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#1
Bugs / [A16] silver dissapear in transport pod
February 07, 2017, 12:09:43 PM
Hi. When I send transport pod, the silver in it just dissapears when it arrives. Save file is in the link.
How to reproduce it:
1. at the north of my base there is a transport pod - unload it.
2. load it with a pawn named "House", 40 meals and 1300 silver
3. launch it to the place, where a pawn named Redfields is (north west from my base)
4. surprise! Your silver just dissapeared :P

save file:
https://www.dropbox.com/s/le4a6wo9moc4v9y/The%20others.rws?dl=0
#2
I've found two bugs:

#1: My plants in hydroponics basin just randomly dissapear. I know that it sounds like "I have bad temperatures/no light/animals" but thats not it. Temperature is 100% good (room with geothermal and two coolers set to 20C - adapts to low as well as high temperatures), there's light 24/7 (sun lamp with it's own, separate power source), no animals there (I have only one dromedary, and it is forbidden to enter there). I have also a farmer, who's "grow" job is a first place. Despite of that, my crops keep dissapearing. I've seen it on my own eyes. Rice plant (or healroot) with ~20% growth just dissapeared - no reason.

#2: It's more like AI mistake, than a real bug. but I decided to report it, maybe it'll be helpful :) When I had sappers ride, they just dug at random rock, faaaar away from my base, and then went through my main enterance (with turrents) just like a normal raid. Look at my screenshot.

http://imgur.com/a/kZCp7
#3
Hi! I've found two bugs:

#1:
I think that "eclipse" should be some kind of global thing. Now it is possible to have eclipse in one colony, and a nice, sunny day in another, placed right next to the first one. Also on a "world view" there is no such thing as "eclipse". When this event happens, one half of the planet is still sunny.

#2:
When your colonist dies in another colony, there is no "colonist died" debuff in the rest of colonies. However "My friend died" debuff still works "global". I know that it may work as intended, but I think there should be something like timer, that counts time which the colonist spends in each colony, to assign him to one of them.
What I mean is if I have two colonies: one main, where I just live, and another, where I send my people to chop wood and hunt, then if one of my people dies when hunting in this second colony, the rest of them seems to literally dont care.
#4
Bugs / (A16.1387) burning sound on the other map
December 15, 2016, 01:33:31 PM
If there is a fire in the one of my colonies, then it will be "heard" in others. It's hard to explain this, so I posted a video:

https://youtu.be/TEbc6tpTdpw
(It will upload in about 30 minutes from now, coz I recorded with fraps and it has about 1gb)
#5
Two bugs:
1#: If there is an enemy attack and only one guy attacks me, then when I kill him, I get message "XXX are fleeing". But... There is no one left to flee... :P

2#: Not sure if bug, or I just can't use it, but I placed two launch pads, set them to "150 fuel", spawned 3x75 fuel cans, my colonists filled pads with it, then I spawned a few more stacks of fuel, and then I couldn't fill pad, which was "75/150". There was no option (on RMB) to order pawn to do it.
#6
Bugs / Colonists in cryptosleep casket become ill
June 02, 2016, 10:11:48 AM
My colonist just got sick (sensory mechanites) through event while being in cryptosleep casket. I'm not sure if that's an intended feature.
#7
Hi! :) I would like to report two bugs.
First:
If you take to bed one prisoner and second one is sleeping then that first one is going to sleep and the second is "popping out" of bed and needs resque. Its really hard to explain so I attached a save file. Try to take Reindeer to bed and watch what happens to Cai.
What I did before: I installed new beds in prison and removed sleeping spots while prisoners were sleeping on them.

Second bug:
I bet you already know it, because it's really common, but I'll report it by the way.
Sometimes if something breaks it's irreparable. I think it accours randomly. Check broken heater or battery in north-west of my base (near the farm).

That's all, wish you a lovely day! :P




@edit:
Forgot about save file. Here you are :)
http://www71.zippyshare.com/d/Yey4zcuo/4782273/Project%20Dharma.rws
PS The only mod I am using is a thing that makes more things movable, like research bench or traps. I'm sure that it doesn't affect on those bugs in any way.
#8
Bugs / [A13] How to "turn off" a colonist :)
April 27, 2016, 02:52:37 PM
Hi! Today I found out how to turn off my colonists for a few moments. :P
Ho to do that:
1. Build some room with a door and make home area there
2. start a fire inside it and forbid the door ("F")
3. watch all your colonists (which are able to beat a fire) standing in one place and waiting untill the fire is gone.

