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Messages - dshards

#1
Bugs / Scenario editor buttons are click-through
March 24, 2019, 04:36:26 PM
When you have more than a few saved scenarios, the list of existing scenarios in the save window goes behind the "Save" button for the new scenario. Clicking the wrong part of the save button actually clicks through to the button behind it.

In the attached screenshot, only clicking the very rightmost or leftmost sliver of the Save button will actually result in saving the new scenario. Clicking over the Overwrite button will overwrite "Caravan 2 Go - vanilla",  and clicking over the X will delete it.

I think this has been an issue for a while, as most of my saved scenarios look like they've been overwritten or deleted at some point.

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#2
Possibly related:

One of your animals has gotten sick - Artemis, Quack

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#3
Pretty sure I've seen at least one male wild man.

Not quite 100% on that, but pretty close. Been playing a lot of sea ice, so there haven't been a lot of "wild man" events for me either way.
#4
Now GĂ©radon has the flu.

"Jump to location" was disabled both times.

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#5
I had a psychite binge recently where no psychite was available, and the pawn appeared to be bingeing on food/smokeleaf instead. Might be related.
#6
Pretty sure I've never had a colonist or prisoner named Geradon. Definitely don't have one now.

Screenshot attached, save file here:

https://drive.google.com/open?id=1uGxKiC9PZK6IskfEP4hWQQflqZaE4pLZ

[attachment deleted due to age]
#7
Bugs / Re: [1.0.1982] Can't harvest prisoner lung
August 05, 2018, 11:55:15 PM
What kind of medicine is in storage, and what kinds of medicine is the prisoner allowed?

Also, check that the medicine isn't already reserved by someone else.
#8
A raid showed up during the "Celebrating the occasion" part of the marriage ceremony.

[attachment deleted due to age]
#9
That's incorrect. Only the imprisoned pawn gets the negative mood modifier.

The message I've reported is the same as when you capture a pawn from another faction, causing the faction to become hostile. This implies that my faction will become hostile (ie, my colonists will attack each other on sight). You do not get this message or any similar warning from just arresting a non-downed pawn of your own faction.

Even with your logic, if all the pawns DID get a negative mood modifier when one was arrested, it would be more consistent to have a "Colonists will be unhappy" type message, similar to the one shown when banishing a pawn, or when a wanderer joins.

Capturing my own pawn is more similar to arresting my own pawn than it is to capturing another faction's pawn. So, as when arresting a colonist, I do not expect any message to be shown.
#10
Tried to arrest a colonist to sell. He resisted, and was downed. After he was downed, I went to capture him, and was given the message that capturing my own colonist would anger my own faction.

Save file: https://drive.google.com/open?id=1AQFb5zkiyeZq9E0H9vrWYIBVn6V3TSJr
#11
Bugs / Re: [1975]Animal training goes back down
July 27, 2018, 05:15:09 PM
What you describe can be a problem. With the changes to animal training, I'm finding animals to be less worth it early game, but still pretty good once you get past the very start.

My current colony has 17 colonists, so now I have 1-2 of them focus a bit on animal training. At this point, I have no trouble keeping 10-15 huskies  2-8 alpacas, and a couple of panthers or whatever else.

Keep in mind that the training chance goes up when the colonist is better at animals. If the colonist has Animals at 17, just about every training attempt is successful, so the colonist only has to train each animal a couple times a quadrum. If the colonist has Animals at 2, he'll be training animals all day and it won't do much good.
#12
The Unroofed(1) means that one square is unroofed.

It looks like the hallway area continues in two directions, down and to the right: https://imgur.com/sOtsR13

Maybe there's an unroofed square in that direction? If you were mining out a new area, it's possible that a square isn't roofed yet for whatever reason.

@Canute has a good suggestion for solving it. Add a door to close off one or both of those exits as separate rooms, and set the door to always be held open so that there's no movement penalty. This is a good idea generally - if one wall or ceiling tile gets broken, you don't want the entire base to count as "outdoors"! (I've made that mistake a few times, myself)
#13
Bugs / Re: [1975]Animal training goes back down
July 26, 2018, 05:35:49 PM
This is intended now. Animals with a higher Wildness have to be trained more often to keep their skills.


If you mouse over the wildness score, it will show you how often the animal needs to be successfully trained.




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#14
Bugs / Re: [1.0.1975] Meals cannot be sold
July 26, 2018, 05:30:18 PM
Quote from: Illusion Distort on July 26, 2018, 12:20:52 PM
If you look at the tradeable tab in the sell menu, you can see what types of vares the trader will accept.

All the towns near me have Fine and Lavish meals listed. At least one also has Simple meals included.

In any case, the meals do NOT show up at the bottom of the trade window with other goods the trader won't accept.
#15
The remaining enemies were in the "undiscovered" space inside of the enemy building.

Related: What's supposed to happen when you send ALL pawns on a caravan? It doesn't seem like that should be allowed.