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Topics - bclewis

#1
Bugs / Colonist stuck in "attacking" state
November 25, 2016, 06:48:38 PM
Recently I've seen several cases where after a battle, and I've un-drafted all my colonists, one or more colonists remain stuck stationary in "attacking <some raider>" state, even after that raider has left the map.

I can "unstick" them by drafting them and undrafting them again.

I'm afraid I don't have a savefile I can upload at the moment, but if this is not a known bug I will do so if it occurs again.

I have some suspicions that this only started happening after I started setting the default behaviour of some colonists from "run away" to "attack".

Note that I'm running vanilla A15 except for Zhentar's pathing mod.
#2
Bugs / Uninstallable sandbag
October 31, 2016, 02:39:03 PM
So, this happened in one of my colonies:

- siege event began, enemies started constructing sandbags
- colonists killed all enemies before construction completed -- planned work remained for one sandbag.
- I had colonists deconstruct completed sandbags, but they would not interact with the one planned sandbag
- a while later, I built geothermal generator right next to the planned sandbag
- eventually (not sure when and by whom, but I presume by one of my colonists) the planned sandbag was actually completed
- I am now unable to deconstruct the sandbag

Not a major problem for me, the sandbag is not really impeding anything, but I thought it might be worth reporting.  I can upload save file at a later time if anyone would find it helpful.
#3
General Discussion / colonist on fire
October 23, 2016, 04:01:23 PM
colonist_on_fire(colonist x)
  x.obey_orders=false;
  target_location=locate_friendly_fire_centerpoint();
  x.run_towards(target_location);
end
#4
General Discussion / Magic Doors
October 04, 2016, 12:34:20 PM
Door behaviour has been bugging me since I started playing Rimworld.  Does anyone have a compelling explanation why "enemies" cannot open doors, but friendly traders and pets (piglets!) can open them without trouble?

I'm sure there are some "gameplay" considerations at work here, but I find it highly unintuitive.
#5
General Discussion / Tattered personal shield debuffs
September 14, 2016, 04:45:47 PM
I find it somewhat odd/non-intuitive how by default, my non-combat/melee colonists will pick up and wear "tattered" personal shields dropped by dead raiders, and immediately get mood debuffs for wearing tattered apparel.

I've taken to forbidding personal shields for such colonists, but even so I find it weird that they "prefer" wearing no shield to having partial protection.

(suggestion: perhaps "no shield" should be a bigger debuff than "tattered shield" for melee colonists)