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Topics - Teleblaster18

#1
Bugs / 1.1.2654 - Construction Quest Error
July 22, 2020, 02:46:46 AM
100% Vanilla, Royalty installed

Quest generated the following error:


I have both the save game and the error log which I copied and pasted into notepad the moment that the error generated; I'll PM a download link to the dev team upon request.
#2
1.1.2575 (stable)
Royalty DLC
Vanilla - no mods being used

Error on Quest, "One Deadly Prisoner" - message states "Could Not Resolve Any Root: Quest Description"

Please see the screenshot in the link below:
https://imgur.com/7ARyamk
#3
Hi, Folks-

I want to keep my DRM-free copy up to date, and requested a download link for 1.1;  Sendowl is only responding with links to download the DLC, which I purchased most recently.

Can someone in support please e-mail a link to download the base game?

Thanks!
#4
Version 1.1.2559
Royals DLC installed
Vanilla - No mods used

During the "Daze" mental event break, a colonist wandered for a while, then went to bed, which in previous version of the game ends mental break events immediately.  However, the colonist's name remained highlighted in blue while asleep, remained outside of my control, and upon waking began to wander in a daze again for a short time.

It's the first time that I've ever witnessed this behavior, and am unsure if this is new Mental Break behavior, or if it's a true bug.

I have the save file for the game, but not at the exact moment the mental break was occurring.  I'll be happy to PM a download link to the Dev team upon request.

#5
I have caravanned to a lump of Uranium Ore, where I've set up a temporary camp for the 10 days.

In the past, it was possible to build a Ground Penetrating Scanner on these remote maps, locate the underground deposits, build a few deep drills, and mine the deposits that showed up in green.   On this map, nothing displays when the Ground Penetrating Scanner is built.

Is this an anomaly, or do remote maps (non-main colony maps) no longer have underground deposits of ore to mine?
#6
Just a heads-up:  currently, the new "Food Restriction" tab is not retaining it's setting when reloading a game;  it doesn't matter whether the game is quit to OS, or is simply reloaded - either one will change the setting.

Details: I created a custom setting, "Simple Meals and NuPaste", and assigned all colonists to it.  Upon reloading the game, the setting was changed to the first setting, "Lavish Meals".  I was able to reproduce this outcome 3 times.
#7
Hey, folks-

I figured this might help some of you out - a side-by-side comparison of all the new textiles in B19.  Just message me if you notice any inaccuracies, but I'm reasonably confident all stats are correct.  Enjoy!

#8
Please see the below 2 screen shots;  when a colonists is given a command to give a partial stack to a pack animal, a blank screen appears instead of the normal slider bar which allows the quantity to be selected.  I believe this also happens when a colonist is given the command to "pick up (x) of (item)".

In the below example, I'm giving Martin a command to give some Herbal Medicine to the alpaca next to the medicine.


#9
General Discussion / How is everyone using Armor ?
August 08, 2018, 03:39:05 AM
How are you having your colonists use armor - are you keeping them in armor 100% of the time, or are you having them change from normal clothes to armor when threats arrive?

If you're doing the latter, what method are you using to get them changed quickly?
#10
Currently, and for the first time during this game, the game will go from any speed (1x, 2x, 3x) and pause itself repeatedly.  Switching back to any speed produces the same result after a second or two.

In B18, I was able to draw a similar correlation, with one event only:  any time that a Cobra was slaughtered via the "slaughter" command, the game would pause.  This happened every time I can recall Cobras being intentionally slaughtered, but did not prove to be a regular enough occurrence to be a problem.

Continuing with this current game is no longer reasonably possible as a result; if there are any logs that can be provided, please instruct me how to do so.  I will also produce the save game file upon request.
#11
Had this happen to 2 colonists within a 5-minute period:

The letter shows up "Mental Break - Smokeleaf Binge"; both colonists end up eating available chocolate, instead of the closer and equally available Smokeleaf Joints.
#12
I'm struggling to figure out what one is, and I've played this game a lot.

If only they wouldn't ignore the doors when they go manhunter, I'd keep them locked in the barn while the rest of the map's animals go berserk...but unlike wildlife, they just go right through every door in the base like they have an Electronic Door Swipe Key.

How are you guys using them...if at all?
#13
Right now, I'm taking screenshots of this game via Steam using F12.  I want to upload them directly to this site instead of using a hosting service (like Imgur, which I'm currently using...and the pictures show up obnoxiously large), but the file sizes are waaaay too large to upload, and when I try to downscale them, they look like absolute garbage.  Ditto when I try to convert them into a different format.

Anyone know of the proper way to do this: take a screenshot in JPEG format, and keep the file size as low as possible...while still retaining the clarity of the shot?  Either through Steam, or whatever methods Windows supports.  I feel like somewhat of a noob, but I knew exactly how to do this at one point, and forgot.  I blame the amphetamines.

If you play guitar or bass, I'll reciprocate with free gear advice - I'll answer any question that you have about gear.  It's my field of expertise. :)

If not...you'll have my eternal gratitude.  Which is almost as good.
#14
The letter that indicates an animal has a disease named one of my colonists instead (who was caravanning at the time of notification).