If you pause the game, draft and undraft a colonist, there is a "beating fire out" state, but when you resume, there is "standing" once again, he becomes a living statue ;)

[attachment deleted by admin - too old]
#9
Mods / [Mod request] Moveable everything
April 21, 2016, 08:36:51 AM
Hi. :) I would love to see a small mod allowing me to move ("unistall" option, just like in beds, batteries etc) every furniture without deconstructing it. Am I the only one who thinks that this really doesn't make sense to deconstruct a whole working bench (and loosing some % of materials) just to construct it again in another room?
I was planning to write something like this myself, but I have some important exams in a few weeks in my school and I don't have time to this right now. So if you wrote something like this, I would be really thankfull :)
#10
Hi! :) Yesterday I started to play on "Challenge" difficulty for the first time (on Randy). So far I used to play only on "Rought". And I'm really amazed what a fantastic stories AI can make and how much thinking strategy this requires!
This is what happened to me a while ago: (look at screenshot, it will be easier to imagine)
http://i.imgur.com/53S4lCc.jpg

It was an usual day, I was planning my base, calculating what should I do next to survive through winter when I got THAT red message. A raid. None of them are easy for me because all I have to defend myself is a survival rifle, a pistol and a poor bow + one turret  on which I barely found components. So I drafted my colonists, placed them on spots and waited for THEM to come. Surprisingly it was an easy battle, no one got hurt, except that destroyed turret. Again...
Just in that moment when I killed the last raider I saw another message. A siege. Well, I no longer have that mountain base just like in previous saves so I couldn't just wait untill they are bored and leave. So I made a decission, I have to attack them. But!! What I see?! A dead raider left a GOOD sniper rifle for me. So I took my three best shooters (the rest two colonists - doctors - stayed in the base), took that rifle and sent them versus five well-armed guys. Fortunately there were ruins near the siege so I had a perfect sniping spot. But nothing goes easy in rimworld... Nothing... Just when they reached the enemy camp (I am playing on 350x350 map so it took a while...) I got message that a nearbly camel gone mad. I was thinking "shit.. I dont have my turret and my two people in camp are really bad fighters. But I have to try, that camel can't attack my snipers from back... So I let that mad animal go to my camp, and I managed to shoot 2-3 times when I got another message. Muffalo manhunter pack. GREAT... -.-
I was lucky because both camel and muffalos were going from south, my base was in the center of map, and an enemy camp was in the north. So I had to make a decission: come back to my base, defent it (all animals were heading to my base) and let siege kill me, or kill raiders, and let muffalos go into my base and make impossible for me to come back without losing any colonists. But!! I had an idea! I took one of my doctors left in base and forced him to barricade the main enterance to base. Then took second one, and told him to make a hole in my camp's wall, and told my snipers to come back through that hole. It was just in time when I managed to rebuild that hole and make muffalos and a camel to attack enemy camp. I was really proud of myself, I thought that I won. But what is that?!?! Enemy killed almost all hostile animals and there was only one of them downed. Only one muffalo left (it was really slooow) and the raiders continued prepairing mortars. I was really lucky, because that last muffalo killed one of them just before it's own death and right after they ended building things. When that guy died they rushed on my base. But it was all baricaded, there were no enterance. So they picked a wall to destroy. A wall where I had a very little chance to survive because of lack of cover. So I picked my fastest builder and told him to decostruct that wall (barricade) in main enterance so maybe those raiders will change their minds and attack me from that "proper side" :P And they did. I managed to kill one or two of them so they fled.

I am just amazed that this game can make such an interesting scenarios, which requires tons of thinking, planning and making good decisions. That making a killbox isn't the only way to deal with problems, and you can also fight ina "creative way" :P If you have read all of this, I really admire you.. :P 
#11
Bugs / [A13] Grenades thrown through mountain
April 19, 2016, 10:32:36 AM
I'm not sure if that's a bug, but grenades flying through a high mountain seems a little bit unnatural. :P I think screenshot will show everything needed.
http://i.imgur.com/wnioXH5.jpg
(See that little yellow dot in the center of image, that's our flying nade)

By the way in the same battle I found out that bow doesn't really require both hands to use. My brave Lumi without left arm and right thumb, shooted with a bow quite well. :P
#12
General Discussion / A new material?
April 07, 2016, 08:22:08 AM
Hello :) Just a quick question. What is this new, green thing called "jade"? I haven't noticed anything about this in changelog and unfortunately I don't have time right now to discover it on my own. :/

http://i.imgur.com/KeRwfBf.jpg
#13
Bugs / Memories vanish on mental breaks
March 28, 2016, 03:17:03 PM
I'm not sure if that's a bug, but after any breakdown (doesn't matter if that was "dazed" or "berserker") any debuff related to harvested organs dissapear.