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Messages - Frannium

Mod bugs / [1.3.3200] Imperial Shuttle Quest Always Fails
December 29, 2021, 08:58:41 AM
This is the first time this has happend to me, so basically, the shuttle won't leave and the quest will fail because of the time running out.
I have discovered that the cause of this behaviour is the Common Sense mod. Sorry for the inconvenience.
So let's say i have 2 kibble stockpiles, stockpile A and B. Stockpile A has a NORMAL priority and B has a CRITICAL priority.
I also have a bill to make kibble wich is not set to "take to best stockpile" but rather "take to stockpile A".
My problem is that sometimes the pawn making the kibble will ignore the "take to stockpile A" and take it to stockpile B because it has the highest priority.
This is an issue for me because stockpile A is right next to the butcher table and stockpile B is on the other side of the map making the pawn waste time by hauling it so far away, i set it up like this because of this reason.
Drop on floor has the same problem in this case.
Not only shuttles, transport pods also broke, 0 mass is the maximun that they can carry.
Bugs / [1.3.3102] Waste/excessive use of low-shield packs
September 08, 2021, 06:58:41 PM
When you draft your pawns and multiple of them have a low-shield pack, and while having all your pawns selected click the button to deploy a low-shield pack, ALL your pawns with the item will deploy it.
I believe only one of them should deploy it not all of them, thats just a waste.
Sometimes when i do surgery on a pawn they get blood stains/wounds that won't go away.
The only way to get rid of it it's reloading the save.
Bugs / [1.3.3087] Healer Mech Serum's message removed?
August 17, 2021, 10:41:04 AM
I remember before 1.3 that when someone uses a healer mech serum and actually removes a health problem a message would pop up telling you what got healed/removed, but now in 1.3 the message doesn't pop up anymore.
I looked at the change list but couldn't find anything related.
So i was wondering, is this intencional or is it a bug?
Bugs / [1.3.3087] Too much animals in [World]
August 12, 2021, 11:45:39 PM
I don't think this is a bug but im still worried this could cause one like a memory leak (idk about programming).
The thing is that when you sell a animal it doesn't just dissapear, it gets sent to [World].
I recently sold ALOT of animals and i was dumbfounded when i saw all of them in [World].
I think that putting random animals in [World] is not necessary, maybe only putting bonded animals?. But i also think no animals should be allowed on [World] because is not like a kidnaped pawn that we can rescue, animals that leave the map don't come back EVER (In my experience atleast).

P.S: The screenshot attached is in spanish, i hope thats not a problem, and also thats the bottom of the menu, there are more.
I would like the ability to turn Auto-Slaughter on and off, mainly because if i want to stop killing my animals i would have to turn it off specie by specie, and if i want to start killing them again the configuration wouldn't have saved, i would have to type everything all over again.
When you sell a pregnant animal to a trader caravan that comes to your base and said animal gives birth before the caravan leaves your colony the baby animal will be owned by the trader's faction BUT it won't leave with the caravan, it will stay in your colony, and you can't get rid of it without angering the faction that owns it.
Added a screenshot of the message poping up when a caravan enters with a prisoner
I'm not 100% sure what causes this behavior, but it happens only when the caravan enters the map from an edge that is under mountain roof, also the exits of the cave are sealed with walls with doors.