Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - BlueMarble007

#1
Bugs / [1.0.2096] Impossible combat log description
December 02, 2018, 05:30:05 PM
Screenshot attached is pretty self-explanatory, but here's an explanation anyway: Matt (bottom-right) shot Levine (the selected corpse in the top-left) while Carrie was behind her. Description reads Matt's [...] bullet [...] missed Carrie, injuring Levine [...]. The pawns were in roughly the same position when the fatal shot was fired.

I'm guessing the game first calculates the hit/miss, and if it missed, it calculates the actual target, not accounting for whether it blocked or missed and carried on. Is that right?

[attachment deleted due to age]
#2
Storyteller: Cassandra Classic
Difficulty: Rough
Biome/hilliness:  Tropical Forest (Permanent Summer) - Flat
Commitment mode: Yes
Current colony age: 208 days
Hours played in the last 2 days: 20+
Complete mod list: None

Bug report/observed behaviour: 'auto-haul' (pawns hauling items when going to a different task) ignore restricted zone.
#3
Quote from: Koek on August 01, 2018, 03:29:07 PM
Quote from: BlueMarble007 on August 01, 2018, 01:55:37 PM
Hey all! I'm having a small issue: a colonist of mine died (as they do) but she left unfinished apparel. Would it possible to implement that the game 'unreserves' apparel when a colonist dies (or becomes unable to move)?

I have not been in this situation before, but can you burn it?

I can cancel it, but I'd prefer just reassigning it
#4
Hey all! I'm having a small issue: a colonist of mine died (as they do) but she left unfinished apparel. Would it possible to implement that the game 'unreserves' apparel when a colonist dies (or becomes unable to move)?
#5
Quote from: BlueMarble007 on July 31, 2018, 08:48:38 AM
Hi devs! Quick question: why is 'Look everywhere'/'Look in stockpile X' only available for Do Until You Have X and not for Do Forever and Do X Times? And why isn't it available at all for Butchery (and, I presume, other such tasks)? Is this temporary, or a bug?

It just dawned on me... the 'Look *' button isn't for the ingredients, but for counting the items in a certain stockpile. I feel very silly. To avoid confusion (as I can't imagine I'm the only one), maybe rename this button to 'Count items everywhere'/'Count items in stockpile X'? I'd love to see the functionality of what I thought this button did though: 'Take items from stockpile X' or 'Take items from stockpiles:' + a list of selectable stockpiles. Any chance this could be added in?
#6
Hi devs! Quick question: why is 'Look everywhere'/'Look in stockpile X' only available for Do Until You Have X and not for Do Forever and Do X Times? And why isn't it available at all for Butchery (and, I presume, other such tasks)? Is this temporary, or a bug?
#7
Possible bug: I'm pretty sure this isn't blocked by any tree...
#8
Say @Tynan, I just found a ship chunk deep in a cave (see image), with mountain overhead. How did that get there? Is that intended behaviour?
https://imgur.com/a/ZoVUOXA
#9
Ideas / Re: Your Cheapest Ideas
October 14, 2017, 06:00:22 AM
Grow zone colour based on plant it grows
#10
Ideas / Re: Your Cheapest Ideas
May 27, 2017, 10:51:04 AM
I think this is cheap, not sure. A right-click function to 'move a mod to the end/beginning of the load order' in the mod-menu.
#12
Ideas / Re: Your Cheapest Ideas
April 01, 2017, 10:02:28 AM
I don't know if this idea is considered 'cheap', but I'd like to see skill-minima on weapons, or the ability for modders to add this in.

Another, separate idea: melee damage increase on higher levels of skill. Exemplary: skilled swordsmen can use a sword more effectively, stab/swing in more vulnerable places/with more force than unskilled swordsmen.
#13
Ideas / Re: Your Cheapest Ideas
March 23, 2017, 05:36:15 AM
Quote from: kanukki on March 22, 2017, 07:17:58 AM
Quote from: Ragnarok on March 22, 2017, 12:27:42 AM
It's probably already been mentioned, but I'd like to see certain meat and fur/leather combined so there isn't so many stacks of different items.

For example, instead of having like 6 odd different dog meats and fur/leather, combine them into canine meat/leather. Same goes for other animals. Instead of having rabbit, hare, rat, etc, combine them into rodent meat/leather. Boom leather could combine boomalope and boomrat leather.

Combining animal items like this would be nice for meat but more important for fur/leather, because it's really annoying having over a dozen stacks of different types of leather but you can't use any of it because you don't have enough of a single type to make anything.

How about the ability to make "patchwork" versions of clothes that could be made from the same totals of leather, but combined from different sources. The patchwork versions might be lower status/value than the normal version.

There's a mod that does that! https://ludeon.com/forums/index.php?topic=12934.0
It's a good idea to add it to vanilla though
#14
Ideas / Re: Reverse-engineering items
March 21, 2017, 04:31:42 AM
In fairness, it doesn't have to work that way for -everything-, just some things, like components, cryptosleep caskets, and guns.
#15
Ideas / Re: Reverse-engineering items
March 20, 2017, 06:52:45 PM
Heck yes I want this in my life

+1