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Topics - dshards

#1
Bugs / Scenario editor buttons are click-through
March 24, 2019, 04:36:26 PM
When you have more than a few saved scenarios, the list of existing scenarios in the save window goes behind the "Save" button for the new scenario. Clicking the wrong part of the save button actually clicks through to the button behind it.

In the attached screenshot, only clicking the very rightmost or leftmost sliver of the Save button will actually result in saving the new scenario. Clicking over the Overwrite button will overwrite "Caravan 2 Go - vanilla",  and clicking over the X will delete it.

I think this has been an issue for a while, as most of my saved scenarios look like they've been overwritten or deleted at some point.

[attachment deleted due to age]
#2
Pretty sure I've never had a colonist or prisoner named Geradon. Definitely don't have one now.

Screenshot attached, save file here:

https://drive.google.com/open?id=1uGxKiC9PZK6IskfEP4hWQQflqZaE4pLZ

[attachment deleted due to age]
#3
A raid showed up during the "Celebrating the occasion" part of the marriage ceremony.

[attachment deleted due to age]
#4
Tried to arrest a colonist to sell. He resisted, and was downed. After he was downed, I went to capture him, and was given the message that capturing my own colonist would anger my own faction.

Save file: https://drive.google.com/open?id=1AQFb5zkiyeZq9E0H9vrWYIBVn6V3TSJr
#5
The remaining enemies were in the "undiscovered" space inside of the enemy building.

Related: What's supposed to happen when you send ALL pawns on a caravan? It doesn't seem like that should be allowed.
#6
Not sure if this is a bug or an oversight, but I was trying to force a mental break, and found the following:

Eating human meat:
-7 "ate raw food"
-20 "raw cannibalism"
Total: -27

Eating kibble made with human meat:
-12 "ate kibble"
-20 "cooked cannibalism"
Total: -32

Eating human corpse:
-12 "ate corpse"
-20 "raw cannibalism"
Total: -32


Related: These all stack? This means that you can get a total of -71 for eating a human corpse, eating raw human meat, and eating human kibble.

(side note: if anyone's curious, this did NOT trigger a mental break)

#7
Bugs / [1.0.1975] Meals cannot be sold
July 26, 2018, 01:38:47 AM
I think this bug started a few versions back, but after 1.0

Traders will sometimes have meals for sale (simple/fine/lavish). However, there is no option to sell meals to a trader, even if the trader is selling them to you. Meals also don't show up at the bottom of the trade goods menu with goods the trader doesn't want to buy.

This is the case with orbital traders, visiting traders, and caravans visiting other cities.

Meals cannot be sold to traders even if you bought them from the same trader immediately prior.
#8
Deadfall traps can be selected, but there's no options available when doing so. No Deconstruct, no options to enable/disable the auto-rearm, nothing at all.

The blanket deconstruct tool in the architect doesn't touch them either.


Save file: https://drive.google.com/open?id=1wwR5cW4FidW2bGqJAPIwAMuXZrA5Uo53
#9
Bugs / (fixed, ignore this)
July 23, 2018, 03:38:01 PM
Edit: I was using the wrong power adapter for my laptop. Not a RimWorld problem, please ignore/remove this topic.


Original title: [1.0.1973] Can't play at 2x or 3x speed

I can select 2x or 3x, but the game continues to run at 1x. Pausing the game works.

#10
Bugs / [1.0.1968] Wild animal has been tended
July 18, 2018, 06:51:26 PM
Playing without mods. Screenshot attached.

This colony has never rescued, tamed, or tended to any elephants. No idea who/what would have tended this elephant.


Save file: https://drive.google.com/file/d/15aNNGwmsvcP_n0H-LQ9ClIjKs1cBX8DM/view?usp=sharing

[attachment deleted due to age]
#11
Expected behaviour: sort by age. Preferably age in days, but at least sorted by life stage - Adult, Juvenile, Baby

Actual behaviour: sorted alphabetically by life stage - Adult, Baby, Juvenile.

[attachment deleted due to age]
#12
Egg progress reached 100% while the chicken was asleep.

[attachment deleted due to age]
#13
Bugs / [1.0.1960] Overlapping text in trade window
July 11, 2018, 03:48:18 AM
Screenshot attached. The colony name is pretty long.

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#14
Screenshot attached.

[attachment deleted due to age]
#15
Caravan has a current weight of 44kg, and I am buying all 58 components that a trading partner is selling. The new weight after the trade changes depending on how I fill in the number. Looks like it has something to do with rounding

[<<] button to buy max - new weight is 79kg - https://imgur.com/dQ9eZhx

[<] button 58 times - new weight is 59kg - https://imgur.com/5m3HVnP

Typing '58' into the box - new weight is 77kg - https://imgur.com/5uqy1Ix


In all cases:
* Clicking "Reset" at the bottom puts the weight back to the original 44kg, which is correct. https://imgur.com/RwcBbip
* Clicking "0" puts the new weight at 24kg - https://imgur.com/DeHS9Ie (it should be 44kg, since the components are the only change being made
* Making any changes after clicking "0" to set the weight to 24kg results in a final weight that is the same as if I start with the correct 44kg caravan.


If multiple methods are combined, the final weight shown corresponds to the LAST method used. For example, typing "57" into the box and then clicking the [<] button once results in a final weight of 59.

Checking the same things with other items gives similar results. For all items that I checked, the [<<] button gave the highest weight, and the [<] button gave the lowest weight, though the size of the differences was not consistent. In all cases, the "Reset" button worked correctly, but clicking "0" resulted in a lower-than-original weight.





#16
No mods.

Previously built a hand tailoring bench, wanted to add an electric tailoring bench. Neither tailoring bench is listed under "Production". If I select the existing tailoring bench, I am not given the option to build a copy.

Several options, such as "pants" are missing from the Bills menu in the existing bench.

Screenshots attached, showing both the existing bench and the available buildings menu.

Save file here: https://drive.google.com/open?id=1JsN191Cct9PF2kZLo94c9j73qTl_Iwdg

-----

Edit: Checked the research tree, and "Complex Clothing" has become un-researched.

[attachment deleted due to age]
#17
When asked to name my faction and community, I accepted the original auto-generated faction and place names and got the error message "That name isn't valid."

The generated names were:

Faction: Misen

Local community: The Black Cockroach Cadorlándue


I thought that the accented character might be the issue, so I tried naming the local community "Cadorlándue", while keeping the faction name "Misen". This was accepted.

The issue might be the name length?

Playing version 0.18.1722