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Topics - paulme

#1
Version Found - 0.10.783

Title - Starving pawns ignore fire in home zone.

Found the missing bit that allows a repro.

Summary - A boomrat went agro, and started attacking my colony.  I sent a near useless pawn to melee it.  Boomrat went died setting wooden front of colony on fire.  All pawns (who were starving) ignored the fire as though it wasn't there and wend about other actions (like cleaning).  All pawns are fire fighters.  As soon as a pawn was able to eat something, it immediately went to fight the fire.

Steps to Reproduce -
1. Setup a house of wood.
2. Set pawns to starving, by using -20% tool a few times on each.
3. Set a fire on the house.
4. Watch pawns ordered to extinguish the fire, only put out part they were told to put out, and go back to whatever they were doing (like cleaning).
5. Fiddle…

Expected Results - Pawn should put out the fires without direction (even when starving).

Actual Results - Pawns seem to ignore the fire as though it wasn't there.  Repairing things burned, and walking through the fire.
#2
Bugs / [W|0.10.783] Pawns ignore fire in home zone.
April 21, 2015, 02:33:47 AM
Version Found - 0.9.725

Title - Pawns ignore fire in home zone.

Summary - A boomrat went agro, and started attacking my colony.  I sent a near useless pawn to melee it.  Boomrat went boom setting wooden front of colony on fire.  All pawns ignore the fire as though it wasn't there while everything burns.  All pawns are fire fighters.

Steps to Reproduce -
1. Kill a boomrat in the homezone.
2. Watch fire spread while waiting for pawns to take action.
3. Watch pawns walk through the fire.
4. Watch pawns ordered to extinguish the fire, only put out part they were told to put out, and go back to whatever they were doing.
5. Fiddle…

Expected Results - Pawn should put out the fires without direction.

Actual Results - Pawns seem to ignore the fire as though it wasn't there.  Repairing things burned, and walking through it.

Attachment - Saved game from when this was happening. Rimtown.zip


[attachment deleted due to age]
#3
Version Found - 0.9.725

Title - Pawns set to mine platsteel  will keep mining to breaking point

Summary - Set some plasteel to be mined, it was far from the colony.  Some pawns sent to do the work would arrive just before being tired/ hungry.  Once started mining, they ignored that they became very tired/ hungry and would keep working until the ore was finished mining.  Was driving me crazy since the bad mood alert would keep popping.

Steps to Reproduce -
1. Wait until late in the day
2. Set some plasteel to be mined
3. Send a pawn to go mine the ore
4. Keep watching pawn thoughts.
5. Pawn will keep mining, while becoming increasingly upset, but will not leave.

Expected Results - Pawn should give up at some point and go eat/sleep.

Actual Results - I needed to repeatedly toggle 'soldier' mode on the miners to break the current order so they would leave to go eat and sleep.
#4
Version Found - 0.9.725

Title - Unable to select burning pawns to extinguish them.

Summary - After a pawn has caught fire, I've been unable to manually direct other pawns to go put them out.  I don't think this was a case of some other pawn already having been sent to do the work.  All other pawns were set to 'soldier' mode.

Steps to Reproduce -
1. Set all pawns to 'soldier'
2. Run them through a fire.
3. When a pawn catches fire.
4. Set a pawn back to normal mode.
5. Right click on burning pawn.
6. Find that you're unable to tell them to extinguish that pawn.

Expected Results - I should be able to direct a pawn to extinguish the fire on another pawn.

Actual Results - Was unable to command pawn to extinguish the burning pawn.  Oddly the burn pawn stood in one place, maybe because it was still in 'soldier' mode?
#5
Version Found - 0.9.725

Title - Unable to add prosthetics to rescued pawns.

Summary - Rescued pawns are unable to have surgeries scheduled to add prosthetics.  If the pawn is missing a leg, this prevents the pawn from leaving when they are well.  Then they are just a food sink.

Steps to Reproduce -
1. Rescue a non-colonist pawns.
2. Wait until finding one which has a missing limb (like a leg).
3. Try to do an operation to add a prosthetic.
4. Find operations are not possible.

Expected Results - Since I was rescuing the pawn, I wanted to free them at some point.  Since he was missing a leg I could not do so.  I want to be able to add prosthetics to rescued pawns.

Actual Results - Was unable to add a prosthetic leg to rescued pawn.  Was forced to capture the pawn , then I was able to add a peg leg.  After which release was a real possibility.  The capture caused a negative faction effect, I doubt that the release compensated for it.
#6
Version Found: 0.6.532

Title - Colonist researches in random location when research bench blocked.

