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Topics - threephi

#1
Fixed in 2636

I'm intrigued by these new items, but it appears the fabrications costs and market values of the helmets may have been scrambled, at least as they are shown in the item descriptions:

Royal recon helmet:
1 advanced component
50 plasteel
1000 gold
$1765 market value

Royal marine helmet:
1 advanced component
25 plasteel
500 gold
$1075 market value

Royal cataphract helmet:
1 advanced component
40 plasteel
900 gold
$1650 market value
#2
Late-game from a high-wealth colony.  A big group of tribal friendlies (probably around 140-150) came to help defeat a large mech cluster from a quest.  Which means yeah, they did all the actual fighting ;)

When combat was over, they went about the normal business of healing themselves, and then gathered up at the border to leave, still roughly 135 strong or thereabouts.  A few of their faction mates were in my infirmary getting healed up, and one was working his way through a case of the berserks.

Several days went by but they wouldn't depart.  Moods started plummeting from sleeping on the ground, sparking more berserkery and fights which generated ally deaths and corpses, sending moods lower.  Every now and then one would give up and head for the opposite side of the map.  Some of those would change their mind before reaching the other end and return.  The food they were carrying eventually ran out, but instead of hunting any of the plentiful game nearby, they started eating the corpses of their fallen (non cannibals, I checked), sending moods down even further.  A few started dying of poorly-treated infections too.  It's gotten rather pathetic watching them self-destruct, to be honest :P

Here are the issues involved:

1) Friendlies should leave the map as quickly as possible after a conflict is ended, rather than wait around for the entire group to reform.
2) Colonist caravans permit healing while in transit; perhaps friendlies should get off the map whenever physically possible and heal themselves in their own caravans rather than wait around for more bad things to happen.
3) Hungry friendlies who aren't restricted from the relevant jobs should be able to forage and hunt the local map when desperate for food rather than eat corpses.

I'm pretty sure I've seen the main issue here (friendlies who won't leave) reported a few times in the past, so I'm not sure if this is intended behavior.  There is some entertainment value in watching a large group of savages destroy themselves, but it still seems wrong.  A potential downside of this self-destruction is that the friendlies may include colonist family members, and naturally their deaths would have severe mood impacts on the colony. 

I'm linking two saves for this report, one from when it became clear the friendlies were staying too long, and one three game-days later with an act of cannibalism (non-cannibal) in progress from hunger, when wildlife and at least one ripe berry bush is available close by.  They finally departed shortly after this last save was recorded, having lost more than half their number just from waiting around.

Early game save: https://1drv.ms/u/s!AgOqF8m7Weuyh6AEk8IvdhY8qDCk-g?e=rQiKJi
Later game save with cannibalism: https://1drv.ms/u/s!AgOqF8m7Weuyh6AFigz1nZZ3RIScbA?e=NULaIX

#3
Seems logical that removing the floor would also remove whatever is on top of it.  It appears that currently dirt is removed, but snow cover is not.
#4
I wanted to test this so I waited until a pawn caught food poisoning before installing a detoxifier stomach.  I expected the new organ to start doing its job immediately, but the food poisoning is running its course.  Food poisoning is quite an undesirable malady so this should be a plausible tactic to prevent losing a pawn's productivity in a crunch.

Should be very easy to reproduce.

Cheers as always :)
#5
[Combined from two previous posts]

Something seems broken with weddings.  Guests will not attend the ceremony proper, and after the entire social event has ended, do not receive any mood buff.  There's another side issue related to wedding notifications I will mention at the end of this post.

I've included a link to a game save taken just after sending all my colonists to attend the pre-party for a wedding.  I'm running a bunch of basic mods, but the same behavior occurs with all mods disabled.

When the ceremony itself starts, all the guests abruptly depart, although some may linger briefly while finishing their current recreation tasks.  The new spouses are the only two people who remain.  The wedding in this save takes place during a solar flare, but I do not believe that is a factor as I have witnessed the same issue in an earlier game state (for which I did not have a useful save) when there were no other game events in progress.

Here are the issues involved:

1) Guests leave the wedding when the ceremony begins.
2) During the ceremony, I cannot make the colonists attend as usual by clearing their job queue via drafting/undrafting. 
3) After the ceremony, I can make colonists attend the post-reception, but once the social event is over noone receives any mood buffs except the new couple.  I'm not sure if this is part of the new issue or a holdover from previous behavior, but I think colonists should still receive a standard party mood buff if they only attend the pre-party or the post-party.
4) In an earlier run through of this bug, I thought noone attended the ceremony because I had simply missed the in-game notification.  The notice when two colonists get engaged happens with a persistent notification box and an entry in the journal history, window, but notice for the wedding itself is only by a minor upper-left notification which is easy to miss.  I think the immediate opportunity for a powerful colony-wide mood boost is a much more important event to draw the player's attention to, so I think the way notifications for weddings is set up should be reversed--an on-screen line item for engagements, and a major notification message recorded in the game history for the wedding itself.

