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Topics - Kopp

#1
1. Circumstances
Have a colonist (restricted to area1, assigned to worktype wardening) and a slave which can be supressed.


2. What happened
The slave entered area1, the colonist (not close) starts following the slave to supress it, the slave leaves area1, the colonist is following.


3. What I expect
The colonist should not leave the area it is restricted to.


4. Steps to reproduce (not all steps may be necessary)
Have a area1 (maybe 10x10) and a colonist in that area1 (restricted to area1, assigned to worktype wardening) and a slave.
Use devMode to lower the supression of the slave.
Let the slave enter area1, but dont let it get too close to the colonist.
Wait until the colonist wants to supress the slave. (Or tell it to)
Tell the slave to leave the area1.
Watch the slave leaving area1 and the colonist following it (= leaving the area it is restricted to)


5. Savegame
I followed the steps described above to create the savegame.
The colonist wants to supress the slave.
Select the slave before the colonist can reach it and tell the slave to go somewhere outside of area1.
The colonist will follow (= leaving the area it is supposed to not leave)


6. Log File
No mods loaded. The game complies about some duplicate packageIds which should be irrelevant for the report.
#2
1. Circumstances
RW1.4.3510 + Ideology & Royalty. Have a infestations where the insects are sleeping right now.


2. What happened
The insects attack my colonists but they dont fight back. Insects are not considered hostile.


3. What I expect
My colonists should fight back if getting attacked.


4. Steps to reproduce
I am using the ingame debug inspector to check if a insect has a wokeUpTick.


Have a infestation where the insects are asleep.
Have a drafted colonist ("colonist B") which is close to the insects.
Have a drafted colonist ("colonist A") which is shooting one shot at one of the insects ("target") but the shot misses (and does not hit a hive/insect).
Now insects close to the target will wake up but will still be dormant (dont have a wokeUpTick)
It may happen that one of the awoken insects attack colonist B (and/or A) but colonist B/A is not fighting back.
If you tell colonist B to melee attack the insect which is hitting colonist B more insects will wake up.
Some of them (all?) may still be dormant (no wokeUpTick) but they go for colonist B to attack it.


5. Savegame
I followed the steps described above to create the savegame.
Load the save.
Colonist A (Adams) should miss its hit (if not, load again)
Then colonist B (Takeru) (and colonist A) should get attacked by insects and dont fight back (if not, load again)
Draft/Undraft colonist A so it will not shoot again and deactivate "fire at will". (not really necessary but more easy to see what is going on)
Maybe tell colonist B to melee attack the insect which is attacking it.
Then more insects will wake up and attack colonist B while still being dormant (no wokeUpTick).


6. Log File
No errors regarding the insect problem.


Tell me if you need any more info...
#3
1. Circumstances:
RW1.4.3510 + Ideology. New game.

2. What happened:
After having a funeral for a dead colonist it is possible to have a second one if the dead colonist/corpse gets dig up and the corpse gets butchered/destroyed.

3. What you expected to happen:
It should only be possible to have one funeral per pawn.

4. Steps we can follow to make the bug appear on our machine:
- have at least 2 colonists, kill colonist A
- have a empty grave, assign colonist A to that grave, burry colonist A
- right click on the grave -> funeral for pawn A. Wait until funeral is over.
- open the grave, get rid of colonist As corpse (butcher, dev mode destroy)
- 1 or 2 letters arrive which say "funeral opportunity for colonist A"
- right click on the now empty grave -> funeral for colonist A.
- The funeral works like without problems, so the colonists attempted both funerals have now 2 mod de/buffs.

5. Savegame?
No savegame as it is quite simple to reproduce.

6. Log?
No log file as it is quite simple to reproduce and does not spit errors
#4
Hello,

1. Circumstances
RW1.3.3226, both DLCs. Having two pawns. One with mental state "insulting spree" and one with mental state "slaughterer".

2. What happened
The insulter tries to insult the slaughterer which then throws a red error "... started 10 jobs in 10 ticks..."

3. What I expect
The insulter should either be able or not be able to insult the slaughterer but it should not throw the error.

4. Steps to reproduce (not all steps may be necessary)
Start a new game, crashlanding. (We need a tamed animal)
Kill one of the three pawns.
Pause the game.
Give one of the remaining pawns mental break "Slaughterer" and the other pawn mental break "InsultingSpree" or "TargetedInsultingSpree".
Make sure that the insulter will reach the slaughterer before the animal gets slaughtered and the mental state stops.
Unpause the game.
-> Red error appears as soon as the insulter is close to the slaughterer

5. Savegame
I followed the steps described above to create the savegame.
After a short amount of time after loading the save the red error appears.
See attached files.

6. Log File
No mods loaded. The game complies about some duplicate packageIds which should be irrelevant for the report.
See attached files.

Greetings!
#5
1. Circumstances
Starting a new game and rolling pawns.

2. What happened?
The screenshot at the end is explaining it a lot better than I could do.
When rolling a pawn while starting a new game it might happen that the pawn is "Incapable of Animals".
But at the list of skills there is a skill level (= number) shown for the skill "Animals" instead of a "-".
When playing with that colonist the visualisation is the same. So it is not just when rolling a pawn.
But as expected the pawn can not do work types related to Animals.
Problem occurs only for "Animals".

3. What do you expect?
There should be a "-" at the skill "Animals" if the pawn is incapable of doing it as it is for all the other "Incapable of" which correspond to a certain skill.

4. Reproduce
Click on "Randomize" while rolling pawns till you have one which is incapable of animals.

Screenshot: https://imgur.com/a/ZicyF5p
#6
Hello ladies and gentleman,

I did quite a lot of xpathing the last days/weeks to balance my modlist.

One thing I do not understand is the relation between plant/mustBeWildToSow and plant/sowResearchPrerequisites.
Biomes! Islands adds the pineapple plant which can be grown everywhere. I tried to change that and added the mustBeWildToSow tag.
But it did not work. Only after adding the sowResearchPrerequisites tag it worked.

The same thing the other way around happened with "glowstool" mushroom from alpha biomes.
In its xml it says "mustBeWildToSow true" but it can be grown in every biome.
I locked it behind a research and afterwards I could only grow it in a biome where it is domestic.

Sooo... Am I missing something? Any idea how I can get the pineapples to only be growable in certain biomes without the need of a research?

Have a nice day!