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Topics - TheNewNo2

#1
Bugs / [A13] My prisoner is an idiot
May 08, 2016, 07:47:06 AM
I was recently raided by pirates, and I captured one of them. He decided to stage a prison break (I shouldn't have left him in a storeroom with guns). All well and good so far. But to make his escape, he needs to break down a wall or a door. There's a wooden door, then a wooden wall, then a slate wall. Prisoner starts attacking the slate wall.

I'm not sure if I want to convert this guy anymore, he's an idiot.
#2
Bugs / Clothing worn away in tomb
April 28, 2016, 03:33:25 PM
I just got a message saying that "synthread pants worn by Busto have worn away to nothing". I checked my colonists, no Busto. I eventually realised he was buried in a sarcophagus. It seems a bit odd to get warning messages about stuff happening in a sarcophagus.
#3
Ideas / Reorder haul priorities
April 17, 2016, 04:57:24 PM
I currently have all my colonists set to haul as their #1 priority. I have several storezones of varying importance, plus a load of detritus spread around after an enemy attack, including many chunks of steel slag.

What I want is for my colonists to haul the slag from outside to my important slag room. Unfortunately they're instead busy transferring it from a lower priority slag pile instead.

I would suggest that haul priorities be changed thusly:

1) Haul stuff from homezone to stockpiles
2) Haul stuff from lower priority stockpiles to higher priority stockpiles
3) Haul stuff to stockpiles from outside homezone.
#4
Ideas / Why do psychopaths visit graves?
April 16, 2016, 04:57:09 PM
If they have no empathy, and don't care as long as it doesn't affect them, why are psychopaths visiting graves?
#5
Ideas / Minor change to (re)install
April 16, 2016, 04:47:59 PM
This is a thing to do with art and anything which has been uninstalled.

Currently, you set an install location, an outline of the item pops up in that location, and, if you click the item, a line shows to the install location. However you can only force colonists to do the install by clicking on the install location. I think it would be helpful if you could also click on the object itself to make them do it.
#6
Bugs / [A13] No snow in unroofed area
April 16, 2016, 05:47:46 AM
I built some wind turbines, and then built a wall around them, and set it as a no roof area. Later, a psychic ship crashed in the area. Snow started to accumulate, but not in the area set as unroofed. You can see the distinction quite sharply in the picture attached.

[attachment deleted by admin - too old]
#7
Ideas / "Gay" as a trait
April 11, 2016, 02:26:41 AM
I'd like to suggest that "gay" be removed as a listed trait. There should still be colonists who feel same-sex attractions, but we're in the year 5500, I'd like to hope that in the next 3500 years, society as a whole moves beyond gay/straight and male/female.

By the way, are multiple relationships possible ingame?

Pansexual polyamory in 5500!
#8
Bugs / [A13] Social pariahs to new recruits
April 10, 2016, 05:33:50 PM
So, as mentioned elsewhere, early in the game my chef went mad and killed the colony dog. It's now several months later, and a wanderer has just joined. She has not yet reached the colony, she has not met any of my colonists, but already she dislikes the chef because he killed the dog...
#9
Johanson the chef was armed with a plasteel knife, and he went crazy. This was not the first time it had happened, but the first time he had been unarmed. That time he broke the colony dog's leg.

This time he killed the dog. Then he stabbed all the other three colonists, including tearing the leg off one, leaving all three bleeding on the ground.

During their time bleeding on the ground, they had some lovely social interactions with Johanson, despite him being off his rocker and the person who had just stabbed them several times.

Bit iffy that.
#10
Ideas / Grave visitations
September 06, 2015, 09:53:54 AM
I noticed in Alpha 12 that colonists will sometimes visit graves. That seems reasonable enough, except they're visiting the graves I dug to stick my enemies in, and I can't think of a good reason why a colonist would visit the grave of someone who tried to kill them.

