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Messages - werz

#1
Stories / Re: Your Best Screenshots
August 06, 2017, 06:21:30 PM
A few screenshots of my last (vanilla) colony. Nothing too fancy but...

http://imgur.com/a/U5oG0
#2
Ideas / Re: Direction Ideas
March 13, 2017, 02:18:07 PM
Quote from: Mattx0x on December 26, 2016, 11:52:18 PM
  • Sell Colony/Switch planet Similarly to how other games let you abandon your current game and start a new one with a head-start by taking your wealth with you, it would be nice to be able to cut your losses and start again, and also cool to be able to transfer seasoned colonists to a new land, and taking a percentage of your precious goods with you. If your technology is advanced enough you could construct one or several spaceships to pack up, leave and crash on another planet. I understand the game already has an abandon feature, but I have not tested it as Tynan did not recommend having more than one colony at a time.
My guess on when this could be done by: Probably never!

In fact, abandoning a base is the way to avoid having more than one colony at a time. You create a caravan with what you want to take, leave, abandon your base, then settle in another place. You can already pack up and move for a fresh start without breaking Tynans recommendation, but not with a ship.
#3
I cannot drop a screenshot or savegame at the moment but I will if ever required.
Everything is in the title. Additional optional information follow.



Once upon a time, Bud and Bautista married together, spend a few years together and eventually divorced (Bautista wasn't always in the mood).
Bud was a member of the "originals": she was a colonist that arrived in the ship wreckage that is known as the starting point of the colony. So she was one of the first to be sent to space. I didn't want the ex-lovers to be sent together so Bautista stayed.
A few seasons after the launch, I discovered that Bud was marked as "dead" in Bautista's social tab.

Does it just mean that she's dead to Bautista ? Or that the whole ship-building thing is just a lie, when colonists leave they die ? So many questions...
#4
Sorry I don't have a saved game for this one but I think I can manage to produce one if needed.

I had a ship that I wanted to launch so I asked some pawns to enter the caskets attached to the ship then started the launch sequence.

Unfortunately, I forgot a pawn that didn't reach the ship in time and just saw the ship leaving without him.

==== CREDITS ====

After the credits, the pawn was still here, the ship wasn't, but his task was still to reach the cryptosleep casket, so he reached the place the casket was and just vanished from the game.

What we could have expected.


  • He misses the launch, he stays but doesn't enter a casket from a parallel reality (this is the real bug, the other points are nice-to-have features)
  • Before starting the launch sequence, I could have gotten dialogue box with a warning because the pawn that was supposed to enter the casket wasn't here yet (but maybe I had one, I should retry and look closer)
  • Before starting the launch sequence, I could have gotten dialogue box with a warning because I had some empty seats on the ship and gosh those are expensive (but maybe I had one, I should retry and look closer)
#5
Ok, thank you. Sorry I missed this one.
#6
Ideas / [AI] Group flickering jobs
March 06, 2017, 12:35:47 PM
Recently, in order to save some power, I had to switch down the light of two unused cells in my prison, so I did ask for it.

At some point, I saw a colonist enter the prison, switch down one light, and leave, letting the other one on. I was annoyed and tried to ask him to flicker the other light while it was close but the task was already reserved by another pawn (that decided to travel the map to do that).

I think that flickering jobs should be grouped together in a way that avoids this kind of suboptimal behavior without micro-managing it.

(not very annoying though, I love this game)
#7
Context:
When I use mortars, I prefer targeting a tiny zone manually and forbid/allow fire to let all the shells be fired at once to get a massive simultaneous bombing instead of letting the pawns choose their target (and doing it unconscious of collateral damage).

When :
After having sent a few people man mortars in my base (drafted if it matters), I select all the mortars by double-clicking one, click "Force target" and select an area.

What happens then ?
By looking at the red laser-ray-like segments that join the mortars to their targets, it looks like only one mortar seems to target the area I chose.

What did I expected ?
I expected all the mortars to target the same point (as soon as it is not to close to be targeted).
#8
General Discussion / Re: Play through vs reload
March 03, 2017, 08:29:56 AM
Quote from: Brutetal on March 03, 2017, 04:27:10 AM
The only moment where I really, REALLY want to reload is when a pawn gets torn apart from a panther or other predator because there is absolutely zero warning before the predator hits the first strike.

I do the same. It looks like you don't even get warned before getting the event "Your colonist needs rescue"/"Animal needs rescue", meaning that he is downed, unable to defend himself, and will be dead in seconds.

That is very frustrating, especially when you think that hunted animals going manhunting makes the game generate a warning before the animals even start to move toward your hunter, while you'd expect hunting to be dangerous, and warn you only when it's already too late when being hunted is totally unexpected.

Anyway I really think that this will be improved with A17.
#9
Not a bug: I can see the "Will need tending in X days." if we look properly.
#10
What the circumstances were.

At some point, some (many) of my pawns caught mechanites (sensory mechanites the second time it happened).

What happened.

Some go to bed rest and could get cured easily.

Some seem not to consider mechanites as a disease and stay active with a mood debuff because of the pain. For these ones, there were no possibility of prioritizing bed rest. The situation is not permanent since I saw some colonists eventualy going to bed rest a few day after, it seems to be random.

Screenshot: included, we can see Lux with mechanites and no possibility to prioritize bed rest
Log file: included
Savegame: https://drive.google.com/open?id=0B7ZsNwJJEROVdEZJN2ROSUw4WWs

What you expected to happen.

Mechanites are a disease (though it boosts some stats) and the medics are able to cure them. We'd expect to be able to cure them anytime or at least understand why we can't.

[attachment deleted by admin due to age]
#11
Bugs / Re: Cannot prioritize extinguishing fire
February 27, 2017, 08:58:03 AM
Quote from: Zhang5 on February 26, 2017, 08:16:42 PM
That's exactly what it should do. :'(

The right click seems to be for tasks that are planned anyhow : the game allows us to choose what should be done and the colonists do it depending on their work priority.

When you right-click a tile, it lists the tasks associated to the tile and allows you to prioritize a task but extinguish fires out of the home zone isn't part of the job list.

The firefights are managed with home zone, this is how the game work, it should evolve somehow but for me it's a WAD.

The issue I see is that adding the possibility of forcing to fight a fire outside the home zone with the right click will only force the pawn to fight the fire on the selected tile, after its done, it will select another job to do. You won't learn what the game expects you to do and you'll get frustrated by the micro-management that it will force you into.

The bugfix you want here (IMHO) when right-clicking on a fire outside the home zone is to get the information : "Cannot extinguish fire: the fire is out of home zone.", so you'll get to know what's wrong, expand the home zone as the game expect you to do and don't ask for a refund ;-)


Another thing that would fix the issue (but that would be a feature, not a bugfix) would be to be able to:

  • Select a zone
  • Right-click it
  • Be able to prioritize a similar job for the zone like:

  • Prioritize extinguishing fires in the zone
  • Prioritize constructing/deconstructing things/smoothing floors/etc... in the zone
  • Prioritize hauling things in the zone
#12
Hi,

This is my first contribution here :-) .

Not really a bug but still a behavior that doesn't fit what we'd naturally expect. I didn't find a topic related to this subject but sorry if it has already been submitted.

No save attached since the case is trivial to reproduce, let me know if it's preferable even in this case.

Context :

The ground-penetrating scanner is turned on.
A deep drill construction have been planned and the deep drill state is still "blueprint".

Do :

Click on the deep drill blueprint

Expected :

The underground deposits are shown, just like when we click a deep drill or select a location to build one.

Got :

The underground deposits are not shown.