on the install location. I think it would be helpful if you could also click on the object itself to make them do it.
#8
Bugs / Re: (A13) Stuck builder causes performance drop.
April 16, 2016, 04:43:08 PM
Just had someone wall themselves in (twice), and it caused the performance loss.
#9
Bugs / [A13] No snow in unroofed area
April 16, 2016, 05:47:46 AM
I built some wind turbines, and then built a wall around them, and set it as a no roof area. Later, a psychic ship crashed in the area. Snow started to accumulate, but not in the area set as unroofed. You can see the distinction quite sharply in the picture attached.
[attachment deleted by admin - too old]
[attachment deleted by admin - too old]
#10
Bugs / Re: (A13) Stuck builder causes performance drop.
April 16, 2016, 04:23:08 AM
I noticed someone walling themselves in before, though didn't particularly notice any performance drop.
I do wonder if colonists are walling themselves in more with this update. They get to a corner, build the walls to each side, then realise they can't get out.
I do wonder if colonists are walling themselves in more with this update. They get to a corner, build the walls to each side, then realise they can't get out.
#11
Ideas / "Gay" as a trait
April 11, 2016, 02:26:41 AM
I'd like to suggest that "gay" be removed as a listed trait. There should still be colonists who feel same-sex attractions, but we're in the year 5500, I'd like to hope that in the next 3500 years, society as a whole moves beyond gay/straight and male/female.
By the way, are multiple relationships possible ingame?
Pansexual polyamory in 5500!
By the way, are multiple relationships possible ingame?
Pansexual polyamory in 5500!
#12
Bugs / Re: [A13] Social interactions with the criminally insane
April 11, 2016, 02:16:12 AM
I should also add that, in the middle of assaulting my base, under fire from turrets and colonists, the pirates seemed to find time to have lots of nice chats.
A time and a place, guys!
A time and a place, guys!
#13
Bugs / Re: Straight female attempting to have romance with another straight female
April 11, 2016, 02:14:17 AM
Perhaps she's bisexual - even if this is a bug, I'd leave it as is. I'd hope that in 3000 years we as a society have got beyond the idea of gay/straight, and instead just accept attraction to anyone.
Except people with ears with stab scars, who seem to be universally reviled.
Space for agender people in the game too maybe?
Except people with ears with stab scars, who seem to be universally reviled.
Space for agender people in the game too maybe?
#14
Bugs / [A13] Social pariahs to new recruits
April 10, 2016, 05:33:50 PM
So, as mentioned elsewhere, early in the game my chef went mad and killed the colony dog. It's now several months later, and a wanderer has just joined. She has not yet reached the colony, she has not met any of my colonists, but already she dislikes the chef because he killed the dog...
#15
Bugs / [A13] Social interactions with the criminally insane
April 10, 2016, 12:33:11 PM
Johanson the chef was armed with a plasteel knife, and he went crazy. This was not the first time it had happened, but the first time he had been unarmed. That time he broke the colony dog's leg.
This time he killed the dog. Then he stabbed all the other three colonists, including tearing the leg off one, leaving all three bleeding on the ground.
During their time bleeding on the ground, they had some lovely social interactions with Johanson, despite him being off his rocker and the person who had just stabbed them several times.
Bit iffy that.
This time he killed the dog. Then he stabbed all the other three colonists, including tearing the leg off one, leaving all three bleeding on the ground.
During their time bleeding on the ground, they had some lovely social interactions with Johanson, despite him being off his rocker and the person who had just stabbed them several times.
Bit iffy that.