Manually targeting a spot with a grenade, pawns will only throw it once when they should repeatedly toss until ordered to stop.
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#2
General Discussion / Toggle Tabs
May 09, 2020, 06:19:18 PM
Is there any reason why we can't (AFAIK) have hotkeys to toggle the tabs for things like bio, health etc?
#3
General Discussion / Patch notes...
March 29, 2020, 05:38:23 PM
If the updates are just going to about DLC can you clearly label them in title or heading that they're for DLC? Or better yet just put it in update history on DLC page? I check on update history for this game to see if anything would lure me back in and also to keep tabs on mods, seeing patch notes for something I don't even own does me no good and cause confusion.
#4
General Discussion / Need a mod for doors.
July 22, 2019, 08:35:17 PM
I want to give 1.0 another chance, but I'm in need of a mod that would globally close doors faster, the way it was in previous builds if you guys can remember. I get super salty about this change any time I boot it up.
for clarity:
Your pawns welcome the raider right into the base after using a door. Didn't used to work this way, there wasn't this huge delay in closing doors in previous builds. Globally: Hoping that it would affect other door mods if available.
EDIT: Somehow missed it. https://steamcommunity.com/sharedfiles/filedetails/?id=1542005231
for clarity:
Your pawns welcome the raider right into the base after using a door. Didn't used to work this way, there wasn't this huge delay in closing doors in previous builds. Globally: Hoping that it would affect other door mods if available.
EDIT: Somehow missed it. https://steamcommunity.com/sharedfiles/filedetails/?id=1542005231
#5
General Discussion / Forum re-haul for mods.
July 13, 2019, 05:05:06 PM
Will there ever be a re-haul for sharing mods in forums? I always thought it was silly how they're handled in a game like this. I've been wanting to play b18 with mods but it's PIA trying to find everything. Steam would have been easier but older versions usually get deleted or replaced. It's not really just about making it easier to revert to older versions, but rather explore new mods as well. It could easily be better is all.
#6
Mod bugs / A bug that affects wall mods
September 24, 2018, 07:19:07 PM
I apologize if this has been posted before.
But I'm making this post cause I don't recall having this issue in previous versions.
When you plan/build a vanilla wall, you're able to place a door/vent etc over them.
But I've noticed with my wall mod AND several others that it won't let you do that anymore.
It pops up with "space already occupied."
I feel like this sort of a vanilla bug cause I believe it will affect any mod that's adding walls.
Should it be posted in normal bug section?
But I'm making this post cause I don't recall having this issue in previous versions.
When you plan/build a vanilla wall, you're able to place a door/vent etc over them.
But I've noticed with my wall mod AND several others that it won't let you do that anymore.
It pops up with "space already occupied."
I feel like this sort of a vanilla bug cause I believe it will affect any mod that's adding walls.
Should it be posted in normal bug section?
#7
General Discussion / Zones
July 29, 2018, 05:23:23 AMUsually delete my zones by accident this way or by building something over it. Unable to break this habit. :/
Do other players prefer the "expected" way or is it just me?
Can someone mod it if there are no plans to change in vanilla?
Growing zones: Would be greatly appreciated if new zones used my last selected plant instead of defaulting to potatoes every time. Default to potatoes seems intended.. Why?
#8
Consider implementing something like the Helptab mod to this game. https://steamcommunity.com/sharedfiles/filedetails/?id=946365802&searchtext=helptab
It shows details that you need without spoiling the game. While wiki is helpful, it does show spoilers, also tabbing out is inconvenient.
A new player will research devilstrand, yet they don't know how long it would take to grow. They don't know you need level 10 to grow it. They don't know the benefits until they have the item. Many items are like this. Maybe they simply want to craft an item but forget which workbench or materials are needed. You're pushing players into research. You want them to contemplate which route they'll take yet they lack the info they need without experience or a guide. Even experience players deal with these probelms since things often change in updates.
This also works with mods. So this is extremely useful when they're adding a lot of content.
It shows details that you need without spoiling the game. While wiki is helpful, it does show spoilers, also tabbing out is inconvenient.
A new player will research devilstrand, yet they don't know how long it would take to grow. They don't know you need level 10 to grow it. They don't know the benefits until they have the item. Many items are like this. Maybe they simply want to craft an item but forget which workbench or materials are needed. You're pushing players into research. You want them to contemplate which route they'll take yet they lack the info they need without experience or a guide. Even experience players deal with these probelms since things often change in updates.
This also works with mods. So this is extremely useful when they're adding a lot of content.
#9
General Discussion / [1.0] Share your tips or knowledge about the new combat system
June 30, 2018, 08:48:33 AM
Not sure if the team is still making major updates to this area, so some of these posts might become inaccurate at some point.
Thought it would be interesting to see what players have learned about it. Talk about; the guns you like to use and why, armor, strategies, ai behavior, how you're dealing with raiders/mechs etc. Anything really!