Here's a dropbox link to a game save just after the pre-party for a wedding has begun with all my colonists (at least those who can walk) in attendance.  I've run this through a few times, with and without mods, and the behavior always occurs.

https://www.dropbox.com/s/w6ed3zik2smp39e/Gaberium%20gathered%20for%20wedding.rws?dl=0
#6
Bugs / please delete
April 27, 2020, 02:26:18 PM
Combined with [1.1.2618] Wedding guests leave ceremony and don't get mood buff

I just had a situation occur which is hard to reproduce but I think is significant.

The happy couple decided that the perfect time to tie the knot was in the immediate aftermath of a massive manhunting monkey attack, so I did not spot the notification that the wedding was starting.  As a result, only the bride, groom, and two guests attended the ceremony, out of 17 total colonists.

The notification that the ceremony had been completed did catch my attention however, so I drafted/undrafted everyone else to let them all enjoy the after-party.

Afterwards, only the four who attended the ceremony itself received any mood buffs.  I expected that the remaining colonists who spent time at the reception would receive the standard mood boost for attending a party, and they could have better spent that time resting and/or healing.

On a related note, perhaps the notification that a wedding is commencing should be given a full pop-up message as opposed to just an on-screen notification.  Engagements are given full messages, but IMO the actual wedding is a significantly more important event to draw the player's attention because of the immediate opportunity for a powerful colony-wide mood boost.
#7
I'm loving all the new body parts added with the Royalty expansion, but currently the only place in the game which shows where a body part will be installed is the medical operation bill menu, which only shows information for body parts already in your inventory.

Please add a line in the body part item information, and in the "install" bill information, to show where a body part will be located, so that knowledge is available without having to build one first.
#8
Injured friendlies for whom "doctor" is a disabled work type can self-tend.  Non-doctoring colonists cannot tend themselves, so I would expect this behavior to be consistent (unless there's an intentional balance issue at stake).

FWIW I have noticed this behavior in several previous play-throughs.  My current game has a bunch of mods but I still observed it after relaunching vanilla.
#9
This one involves an issue which has perplexed me for a long time across many playthroughs, and I only just put my finger on what was causing it.

The item hit point percentage slider used in many game systems is calibrated to range across many non-integer values.  Decimals are displayed below 10%, but above that, only whole numbers are shown, causing different positions on the slider to appear they are the same.  This precision mismatch can lead to head-scratching and unintuitive results when coordinating hit point settings in more than one place.

For example, and perhaps most significantly, there are two discrete positions on the hit point slider that both show as 51%.  This can cause difficult to diagnose and tricky to fix problems when coordinating, for example, an outfit restriction with tailoring bills to prevent colonists from wearing tattered items, while also ensuring good clothes are available.

Case in point, in my current game I have the "anything" wardrobe restriction set to allow my pawns to only wear garments at 51% or above.  I also have multiple "do until you have X" bills on various benches set to only count items at 51% or higher, to make sure I always have at least one non-tattered item of each type in stock.

Just before taking the screenshots which make up the attached GIF, a pawn removed a 51% recon helmet to put on a tuque.  The manufacturing bill for recon helmets showed that I had two non-tattered helmets in stock, but my pawn didn't want to wear them.  It didn't make sense until I played with the hit point sliders and realized that 51% is actually represented by two non-equal settings.  The behavior occurred because the clothing restriction was set for 51% "high", and the manufacturing bill was set to count recon helmets from 51% "low".

The attached GIF shows the item hit point slider moving between 51% high and 51% low, and the impact that has on my fabrication bill for recon helmets.  Note the half-moon on the slider moves, but both positions are displayed as 51%.

Whether the player sets a hit point slider on the "high" or "low" setting for a given percentage is essentially random, but as in the above example, it can have significant game impact.

There are several ways this could be fixed, but I think the best would be to calibrate the hit point slider tool game-wide so it only lands on whole numbers from 0 to 100, with each percentage value only corresponding to one slider position.  I think that would give the most intuitive user experience and the greatest ease of use.

For the record, I observed and recorded this issue in a vanilla save from my regular game.  I can post the save online if needed but it should be very easy to reproduce. 

Thanks again for making such a great game, and continuing to develop and improve it.
#10
I've got a prison room next door to my Praetor's bedroom.  Praetor has a psychic harmonizer installed because he's a such happy and satisfied dictator/cannibal I figured everyone should share that sense of well-being and fulfillment :)

The prisoner doesn't receive the buff however.  Prisoner is incapable of caring; with Chemical Interest, Great Memory and Beautiful traits.  Psychic sensitivity is 100%, fully healthy, and he's not wearing any psychoactive gear.  Another colonist pawn who is incapable of caring does receive the buff so that isn't it.

Intuitively, I would think that all humans within range should feel the effects.
#11
The on-screen alert text for unusable landing beacons states they need to be placed on the corners of an 8x8 grid.  The correct spacing is 9x9 (as is shown in the item info).  I assume this is a leftover from testing.

