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Topics - East

#1
Bugs / [1.1.2624] bulk food poison problem
May 09, 2020, 06:07:23 AM
make bulk food If the food poisoning probability takes All four foods made of bulk become food poisoning foods.

Four food make should check the probability of each food poisoning.

It is a problem that four people get food poisoning at the same time.
#2
Bugs / [1.1] Allied raids are destructive
April 28, 2020, 01:55:49 PM


https://youtu.be/L5ugTilkLjY

1. What the circumstances were.

Allied reinforcements came in during the raid.

2. What happened.

They blocked the way and smashed everything. I made my kill zone useless. The major problem is that the relationship fell sharply as they were burned. I had to watch them become hostile during the fight.

3. What you expected to happen.

As always, allied reinforcements are the worst. Trolling is too bad. I should at least have the right to refuse them.
At a minimum, they shouldn't lose their relationship even if they're burned.

To be honest, it's terrible for me to be in a situation where I can't control or prepare. The only alternative I can do is to be hostile to all forces in order not to receive alliance support? This is ridiculous.
#3
1. What the circumstances were.
When attacking tough trait pawns with ranged weapons

2. What happened.
All melee attacks are normally reduced in damage.
As a range weapon, damage reduction is not applied with a certain probability.

3. What you expected to happen.
All damage reduced by 50%.

#4
Among the quest blueprints, the table is not placed by manual input.

Bug Report Video: https://youtu.be/MgbTo4sHQTA

It is not a mod issue. The same is true with the exception of mods.

savefile : https://www.dropbox.com/s/lj6g1849t9e5vfh/can%27t%20blueprint.rws?dl=0
#5
Bugs / [1.1.2598] quest place blueprints work wrong.
April 11, 2020, 03:09:06 PM
quest place blueprints work wrong.



1.The way I expected
1)At the bottom of the icon I assign a suitable resource.
2)Click the place blueprints button.
3)The blueprint is automatically entered as the resource set in 1).

2.How it works now.
1) Click the icon below to take a blueprint manually. You have to take it on an invisible blueprint, you may take it wrong, and it overlaps the floor so it's hard to see. I have to manually work on a huge size for a late game.
2) If you press place blueprints, only the stone appears.

3.How should it be applied
It should work as expected.
#6
The wind turbine passes the bullet.
However, animals cannot pass or attack wind turbines.
The reason for installing the door is that human enemies attack the wind turbine. It is normally closed and used only for manhunters.
The door does not block the wind.

https://youtu.be/Nmq5ZD-oGDE
#8
same weapon.
Even though one has better stats, he has a lower dps.
The bionic arm lowers damage.


#9
TITLE EDITED BY TYNAN

https://clips.twitch.tv/ElegantCarefulFriesAMPEnergy

The mech cluster wakes up for no reasons.
There was nobody there.
I was broadcasting and I was able to record.

This was just after falling, and the countdown remained around 0.7.
#10
https://youtu.be/5SUjAYTXcqU

When capturing, allow area setting alternates between normal and abnormal operation.

1. When capturing

2. allow area setting alternates between normal and abnormal operation.

3. The colonist must move within the allowable area.

#11
General Discussion / Terrible and incompetent allies
March 26, 2020, 04:49:17 PM
Please, hope that the ally system is improved.

They are catastrophes.

They rush at the enemy, open all the doors, and the melee unit assaults them to receive a friendly fire.

I want to take out my troops to prevent a friendly fire, but they are so weak and they only know that they are rushing, so if i take out my troops, they are instantly defeated. And I lose the kill zone and become unable to stop the enemy. Even if I want to use Killzone again Killzone has a fallen ally that leads to friendly fire.

Please let alliance support be under my control. Or even a rejection system.

royal dlc has a noble call royal aid. I think it should be improved even for this. Did we raise the title for these incompetent things?
#12
1.transaction situation.
2.Enter numbers manually
3.After that, ctrl and shift are not used.
#13
1. prison warden quest
2. In the prison warden quest, biocoded Charge rifle came along.

Charge rifle should not come.




#14
Bugs / [1.1 2575] colonist lend quest + Heart Attack
March 17, 2020, 10:52:41 AM
1. colonist lend quest
2. send colonist
3.The sent colonist died of a heart attack.
4.The body is returned naked.

-The colonist died in a situation I could not help.
-colonist equipment are gone.


#15
1.quest
2.2 drop pod send edge.
3.drop pod falls in front of the enemy.
4.Just died.
I don't know if this is a game experience, or a misdirected irrationality. Don't know, just report.


#16


Quests with no rewards should not be created.

I think you should check if the quest system is the problem or if the translation is the problem or notation error.
#17
General Discussion / Some psy's not good.
March 13, 2020, 12:20:02 PM
Not all psy should be good.
It is not necessary.

Or maybe someone is using it.
I wanted to learn how.

pain block - When should I use it? Reducing pain briefly can lead to pawn's death. Does that make the pawn a big buff to ease the pain? no. It would have been useful if the effect would make feel more pain.

chaos skip - Random is always dangerous. This spell is 1: 1 and is only useful when the enemy is a melee or animal But just burden or stun is effective.

manhunter pulse -There are no animals nearby even if you want to use it.

mass chaos skip -Random is too dangerous.
#18


Please increase the zone control UI.
#19
Mods / [request] Butchers Can Count Meat 1.1 update
March 12, 2020, 12:44:22 AM
Please update 1.1.

https://steamcommunity.com/sharedfiles/filedetails/?id=1211976907

This mod is for human meat and insect meat.
Separate them from the existing meat and count them. Human meat is either for sale or for fuel production and should not be counted like conventional meat.Without this mod, slaughter had to be done manually.

It is a very useful mod, but it has not been updated since b18. Help!
#20
Quests are randomized and if the quest is too difficult or not ready I give up the quest. However, if a difficult quest or too poorly rewarded in a row, the quest is empty for a long time.

If you are given several 4-5 quests at a time and choose one of them, it might be fun. If the alliance's friendship is very high or very low, the quest number may be different.

In fact, what I want to say is that the resurrection serum doesn't come too long.....