Thought it would be interesting to see what players have learned about it. Talk about; the guns you like to use and why, armor, strategies, ai behavior, how you're dealing with raiders/mechs etc. Anything really!
#10
General Discussion / Will previous alphas be removed from steam after official release?
June 26, 2018, 04:36:17 PM
If so, can I somehow backup b18 and play through steam?
#11
Bugs / [1.0] Right click to prioritize a job is basically broken.
June 24, 2018, 03:05:16 AM
Select a pawn, right click to prioritize a job like constructing a chair, hauling, mining walls, etc. They'll start but rarely finish, even if you do it several times. The bug existed in previous version but has gotten significantly worse.
#12
Bugs / [1.0] Doctors with passion - no mood bonus
June 24, 2018, 02:59:43 AM
No mood bonus while tending patients for my doctors with passion. Not sure if any other jobs lacks mood bonus.
#13
Bugs / [1.0] Pawns and doors [Please fix ASAP]
June 24, 2018, 02:36:50 AM
EDIT: Updated post.
Pawns block each others paths.
Video of Bug: https://youtu.be/q097gSySnhk
Save File 1: https://www.dropbox.com/s/4x8pokes61mcnb6/pathblock%20maybe.rws?dl=0
Save File 2: https://www.dropbox.com/s/2h4ogtw5lbqd4wa/Path%20Block%202.rws?dl=0
Pawns block each others paths.
Video of Bug: https://youtu.be/q097gSySnhk
Save File 1: https://www.dropbox.com/s/4x8pokes61mcnb6/pathblock%20maybe.rws?dl=0
Save File 2: https://www.dropbox.com/s/2h4ogtw5lbqd4wa/Path%20Block%202.rws?dl=0
#14
Bugs / [1.0] Fire at will
June 24, 2018, 02:06:28 AM
Disabling fire at will doesn't always work.
#15
Help / How to add new foodtype? [Flags]
April 23, 2018, 01:50:26 PM
Very new to c# and was hoping someone could help me out here.
I'm wanting to add a new foodtype. I thought it would be a nice starter project. I have no idea how to reference the new foodtype in xml though since I'm dealing with flags. Maybe there's more to it than I thought, not sure but would like some guidance.
I'm wanting to add a new foodtype. I thought it would be a nice starter project. I have no idea how to reference the new foodtype in xml though since I'm dealing with flags. Maybe there's more to it than I thought, not sure but would like some guidance.
#16
Bugs / Shells, drop pods, etc aren't visible when flying over fogged areas
April 03, 2018, 12:27:09 PM
Would like to see it get fixed eventually. They aren't visible regardless if they hit the mountain or not.
EDIT: Might be aware of the issue and there's probably some good reason for it. If it's too much work to make that happen then it might be helpful if these shells had a smoke trail.
EDIT: Might be aware of the issue and there's probably some good reason for it. If it's too much work to make that happen then it might be helpful if these shells had a smoke trail.
#17
Mods / Would it be difficult to make a gore mod?
April 03, 2018, 06:21:55 AM
Nothing too crazy. Just mainly spawn body parts that get shot off a pawn.
#18
General Discussion / Pawns do not follow priorities like they should.
February 08, 2018, 05:33:21 PM
In b18. I've noticed pawns doing jobs out of order. I've noticed pawns quit mid-job to do a different one with lower priority. While setting up manual priorities and schedules certainly helps, they still don't follow them like I've planned. I've even right clicked to prioritize rest until healed on a pawn before, and they went off to do stonecutting even though that's set to 4, and cooking (yes, meals needed to be made at the time) is set to 1. Yet, they repeatedly got up to make stones when they should've rest in bed all along. This doesn't only happen with bed rest by the way. I see this kind of thing quite often in b18. I'm wondering if others experience this, or devs even aware, before I start making all kinds of examples to post under bugs, as that will take a good amount of time if I get the time. I've already done test in plain vanilla before and it's not because of a mod.
#19
General Discussion / whyyy
February 06, 2018, 05:02:42 AM
I'll come across this problem quite often. I usually have to re-arrange and it's trial and error a lot of the times in my bases. Pawns who grab a meal from this fridge eats at that picnic table outside the kitchen/freezer every time. I rather they eat at the dining room with plasteel autodoors for the mood buff. Look at Val.
https://i.imgur.com/nNwDBBv.jpg
EDIT:
https://i.imgur.com/ZJF6sxp.jpg
https://i.imgur.com/nNwDBBv.jpg
EDIT:
https://i.imgur.com/ZJF6sxp.jpg
#20
Ideas / Smelting weapons bill.
February 02, 2018, 06:49:36 AM
Came across this mod recently for smelting weapons and think something like this should be added to vanilla. http://steamcommunity.com/sharedfiles/filedetails/?id=1241579445&searchtext=smelt
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