#12
Just had a non-violent pawn join my colony, and the pop-up description of the incapable of violence trait says that "executor" is a forbidden job.  The correct word should be "executioner".  An executor is someone who implements a will and/or oversees the distribution and management of an estate.
#13
edit: As UltimateTobi pointed out, this behavior was due to recon helmets not being included in the "anything" dress code since I started this game in 1.0, and the default dress codes weren't updated to include newly introduced items.

So in light of that, I think recon helmets and recon armor should be defaulted in as part of the "anything" dress code.  Noone's going to think to change it manually when migrating a game from 1.0 to 1.1.

original post below
---------------------
Maybe this is some hidden game dynamic at play, but it seems counter-intuitive that a pawn would remove a 99% excellent recon helmet to put on a 31% steel flak helmet which is inferior in every stat (except equip delay time).

I've attached a dropbox link to the save from immediately before pawn Yaroslav drops his recon helmet to wear the tattered flak helmet.  I set up this save trying to get a different pawn to switch helmets, but Yaroslav swooped in to grab it first ;)  FWIW I had to force pawns to wear the recon helmets in the first place; when I remove the force they choose the tattered helmet.

https://www.dropbox.com/s/hyq9zoo61avyvdf/recon%20helmet.rws?dl=0

Running a few mods but I don't think any of them should modify what pawns want to wear:
Achtung!
Medical Tab
Replace Stuff
RimFridge
Show Draftee's Weapon
Allow Tool
Better Workbench Management
Stack XXL
Wall Light
#14
Stockpiles won't allow you to put mechanoid corpses in them unless the "Allow fresh" setting is checked.  This is rather counter-intuitive since mechs aren't organic and don't rot.
#15
Bugs / [1.1] Snow beauty
March 01, 2020, 03:38:29 PM
Snow cover should have its own beauty rating, since you can't see the underlying floor type, or at least you shouldn't.  Currently snow is ignored for the tile's beauty rating.

I leave it to the talented dev team to work out what it should be, but perhaps it could change with snow thickness, since thinner snow cover lets you see the floor underneath.

I searched the forums before posting and was surprised this appears to have never been mentioned before!

Great game and keep up the fantastic work.
#16
Hello,

This is something I was very surprised isn't currently possible.

It is extremely common to get a trade request mission such as "sell 58 normal T-shirts". 

When it comes time to load up a caravan and complete the mission however, it is not possible to sort your item list so all the T-shirts are together so they can be loaded quickly.  Sorting by category puts all the apparel together, but does not sort by individual garment type.  Sorting by name indexes by material (Alpaca wool, Cotton, Muffalo fur, etc) since those are the first words in the item's displayed name.

It is very inconvenient and annoying to have to pore through an extensive list of objects and pick out dozens of items this way.

I hope this will be a relatively simple fix to implement, and will be given consideration for inclusion soon.

Thanks,

threephi
#17
This is one that's always made me chuckle. 

I like to put a few sets of tables and chairs in outlying areas so my pawns can sit down to eat when they're in the field.  These meal spots are also focuses for the "relaxing socially" recreation activity, which more often than not occurs with only one person present.  Sometimes a pawn will walk half way across the map to sit quietly by themselves with noone else anywhere nearby, I mean "relax socially", even though I have a dining table inside the base with twelve chairs placed around it which always has open seats.

Maybe it needs to be renamed to just "relaxing".

The secondary issue of pawns walking huge distances to sit at a table when there are other seating options a lot closer should also be looked at.



[attachment deleted due to age]
#18
Small bug with removing someone from a caravan during departure--

I formed a caravan, it packed up and started moving off the map.

Before they could leave I noticed one member was moving very slowly, turns out he had food poisoning.  It sucks travelling when you're sick so I removed him from the caravan.

The other members of the away team continued on and left the map.  But the sick guy continued on with his previous command moving to the edge where everyone else had just left.   He walked all the way there before requeueing his actions and turning around to do something else.

What I expected to happen was, as soon as someone is removed from a caravan, they should requeue instantly.
#19
So my one pawn Wolverine hit on this other pawn Green, and was rejected.  The social log for each character shows the following:

Wolverine:
Wolverine pursued Green by making an observation about birthdays.  Green turned him down.

Green:
Wolverine pursued Wolverine by making an observation about birthdays.  Green turned him down.




[attachment deleted due to age]
#20
This is from a playthrough started about two weeks ago and running through all the development build updates since then.  The colony has been running for 344 game-days.

I just checked my pawn histories out of curiosity, and noticed that the data for time as colonist, time as prisoner, and time drafted were obviously wrong.  I'm confident that some of my pawns have never been arrested, but everyone has over a year in jail, and most pawns show two or three times the duration as a prisoner vs. as time a colonist.

Most pawns also show about half of their total residence in the colony as time drafted.  I can't verify but that seems significantly higher than the ratio of game time spent fighting.

Screenshot of one typical pawn's records is attached (save file was too large to upload).

[attachment deleted due to age]