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Topics - werz

#1
I cannot drop a screenshot or savegame at the moment but I will if ever required.
Everything is in the title. Additional optional information follow.



Once upon a time, Bud and Bautista married together, spend a few years together and eventually divorced (Bautista wasn't always in the mood).
Bud was a member of the "originals": she was a colonist that arrived in the ship wreckage that is known as the starting point of the colony. So she was one of the first to be sent to space. I didn't want the ex-lovers to be sent together so Bautista stayed.
A few seasons after the launch, I discovered that Bud was marked as "dead" in Bautista's social tab.

Does it just mean that she's dead to Bautista ? Or that the whole ship-building thing is just a lie, when colonists leave they die ? So many questions...
#2
Sorry I don't have a saved game for this one but I think I can manage to produce one if needed.

I had a ship that I wanted to launch so I asked some pawns to enter the caskets attached to the ship then started the launch sequence.

Unfortunately, I forgot a pawn that didn't reach the ship in time and just saw the ship leaving without him.

==== CREDITS ====

After the credits, the pawn was still here, the ship wasn't, but his task was still to reach the cryptosleep casket, so he reached the place the casket was and just vanished from the game.

What we could have expected.


  • He misses the launch, he stays but doesn't enter a casket from a parallel reality (this is the real bug, the other points are nice-to-have features)
  • Before starting the launch sequence, I could have gotten dialogue box with a warning because the pawn that was supposed to enter the casket wasn't here yet (but maybe I had one, I should retry and look closer)
  • Before starting the launch sequence, I could have gotten dialogue box with a warning because I had some empty seats on the ship and gosh those are expensive (but maybe I had one, I should retry and look closer)
#3
Ideas / [AI] Group flickering jobs
March 06, 2017, 12:35:47 PM
Recently, in order to save some power, I had to switch down the light of two unused cells in my prison, so I did ask for it.

At some point, I saw a colonist enter the prison, switch down one light, and leave, letting the other one on. I was annoyed and tried to ask him to flicker the other light while it was close but the task was already reserved by another pawn (that decided to travel the map to do that).

I think that flickering jobs should be grouped together in a way that avoids this kind of suboptimal behavior without micro-managing it.

(not very annoying though, I love this game)
#4
Context:
When I use mortars, I prefer targeting a tiny zone manually and forbid/allow fire to let all the shells be fired at once to get a massive simultaneous bombing instead of letting the pawns choose their target (and doing it unconscious of collateral damage).

When :
After having sent a few people man mortars in my base (drafted if it matters), I select all the mortars by double-clicking one, click "Force target" and select an area.

What happens then ?
By looking at the red laser-ray-like segments that join the mortars to their targets, it looks like only one mortar seems to target the area I chose.

What did I expected ?
I expected all the mortars to target the same point (as soon as it is not to close to be targeted).
#5
What the circumstances were.

At some point, some (many) of my pawns caught mechanites (sensory mechanites the second time it happened).

What happened.

Some go to bed rest and could get cured easily.

Some seem not to consider mechanites as a disease and stay active with a mood debuff because of the pain. For these ones, there were no possibility of prioritizing bed rest. The situation is not permanent since I saw some colonists eventualy going to bed rest a few day after, it seems to be random.

Screenshot: included, we can see Lux with mechanites and no possibility to prioritize bed rest
Log file: included
Savegame: https://drive.google.com/open?id=0B7ZsNwJJEROVdEZJN2ROSUw4WWs

What you expected to happen.

Mechanites are a disease (though it boosts some stats) and the medics are able to cure them. We'd expect to be able to cure them anytime or at least understand why we can't.

[attachment deleted by admin due to age]
#6
Hi,

This is my first contribution here :-) .

Not really a bug but still a behavior that doesn't fit what we'd naturally expect. I didn't find a topic related to this subject but sorry if it has already been submitted.

No save attached since the case is trivial to reproduce, let me know if it's preferable even in this case.

Context :

The ground-penetrating scanner is turned on.
A deep drill construction have been planned and the deep drill state is still "blueprint".

Do :

Click on the deep drill blueprint

Expected :

The underground deposits are shown, just like when we click a deep drill or select a location to build one.

Got :

The underground deposits are not shown.