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Topics - prototype2001

#1
So I have a raider oven, sometimes it goes up to 1,800F and when they all all unconscious from heatstroke I deconstruct some walls to merge the oven with another room. Now in my case this other room is much larger then the oven. So at most the temperature equalizes to ~150F. Since this update whenever the rooms are merged, the large room instantly inherits the 1,800F without any averaging done.

I have not seen any mention of this anywhere including the patch notes, let me know what you think if this is intended or bug?
#2
https://imgur.com/a/dAaptQp

Also every room has at least 40 mechs at the POI complex.
https://www.reddit.com/r/RimWorld/comments/p0dpuq/obviously_i_should_of_expected_18_centipedes_23/

It lags out each time i claimed a door or did a wall raise.

Moddless second relic quest, no one gotten this far?
#3
The sleep accelerator has this but why not the biosculpting pod or the neural supercharge?
#4
If my leader has a warmask and becomes a royal and suddenly wants a top hat, what happens?

Edit: The royalty requirements disable leader requirements if anyone was wondering.
#5
Bugs / [1.3.3069] Crash landed shuttle quest fail.
July 24, 2021, 02:53:28 PM
Quests reads... shuttle contains 1 royal, 2 civilians, and 3 guards. The royal and the civilians must be rescued and the guards can be sacrificed. Battle happens, the royal and 2 civilians survive and board a new shuttle, its contents include 3 names, some guards die and some wobble away from the map. Shuttle sits there with contents which list 3 names and requiring a FOURTH name, which isn't even listed in the quest log?! Which i can only assume was one of the guard's name who wobbled away. The shuttle sits there I get a 12h quest failure countdown, quest fails, shuttle keeps sitting there, next to the broken shuttle requiring a fourth name, long after the quest was failed.
#6
If anyone manages to get a pawn to equip a top hat or a ladies hat through a clothing policy let me know. Otherwise I'm re-reporting a bug from several months ago which got ignored.

https://ludeon.com/forums/index.php?topic=51547.msg476534#msg476534

You really don't need my save file to answer this question.
#7
Bugs / 1.1.2652 Psycast skip has no distance limit.
June 02, 2020, 06:11:44 AM
Can teleport the entire map's length with a single cast as long as line of sight isn't obscured.
#8
Clothing policy for everyone to wear tophat  & ladies hat. Dozens of 100% non-tainted hats laying on the ground and no one in a colony of 50+ is putting them on. Tried to assign a stockpile under the hats and made sure the pawn has clear forced policy doesn't fix the problem.
#9
The event psychic drone affects the pawn both positive and negative while the artifact item doesn't.
#10
Caravan pawn constantly eating insect jelly, the only reason I know this is because I constantly get the message about food poisoning while eating insect jelly. The food policy for the said pawn is berries only, the pawn has several hundred berries but keeps eating jelly.
#11
Bugs / 1.1.2579 Royalty Losing caravans.
March 23, 2020, 01:13:02 PM
This issue might tie in to my other bug report about detox stomach and food poisoning. But i'll write this one anyway.

I have lots single pawn caravans, but consistently i keep losing one over and over. A pawn with joywire and never needing to sleep which is -35% consciousness i believe. His caravan constantly gets "caravan lost" with no indication as to why. Mental breaks happen in all the time in caravan but this doesn't delete the caravan. I'm guessing his getting food poisoned with detox stomach, the game doesn't let me know he got poisoned and just sends me a message stating his caravan was lost again. Either its a bug that no information is given as to why the caravan is lost or its a bug that it gets deleted. At worst the pawn should get incapacitated & caravan is halted until food poison passes instead of complete caravan deletion or some sort of message with what happened.
#12
Frag grenades don't wake up dormant mech clusters. A single pawn can grenade down all mech capsules and cluster's unique building without waking up the cluster. Turrets only wake up when they take grenade damage. Two pawns throwing grenades at the same time can take out turrets before they can retaliate.
#14
This was going on for the past 2-3 days, prior to 1.1.2579, I figured such a big bug wouldn't go unnoticed, but here we are, its still a thing in 1.1.2579.
#15
1) Item that has no use is being sold by a trader town in caravan window.


https://www.reddit.com/r/RimWorld/comments/f74gdw/11_the_most_bizarre_pointless_puzzling_item_ive/


2) Room stats window can't display values correctly over a million, the right most number for wealth is cut-off, this is in 1.0 and 1.1.2551


3) Changing from 1.0 to 1.1 bugs out mini turret, autocannon, and uranium slug. The ones built during 1.1 function correctly.



Couple issues with turrets.
* Their health bar is wrong. For the autocannon its 450/380 instead of 380/380.
* They don't get reloaded by pawns as if though they are forbidden only manual drafting reload is possible.
* They have a X on them as if they are forbidden when they are not.
#16
Bugs / Comm console not usable.
February 18, 2017, 11:49:59 PM
This happened when I received a pirate raid warning which said it includes the pirate leader. The raid itself however was nowhere to be found, probably due to the fact that I had two bases. One of the bases is just a empty zone i used to administer drugs since you can't while in a caravan. I started searching online about similar issues of comm console not being interactable and the only thing i found was https://ludeon.com/forums/index.php?topic=29830.0

What Ark is saying in the second post is the same issue i have. The pirate raid message appeared stating the leader of the pirates is there, the raid was nowhere to be found(probably due to 1 of my settlements is just a empty cell) And next thing i notice my comm console isn't working & there is no faction leader assigned to the pirates.

Heres what caused it: Pirate raid attack with a faction leader and the raid was nowhere to be spotted. I've never seen a raid leader attack and i've never seen a raid message with a raid nowhere to be found. Either 1 or the other or the convolution of both.
#17
Ideas / Berserk colonists need non lethal solution
July 23, 2016, 09:56:03 PM
Im tired of the pawns going berserk and dying its just too much rng. We need a way to control how colonists deal damage when it comes to melee. I want to maybe allocate 20% of the hits to legs, 20% to arms, & 30% to chest. But instead since we can't control the RNG dice the berserk colonist takes 80% of the hits to the chest and dies before reaching the required pain threshhold to become unconscious.
#18
Bugs / a14 equipment racks don't fully function
July 20, 2016, 08:41:54 AM
While carrying a weapon, right clicking on equipment rack to deposit the carried weapon instead drops the weapon on the ground where the pawn is.
#19
Setting forced trait to 1% still generates this trait on every single pawn whether starting character or non starting character. Colonist randomization yields the selected forced trait every single time at 1% and at 100%.