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#1
Oh... so it can kill plants even if there's no snow there? Thanks... I'll check that and let know.

#edit
Yup, this was it. Sorry for false report
#2
Bugs / [A16] silver dissapear in transport pod
February 07, 2017, 12:09:43 PM
Hi. When I send transport pod, the silver in it just dissapears when it arrives. Save file is in the link.
How to reproduce it:
1. at the north of my base there is a transport pod - unload it.
2. load it with a pawn named "House", 40 meals and 1300 silver
3. launch it to the place, where a pawn named Redfields is (north west from my base)
4. surprise! Your silver just dissapeared :P

save file:
https://www.dropbox.com/s/le4a6wo9moc4v9y/The%20others.rws?dl=0
#3
I'm not using any mods. Unfortunately I don't have any save files for #2 bug. But as we speaking about #1, no problem, link is on the bottom of this post (is .rws file enough?). The problem is that this bug happens randomly, so I can't tell which crop is going to die, but I've run this save file 3 times and every time one of the crops dissapeared within a minute. Just focus on the farm shown on my previous screenschoot, click "x3 speed" and watch carefully.

https://www.dropbox.com/s/j3ef8ilrxgz1fss/The%20others.rws?dl=0
#4
I've found two bugs:

#1: My plants in hydroponics basin just randomly dissapear. I know that it sounds like "I have bad temperatures/no light/animals" but thats not it. Temperature is 100% good (room with geothermal and two coolers set to 20C - adapts to low as well as high temperatures), there's light 24/7 (sun lamp with it's own, separate power source), no animals there (I have only one dromedary, and it is forbidden to enter there). I have also a farmer, who's "grow" job is a first place. Despite of that, my crops keep dissapearing. I've seen it on my own eyes. Rice plant (or healroot) with ~20% growth just dissapeared - no reason.

#2: It's more like AI mistake, than a real bug. but I decided to report it, maybe it'll be helpful :) When I had sappers ride, they just dug at random rock, faaaar away from my base, and then went through my main enterance (with turrents) just like a normal raid. Look at my screenshot.

http://imgur.com/a/kZCp7
#5
Are you sure, that you have a colonist assigned to doctoring in "work" tab? Also, does it have high enough priority?
#6
Hi! I've found two bugs:

#1:
I think that "eclipse" should be some kind of global thing. Now it is possible to have eclipse in one colony, and a nice, sunny day in another, placed right next to the first one. Also on a "world view" there is no such thing as "eclipse". When this event happens, one half of the planet is still sunny.

#2:
When your colonist dies in another colony, there is no "colonist died" debuff in the rest of colonies. However "My friend died" debuff still works "global". I know that it may work as intended, but I think there should be something like timer, that counts time which the colonist spends in each colony, to assign him to one of them.
What I mean is if I have two colonies: one main, where I just live, and another, where I send my people to chop wood and hunt, then if one of my people dies when hunting in this second colony, the rest of them seems to literally dont care.
#7
Bugs / (A16.1387) burning sound on the other map
December 15, 2016, 01:33:31 PM
If there is a fire in the one of my colonies, then it will be "heard" in others. It's hard to explain this, so I posted a video:

https://youtu.be/TEbc6tpTdpw
(It will upload in about 30 minutes from now, coz I recorded with fraps and it has about 1gb)
#8
Two bugs:
1#: If there is an enemy attack and only one guy attacks me, then when I kill him, I get message "XXX are fleeing". But... There is no one left to flee... :P

2#: Not sure if bug, or I just can't use it, but I placed two launch pads, set them to "150 fuel", spawned 3x75 fuel cans, my colonists filled pads with it, then I spawned a few more stacks of fuel, and then I couldn't fill pad, which was "75/150". There was no option (on RMB) to order pawn to do it.
#9
Unfortunately, I had only few hours to test this new release, but what I noticed is that you cant just randomly enter to whatever tile. You have to eighter "settle" it, or attack a colony. Why not let player enter every tile? It could help, for example surviving biomes like desert or ice sheet, because you cant search for animals to hunt there (By the way, it works now too, you just have to settle next to the enemy colony, attack it, and instead of shooting pawns, shoot wild animals and just leave - what I noticed is that enemy is always passive when you begin an assault, so no risk and free food :) ).
#10
http://www32.zippyshare.com/d/ooVqsPYU/1099243/SkatGomeisa.rww

Here you are, is it this what you need? ;)

For bug #1: Yeah, but it is something like no-ending loop. When I resque first prisoner, then the second one needs resque. When I resque second, magically the first one needs it. Well, check for yourself, you will find out what I mean :)

For bug #2: I know that I need it. Usually I dont have to do anything, because a minute after "breakdown" allert the broken thing is already repaired. But sometimes those breakdowns are bugged and there is nothing that can be done.
#11
Same happened to me. Colonist while sleeping had "very ugly enviroment" while his room was perfectly clean and the hallway was unbelievably dirty.
#12
Bugs / Colonists in cryptosleep casket become ill
June 02, 2016, 10:11:48 AM
My colonist just got sick (sensory mechanites) through event while being in cryptosleep casket. I'm not sure if that's an intended feature.
#13
Hi! :) I would like to report two bugs.
First:
If you take to bed one prisoner and second one is sleeping then that first one is going to sleep and the second is "popping out" of bed and needs resque. Its really hard to explain so I attached a save file. Try to take Reindeer to bed and watch what happens to Cai.
What I did before: I installed new beds in prison and removed sleeping spots while prisoners were sleeping on them.

Second bug:
I bet you already know it, because it's really common, but I'll report it by the way.
Sometimes if something breaks it's irreparable. I think it accours randomly. Check broken heater or battery in north-west of my base (near the farm).

That's all, wish you a lovely day! :P




@edit:
Forgot about save file. Here you are :)
http://www71.zippyshare.com/d/Yey4zcuo/4782273/Project%20Dharma.rws
PS The only mod I am using is a thing that makes more things movable, like research bench or traps. I'm sure that it doesn't affect on those bugs in any way.
#14
Rock5 has a good idea. Another (a little bit risky) way is to down it without killing, make an animal spot in an enclosed area with an access to food, rescue it and heal using medicine (so as there were no infection, because you have to hit it very hard to down a thrumbo).  I also used to see some thrumbos selled by traders in A12. I don't know if they are so common in A13 too.
#15
Bugs / Re: Cargo Pod Lands Indoors
April 28, 2016, 03:44:38 AM
I think it's a normal thing. I don't know if cargo drops works the same, but I often get raids that are dropping straight into my base (about four of them in one and a half year). They leave "build rubble" in a landing spot, so it's like they would break through a thin roof and land inside.