Perhaps colonists should only visit colonist graves.
#11
Bugs / Fire jumps through walls
July 02, 2015, 12:31:29 PM
I've noticed that fire is a little too good at jumping from one cell to another. In the game pictured, I had a power conduit rupture offscreen to the north of the the solar panels. I mostly let it burn, as once I'd stopped it going through my power line it was burning my graveyard (right of solar panels), which handily emptied the graves. However, as you can see, I have a roofed power conduit, with the walls made of granite. The fire somehow jumped through my wall and into the conduit building, and from there to the other side of the building, which would otherwise have provided a natural firebreak.

I know different stuff has different flammabilities, but I have to ask whether my colonists somehow built a roof out of straw, because it seems remarkably flammable!

[attachment deleted due to age]
#12
Bugs / 0.11.834 Prionsers fighting
June 28, 2015, 06:08:59 PM
I have captured some prisoners, and two of them keep fighting each other. Neither is broken (one is neutral, the other content), but three times now they've fought each other until one is incapacitated. They're from the same faction, so it's not an issue with enemies.
#13
Ideas / Use of medicine
June 17, 2015, 04:17:49 PM
I think there needs to be an option somewhere as to how bad an injury needs to be before you're willing to use medicine on it. If my colonist gets a bruise, I don't want the doctor wasting valuable resources to sort it.
#14
Bugs / Guest can't leave
June 17, 2015, 12:32:45 PM
I rescued a local tribesperson, unfortunately I realised once I'd got them back to my base that they'd had their leg shot off and thus couldn't move. Because they're a guest I can't perform an operation on them to give them a peg leg, and I can't evict them. My only options were to wait for them to die, kill them intentionally, or capture and perform an operation. I chose the latter, and because of that the tribe is now my enemy.

It's not a bug so much as an unintended consequence. I think that there needs to be an option to evict guests, or that factions should try and rescue their own people.
#15
Bugs / Phantom lights after deconstruction
June 15, 2015, 12:20:40 PM
I've noticed that sometimes if you deconstruct a standing lamp, the light stays present, giving a "phantom" light source. This happened in A10 and A11. It's especially noticable in the attached image, as there's a power cut so there shouldn't be any light. In each case there was a standing lamp which I later deconstructed.

The light goes away if you restart the game.

[attachment deleted due to age]
#16
Bugs / Temperature and Open doors
June 14, 2015, 05:56:33 PM
I've noticed that temperatures do not properly equalise through open doors. While obviously there's some form of temperature change, it is a fairly low change. For instance, I built separate regions of my base, with doors between them that will generally be held open, and thus should effectively function as an open tile (this was done so that in the event of power shortage I could minimise the area needing heating). However there's a marked difference between one side and the other. Perhaps something could be modified so that "held open" doors act for temperature like clear cells?
#17
Bugs / Sapper displaying unexpected behaviour
June 14, 2015, 04:49:19 PM
I just got attacked by some pirates using sappers, and the sapper is displaying an odd behaviour.

Costa (highlighted) wants to get into my base, which is under a mountain off the top of the screen. The red area is a growing zone slash killing field. Costa has therefore decided to mine the granite immediately north of him, despite the fact he could just walk round that bit to get where he wanted.

After successfully mining that bit of granite, the sapper went to expected behaviour, trying to mine through the plasteel top right.

During all this, the other pirates hithered and dithered - they went through into the red area, then when Costa got through the granite they headed towards him, then went back to the red area.

[attachment deleted due to age]
#18
Support / Bug relating to stockpiles
June 05, 2015, 02:37:06 PM
I have a bug with storage. There are lots of weapons sitting out in the world, but I can't collect any of them because "there is no configured empty storage space". However I have many stockpiles, all of which have space and most of which allow weapons. I've even tried adding new stockpiles but it still won't take them.


Edit: I restarted the game and I can now store weapons, but it's a bit of an oddity.
#19
Ideas / Random!
June 05, 2015, 10:49:36 AM
Just a thought, the start date of the game should randomise a bit, so for instance you could arrive in January or in June. It would also be nice to have an option to pick a random dropzone, and a button to randomise all three starting colonists.