After checking the colonist's health, he did indeed have the flu.
#15
The "broken" icon still appears, but no envelope notification stating "Breakdown" actually accompanies the breakdown.  This occurred with my Chemfuel Reactor at least twice tonight.
#16
As of a few days ago, the following 1.0 change was made:

"It's no longer possible for visitors/traders/travelers to arrive if there's already a hostile but non-hostile to player group on the map (e.g. visitors from another non-hostile to player faction, but hostile to other visitors). The same applies to called traders (they'll wait before entering the map)"


I could understand two major reasons for this - a player could benefit greatly from the loot that was dropped by downed friendlies, and could also benefit greatly from patching up the downed friendlies, and getting the faction relations improvement.  There may be other reasons that I have no idea about, so this suggestion may be renedered entirely impractical...but, working to address those two elements of game balance, here's a way that the "two factions fighting it out in front of your base" event could be potentially retained without giving the player a major advantage.


A note to set precedence/context:  Historically, bitter enemies have ceased hostilities with each other when entering a mutually-neutral country, so that a) they could trade, and b) they wouldn't insult their hosts with violence that wasn't sanctioned by the host.  Sometimes it worked...other times, not so much.



In that spirit, I'd recommend the following:

Introduce a Flagbearer pawn for each Faction that arrives on the map.  It would work like this:



1. Faction A (Friendly to you, hostile to others) enters the map for trading.  A designated Flagbearer has a visible and very simple White Flag to denote "Truce/peaceful" - to you AND their enemies.  They arrive at their trading spot as normal.

2. Faction B (also friendly to you, hostile to others) also enters the map, with their own Flagbearer toting the same Truce flag.  They set up shop at their own location.

3. Since both are under flags of truce, a temporary peace for trading purposes is established...the player can trade with both factions as normal.

However, any peace between enemies is always fragile, commerce be damned.  If the two factions are in close proximity, there's a 40% chance that the flagbearers can't keep their mouths shut, and will insult their temporarily-neutral enemies.  This would be seen graphically as the normal "Insulted" graphic (white skull and crossbones).

4. After any faction receives a 2nd insult, both sides' pack animals leave the map immediately, and trading opportunities with the player cease.  Both factions still remain on the map.  Things are getting tense, but are still technically "neutral", and the factions are still non-hostile to each other.

5. If a 3rd insult is recieved by either faction, that faction's Flagbearer lowers the white flag, and hoists a Jolly Roger (literally...you can watch the white flag being lowered over 2 seconds, and the pirate flag going up).  5 seconds later, they attack the other faction.

6.  When a certain threshold of dead are reached (similar to the threshold of raids?), one side will flee the map.  The victorious side's Flagbearer will hoist a Victory flag, and survivors will heal their wounded.  Enemy wounded are carried off the map by the victorious faction (similar to a Pirate kidnapping) so the player can not profit from healing and releasing them.


Just a thought...I have no idea whether this is possible or worthwhile from a programming standpoint, or whether it addresses all of the issues that caused it to be removed.

Please feel free to poke holes in it, or expand on it, if you feel there's any merit to it.  I think it would be a hilarious way of keeping a memorable event that gives the game a lot of depth...and would allow a player to still call in multiple traders for legitimate purposes, all while keeping a measure of randomness (and fun) to the event.
#17
I've always got caravans out, and have two transport pods loaded with emergency food, should my colonists in the field need an air drop.  One transport pod has 300 Packaged Survival Meals - no worries there.

The other transport pod was loaded about 5 game days ago with 1000 Pemmican, and 18 Simple Meals, and as it turns out, I neither launched that Pod, nor unloaded it.  The Simple Meals should certainly have expired by now, but I haven't recieved any pop-up that they spoiled.

I know from trial and error that once items are loaded into a Transport Pod, they're no longer counted in that colony's inventory...they've seemingly "temporarily disappeared" from existence, so to speak, until they're unloaded or delivered.

Does anyone have any hard information on this game mechanic, and how it works?  It can make a difference as to what I decide to pack ahead of time in the transport pods.  Thanks in advance for any insights you all might have.
#18
Hey, folks-

I've got 600+ hours into the Vanilla game, and I'm not sure I understand how the Stealth ranking on caravans works.  Is a lower number more stealthy, or more likely to get yourself ambushed? 

Right now I'm running a 2-man caravan with a stealth ranking of "1", but I'm carrying an absolute ton of silver with me (6000+), 2 alpacas, 2 wolves, 2 cobras, and both my pawns are in full Power Armor.

Previous caravans have been 6 pawns in Power Armor, about 8 Muffalos, 6 wolves, an attack Bear, and 2 cobras...but the stuff they were carrying were nothing more than wood, and bedrolls to set up a forward base of attack.  These caravans came in with a Stealth ranking of around 5.5 in previous attempts, with an occasional ambush.

I did an exhaustive search pretty much everywhere, and couldn't find any meaningful information on the topic, so any insight that you have would be appreciated...I'm tempted to believe that the lower number is stealthier, but the fact that my 2-man caravan is carrying a major amount of silver makes me wonder.

Thanks for any help!