Summary - Noticed that colonist were researching in strange places.  Looks to be due to the bench's' person location being blocked by a tree.

Steps to Reproduce -
1. Build bench where the person location is blocked by a tree.
2. Schedule a research project.
3. Watch colonist research where ever they are when gets decided that research is their job.

Expected Results - Shouldn't be able to build bench where tree blocks access, and if it is, colonists should not be able to research.

Actual Results - Colonists research when bench is block anywhere they are standing.
#7
Version Found: 0.3.409

Title - Massive perf drop when colonist routed to pick up large silver piles.

Summary - When visitors die, they at time drop massive piles of silver.  Something like multiple 400x piles.  When colonists are routed pick this up, there is a massive perf drop.  At time multiple colonists are routed to pick-up a single pile.  However they can not be picked-up and are pushed down the map as they are picked up and dropped repeatedly.  Forbidding these pile works around this issue.

Steps to Reproduce - Try to have colonist pick up large pile (400x) of silver.

Expected Results - First the visitors should not drop large piles of silver.  They should drop normal sized ones.  Second colonist should pick up just the amount that they can carry rather than trying the entire pile.

Actual Results - Colonist routed to pick up large piles cause the game to lag badly.
#8
Please add an "idle" indicator to the overview page.

On seeing the idle alert, I check the colonists name then switch to the overview to see what I can get them doing.  It would be much easier if I could just open the overview and see who is idle without first getting their name.
#9
Bugs / [W|0.2.363] Squirrels should not eat meat.
March 04, 2014, 02:45:14 AM
Version Found: 0.2.363

Title - Squirrels should not eat meat.

Summary - Noticed that squirrels will eat meat when they’re around it. 

Steps to Reproduce -
1. Trap a squirrel in a room.
2. Stock pile some food types in that room. (including meat)
3. Watch squirrel eat the meat when it gets hungry.

Expected Results - It should not eat the meat.

Actual Results - It eats the meat.
#10
Version Found: 0.1.334

Title - Skill values in overview do not update as colonist's skills increase.

Summary - The overview has a tool-tip like element which pops-up when hovering over a skill for a particular colonist.   As colonists work at things, they gain more proficiency in those skills they are using.  The overview doesn't show these increased values, it shows the initial values that the colonists started with when they joined the colony.

Steps to Reproduce -
1. View the overview screen when starting a colony and note the skill values match the ones listed in the character tab.
2. Have colonist do a skill long enough to increase its value.
3. Check the tool-tip value in the overview.

Expected Results - Overview values should match the values in the character tab.

Actual Results - Overview values remain static.

The attached PNG is a screen capture of the two values displayed for the same colonist, which are not matching.


[attachment deleted by admin: too old]
#11
Version Found: 0.1.334

Title - Raiders were clones of each other.

Summary - While playing a randy random based game, my colony was attacked by 3 raiders.  Each raider was entirely a duplicate of each other (clones?).  All were named "Lynx, Experiment".  They had the same background, and skills.  Also, each had the same pawn appearance.  This may be intentional, as in attack of the clones, but also could be a bug.

Steps to Reproduce - Was a random world event, no steps.

Expected Results - Raiders would each be unique.

Actual Results - Raiders were duplicates (clones?) of each other.
#12
Version Found: 0.1.334

Title - An eclipse followed shortly by a solar flare.

Summary - While playing a Randy Random based game I noticed that it is possible to get a solar flare during an eclipse.  While this could certainly happen.  I feel that it should not affect the colony.  The cause of the eclipse should shield the colony from the solar flare.

Steps to Reproduce - No steps, was random world events.

Expected Results - Solar flares event should cause a no-op effect during an eclipse rather than apply the solar flare effect.

Actual Results - Solar flare and eclipse effects were both applied, it was dark, and battery power wasn't usable.
#13
This might actually be a couple bugs.

What I saw was:

1) Colonist A needed rescue.
2) I told colonist B of rescue them.
3) B took A to A's bed.
4) Something happened to set A's bed on fire.
5) A caught on fire as well, so was kicked out of the bed.
6) (BUG 1) I wanted to tell colonist C (who came to fight the fire) to prioritize putting out colonist A.  But the option didn't exist.
7) I was able to tell C to rescue A again... but A just ended up back in the burning bed.

In the end A burnt to death before I could get the bed put out.  Not that it would have helped since he was burning still.

(BUG 2/Design change) Perhaps if a bed starts burning it should be disassociated with the colonist who owns it?