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Topics - Bohb Daishi

#1
General Discussion / RimWorld Soundtrack Released!
October 26, 2015, 08:53:43 PM
From Alistair Lindsay himself:

http://www.lasgameaudio.co.uk/#!store/t04fw

+5 new songs that aren't yet in the game!!!

Just saying. This game has the best, most immersive music I've ever heard.
#2
This pawn is my trainer (level 14), but he won't train. Says no available food? Won't let me train any creatures, including puppies, elephants, and wargs.

I only have meat and hops in my food storage. Maybe that's why?



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#3
Bugs / [0.12.914] Vital Monitor Blocks Hospital Room
August 31, 2015, 01:36:52 AM
The hospital room designation (the blue border) goes around the vital monitors. These are the same buggy vital monitors from this thread: https://ludeon.com/forums/index.php?topic=15711.0





Didn't test if building a new one causes the bug, but I do know that moving the monitor via uninstall/install buttons does cause it.

Mods: EDB prepare carefully, EDB Interface, Mad Skills (mods probably aren't the cause)

[attachment deleted due to age]
#4
Bugs / [0.12.914] Vitals Monitor Keeps Going Inactive
August 31, 2015, 12:16:04 AM
No matter what I do, I can't keep the top vitals monitor from going "inactive". Is there a hotkey or something that I need to press to force-designate which bed it links to? Or is one of my other monitors linking to two beds, making the top one unnecessary?

Mods: EDB Prepare Carefully, EDB Interface, Mad Skills (though these shouldn't have affected it)

[attachment deleted due to age]
#5
Bugs / [0.12.914] Hold down 1, 2, or 3 = noise spam
August 30, 2015, 07:55:34 PM
Pressed 3 to speed things up, didn't realize I was holding it down. Made the single "click" noise, then half a second later it started spamming the noise.

Same goes for pressing 1, 2, or 3 to change the game speed.

Edit: Checked and it spams with any keyboard key. Spacebar, esc, tab, you name it. Not really a bug, but worth reporting I guess.
#6
Tunneled next to an ancient danger site while building my walk-in freezer. Added a trade beacon that overlapped into it:


And apparently now I can sell a Psychic Insanity Lance:


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#7


Path to my base was not blocked, only had 2 turrets. Sappers spawn in the corner of the map and decided to attack a nearby wall. They only made a single hole through the wall before proceeding onward to my base, however.

Bastards also murdered my only cow - who happened to be pregnant.

[attachment deleted due to age]
#8
Bugs / [0.12.906] Fire Spreads to Unreachable Places
August 26, 2015, 05:10:48 PM
Nutrient Paste Dispenser is up against a limestone wall. Event causes the front to catch fire. Fire spreads to unreachable parts, blocked by the wall.

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#9
Pirate merchant shows up, but I don't have a trade beacon.

Steps to repro:
Select the single prisoner to sell
Hit accept (prisoner disappears, but trade screen doesn't close and merchant's silver gets reduced by prisoner value)
Hit accept again (nothing happens, but again the merchant's silver reduced again)
Hit accept 3 more times, same thing.
Hit cancel. Prisoner is gone, no silver drops on map. Everyone is mad that prisoner was sold x5.
#10
Picture says it all. Elvira (the sapper) tunnels directly down, runs into compacted steel, tunnels diagnally and (apparently with very long arms) continues to tunnel into my base without actually being in the tunnel. Eventually the sappers give up and leave.

Bug is reproduced every time I load up the save. After loading it 4 times, I can confirm that it wasn't caused by the granite chunk.



Caveat: running EDB interface, EDB Prepare Carefully, Mad Skills, and Superior Crafting mods. Though I doubt they were the cause.

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#11
An evil ship showed up. I damage it with artillery and mechanoids spawn. Later, a pirate siege shows up right next to the evil ship. The mechanoids immediately start attacking the siege, but the pirates do nothing and don't shoot back. Ultimately, all pirates died without firing a shot.

The bug was strangely similar to a previous one I reported involving an evil ship and wargs: https://ludeon.com/forums/index.php?topic=14583.0
#12
Bugs / [0.11.857] All Sound Abruptly Stops
August 18, 2015, 09:29:28 PM
Since at least A9, I've noticed that the sound abruptly stops. I haven't been able to reproduce it, nor does it occur with any particular frequency or reason. Here's all the info I have:

-The game makes a sudden brief static noise then completely cuts out all music/sound and remains muted.
-The game appears to continue running normally when it cuts out; albeit muted.
-It typically cuts out after playing for 3+ hours straight.
-It doesn't appear to care whether I am early-game (i.e. simple colony) or late-game (complex colony).
-It has occurred on two different sound cards from different manufacturers (soundblaster motherboard and logitech USB)
-It doesn't appear to be caused by in-game events or from pawns doing stuff.
-I don't remember if going to the menu fixes the bug. I typically just exit and restart the game.
-This bug has happened on both vanilla and modded.


Sorry I don't have much more for you to go on.  :-\
#13
Sent out a some colonists to deal with a siege and a few of them dropped in the middle of a field. The doctors automatically dispatched (as they should), but instead of rescuing my colonists, they prioritized bringing food to them.


Caveat: This happened on a game that's running the superior crafting mod. But since I doubt it's caused by the mod, I'm reporting it here.

I don't have a savegame for this.
#14
Had an evil AI ship crash and 3 scythers 4 centipedes popped out. A few days later, 36 wargs showed up and went straight for the mechanoids (instead of my nearby fleshy colonists who were outside farming).

Best part: the mechanoids didn't fight back. At all. They were all slaughtered without firing a single bullet. The wargs didn't attack the AI ship, however.


Caveat: This happened on a game that's running the superior crafting mod. But since the bug is related to factions (and not crafting), I'm reporting it here because I doubt it's caused by the mod.

I can attach a savegame if requested.
#15
Bugs / 11.834 Circus Performer Backstory
June 13, 2015, 01:03:32 PM
Childhood: Circus Performer

Description:
"...
...
A mistake with some firesticks made him develop a deathly fear of fire."

The colonist is still capable of firefighting.
#16
One of the pirates from a siege spawned dead. They have no injuries (other than a couple of scars).

The health bar under their name shows "dead", and they are lying on the ground as if they were dead, but they are still holding a gun and can be attacked by my colonists.

Pirate's name is Jinawee in the attached save file.

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