Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - NeverPire

#1
What happened : I get the "Need meal source" = "Repas nécessaires" warning but I have a cooking bench and it is working properly.

Save file : https://drive.google.com/open?id=15Ujn-0w_E-CkSGSqduv3TntmaVCWA-t1
#2
What happen : a pawn appear with both "dunce" and "too smart" characteristics.

What should happen : these two characterictics should be incompatible.

Save file:
https://drive.google.com/open?id=1-ts-y3aAJEn-LitHHbqlT-Pn83272K4F
#3
It is not really a bug, much more an improvement needed for a while.

When selecting constructed horseshoe stake or orbital beacon, the interaction zone is not displayed.
I think I remember it is the same for the automatic fire extinguishers and moisture pumps, but I am not sure.

We currently need to use the architect menu to compare and find these zones.
It is really annoying, especially for extinguishers and pump as we want to cover every case of an area.

Edit: it seems there is only this problem with horseshoe pin
#4
Circumstances :
When forming a caravan, one pawn decides to sleep instead.

[Vanilla game, pawn not restricted, bed assigned to this pawn, same behaviour when drafted, undrafted]

What happened :
He, Ethan, sleeps on the ground.

What should happen :
He should sleep in his assigned bed

Save file : https://drive.google.com/open?id=1-ts-y3aAJEn-LitHHbqlT-Pn83272K4F
#5
<!-- EN: To honor {PAWN_labelShort} advancing to the title of {TITLE}, {FACTION_name} has sent them following reward(s): -->

In <LetterRewardsForNewTitle> in Royalty/Keyed/Letters.xml.

Is this "them" here to speak about the entire faction ?

I have the impression it should be an "his/her".
#6
When translating, in this file :

DefInjected/RecipeDef/Recipes_Production.xml

I found this really strange paragraph :

  <!-- EN: smelt apparel -->

  <!-- EN: Use heat and strong electromagnets to break down apparels into useful resources. -->

  <!-- EN: Smelting apparel. -->

It looks like a copy/paste from "Smelt Weapons", but without any logic.

Same in the "Destroy apparel paragraph"

<!-- EN: Use heat to destroy unwanted apparels. This process is faster than smelting, and works on non-smeltable items, but yields no resources. -->
#7
In the game, pregnant animals are sold less than normal one. It is not logic as it offers a second animal.
Current price calculation takes into account the health of the animal and thus pregnancy gives a malus.

I have never met a merchant selling pregnant animals (maybe it would be cool to add it if it doesn't exist yet), but I think they should cost more too.
#8
I propose to add a fertile/infertile soil mechanic.

When used too intensively, a fertile soil will turn infertile.

Plantation of clover (a nitrogen fixing plant) can be used to turn infertile soil to fertile. Clover could be used as fodder for livestock too, but produce a lot less than hay.

Beans and peas have a similar effect and can be used for human food. However, they produce really a small amount of food.
#9
The problem :
The training/taming window is too small for bonded animal since the addition of the sociability skill.
In consequence, the hauling skill is not displayed anymore in this window.
I test it for French but I am almost sure it exists in English too at least for bonded Yorkshire terrier.

In attachment, some screenshots :
In the two first, you can see the problem, but a shortening of the related sentence has been enough to fix the issue.
For the Yorkshire Terrier however, even with this modification, the problem is still there.

[attachment deleted due to age]
#10
I would like to see a way in the vanilla game to forbid directly crafted items once dumped in a storage area.
Particularly usefull for trading goods (especially drugs and thrumbo clothes).

I lose several minutes every time I kill a thrumbo to undress thrumbo clothes my pawn take on to replace their common clothes. I only craft them for trade, not to be worn ! Same for drugs, I prefer my pawns and my animals avoid to use them.
#11
Bugs / [B19] Centipede first ring bug
September 13, 2018, 01:27:49 PM
What happens: I don't know exactly the consequences, but each time the first ring of a centipede is hit, the debug log triggers. You can see the message in relation in the screenshot attached.

Save at the moment of the screenshot :https://drive.google.com/open?id=1buVDCfRdhXiWYefeR3xmN0IqeKWlSPCs

Sorry if it has been already reported.

[attachment deleted due to age]
#12
What did happen : one of the defender turret has spawned inside a closed building.
No need to destroy it to get the map and I can even get it.

Save : https://drive.google.com/open?id=1iePsDVZTvWvbjNTdrP9GRR4fHugWxZ8m



[attachment deleted due to age]
#13
Bugs / [B19] Two on one stool
September 07, 2018, 07:20:23 AM
What happens :
A stool used both for a research bench and a chess board. Two characters using it.

What should happen :
Only one pawn on one stool, or at least each one in the direction of its action.

Possible solution :
Not allowing pawn to use an already used stool.

[attachment deleted due to age]
#14
What happens :
A toxicomaniac character restricted to no drug take drug without any specific mental state.
Stranger, when he takes it, his withdrawal doesn't fall to 0%.

What should happen :
A mental state should be needed for a toxico to take drugs without permission.

Save : https://drive.google.com/open?id=1tQYJ5dKDKpPiVroyJzmmtgT-Zb4b6r02
Just wait to see the problem with Kevin by allowing smokeleaves joints.
Withdrawal already ended so not completely sure he will keeps his strange behaviour.
#15
Bugs / Manipulation 0%, but can load 1 item
September 07, 2018, 06:48:43 AM
What happens : a dog with a broken jaw and a manipulation of 0% can load 1 item.

What should happen : no more loading for this poor dog

Save : https://drive.google.com/open?id=1tQYJ5dKDKpPiVroyJzmmtgT-Zb4b6r02

[attachment deleted due to age]
#16
Bugs / [B19] Fog inside the mountain
September 05, 2018, 11:16:13 AM
What happens :
When fog appears, it is diplayed inside mountains (in the rock).

What should happens :
It should not be showed in the rock.

[attachment deleted due to age]
#17
Maybe it is intended, but it sounds a little bit weird.
#18
What happens :
I have reached an Injured Refugee defended by two opponents, two turrets and one mortar.
One of the opponent manipulated the mortar.
Once all my pawns (excepts three dromedaries) inside the mortar range, he keeps manipulating it even when I start firing at him and injuring him.

What should happen :
I intended the opponent to switch to its weapon either when no more colonists were reachable or when he start to be injured.

Reproduction :
Spawn Injured Refugee event until you get mortar defender

Picture and Save :
None, I just realize that was a bug and I play in permadeath.
#19
What happens :
To restrain the crafting of smokeleaf joints, the displayed skill is cooking.

What should happen :
It should be the crafting skill.
#20
Ideas / Diagonal walls with click-drag
September 05, 2018, 02:19:13 AM
Would it be possible to create diagonal walls with click-and-drag ?

This kind of tricks already existed in Age of Empires 2 twenty years ago so I think it is not too difficult to code.

It is really annoying now to be forced to create them one by one.