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Messages - Azhais

#1
So, not sure if this is "working as intended" or "bug", but here goes: I had the idea of making a scenario with everything disabled except manhunter packs and mad animals to have my colony fending off a neverending swarm of maneating pomeranians.  What I got was 3 weeks of Randy Random Extreme with a grand total of 1 mad squirrel, 2 mad rabbits, and one "mad animals" event of 3 ibex rams.

I expected: Reduced variety of events
I got: Reduced volume and variety of events

If the latter is expected, are there any plans to add a "remove event" type scenario setting to get more of the "expected" behaviour?
#2
Quote from: Ratys on April 19, 2016, 11:25:28 AM
Quote from: Severik on April 19, 2016, 11:20:15 AM
is there any way to fix that the relays sometimes disconnect from the Warehouses after loading? its kinda annoying to link over 3 dozen relays everytime i load a savegame

Odd, there's already special code that handles any instance where that might happen. I'll look into it again, then, because it shouldn't be happening.

I have two relays, one breaks every load, one doesn't.  The only difference between the two is the breaking one was linked (and continues to be re-linked) to a warehouse that I uninstalled/reinstalled because my whole quantum relay stack was off by a tile and the non optimal layout annoyed me.

In the offchance that "The warehouse was moved one time" is a useful debugging datapoint.
#3
Quote from: Zederikus on April 17, 2016, 05:53:38 PM
Can we have a smaller mod that only adds the steel leaf and other resource plants? I like your food system, but it's just a bit too much for me but I very much want some of that growable ores, even if they yield quite little.

Too much in what way might I ask?  Fundamentally it doesn't add anything mandatory that I can think of unlike a lot of the other "complexity" mods, just more food options if you wanted to use them (and metal plants)
#4
Quote from: macbuk on April 13, 2016, 06:58:58 PM
I was crafting a bionic leg, though the unfinished thing says "steel bionic leg". Not sure if it's supposed to specify the material.

Edit: canceling that one and crafting another seems to have worked for now. Pity that half the plasteel got lost in the process though.

I, too, was making a bionic leg when this happened
#5
Quote from: macbuk on April 12, 2016, 07:31:07 PM
Looks like it creates an error when trying to finish bionics, it gets to 0 work left but never finishes.



This occasionally happened in A12 too.  Only thing I've found for it is to click the "0 work left" item and hit cancel, which loses half the resources, then let it build again.  It is a very intermittent issue and I haven't found a real solid trigger for it yet other than it seems to happen more often when the crafter stops halfway through then goes back to it.