Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Eyeofnight

#1
It seems wall lights are still spawning wire spools when they toggle between emergency and normal mode.

Rimworld Version: 0.3.409
BetterPower+ Version: 2.3.4
OS: Windows 7 64-bit
AI: Randy Random
Map Size: 200x200
Other mods: Big Bang Pack

I manually replaced the Better Power+ folder when the 2.3.4 update came out, hoping to stave the wire flood in my bases, however it does not seem to have worked. It is a new save, yet the lights still produce 4 wire spools each time they toggle. That aside, I'm having a great time with the mod.
#2
Bugs / Re: [W l0.0.254b] Rebuy pistol can't pick up
November 10, 2013, 12:35:36 PM
I've edited the post with additional details. The title should change in light of this. Weapons must be sold, then bought back. They are not interacted with even if they are outside of the stockpile. Reloading the game resolves this issue.
#3
General Discussion / Re: Post Your Base
November 09, 2013, 07:46:01 PM


Sorry for the large image, couldn't get a spoiler to work for it.
My current base, more of a small village really, after a rather violent raider attack. I decided to make a city/town type design to try out urban tactics. I used turrets during the first three raids, but stopped afterwards as they kind of defeated the purpose of this build. It's been fun so far.
Also, yes, buildings are color coded. It makes it easier for me to keep track of where things are haha.
#4
Bugs / [W l0.0.254b] Rebuy pistol can't pick up
November 09, 2013, 07:12:25 PM
Edit 1: Issue resolved by reloading. I'm not certain if I should simply delete this or leave it for reference.
Edit 2: Issue appears not to revolve around stockpiles but in selling weapons, then buying them back.

Version Found: 0.0.254b

Title: Cannot interact with weapons in the stockpile Zone.
       Weapons, once sold and repurchased, cannot be interacted with.

Summary: After accidentally selling a Molotov Cocktail, I repurchased them. When they were delivered, they landed inside the stockpile zone. None of my colonists will equip, nor haul, the Molotovs. They have no problems interacting with weapons dropped within the zone by any other means.
Further testing has shown this only occurs when weapons are sold then repurchased, regardless of where they land.

Steps to Reproduce:

  • Build Comms Console.
  • Place Beacon near Stockpile(s).
  • Wait for Trade ship.
  • Sell weapons.
  • Repurchase weapons.
  • Order Colonists to Equip or Haul Weaponry.
Expected Results: Colonist equips weapon, or hauls it to storage, and moves on as usual.

Actual Results: Grab icon appears, but current path does not change, Colonist makes no motion to retrieve weapon and continues with their current task.

Notes: Upon further testing, this happens not only with Molotovs, but seemingly with any weapon. Weapons tested: Molotovs, M-24, M-16, Pistol.
#5
Version Found: 0.0.254b

Title: Research Bench cannot be prioritized for repair.

Summary: While colonists will repair Research Benches, you cannot set them as a priority. The only option that arises is to research, which cannot be prioritized to begin with.

Steps to Reproduce:

  • Build Research Bench.
  • Damage Research Bench.
  • Select Colonist with Repair labor enabled.
  • Right click on Research Bench to open menu.
Expected Results: Actions menu to appear, listing "Prioritize Research" and "Prioritize Repairing."

Actual Results: Action menu appears, listing "Prioritize Research" as the only option.

Notes: A minor issue, but I figured I'd post it anyway.
#6
Bugs / Re: [W |0.0.254b] Feed Prisoner Bug
November 09, 2013, 06:07:18 PM
I had this issue as well. More details:
Build: 0.0.254b
OS: Windows
Steps:

  • Incapacitate Raider.
  • Capture Raider.
  • Toggle off 'Prisoner Receives Food'
  • Bug appears.

Description: As above. A colonist with the Doctor labor enabled will go to a Nutrient Paste Dispenser and rapidly pick up and drop meals ad nauseum. Only seems to affect those with the Doctor labor, Wardens seemed unaffected. Toggling off the Doctor labor frees the colonist, but if anyone else has the labor enabled they will immediately continue where the last left off. This continues until the prisoner dies, labor is canceled, colonist is drafted, or you allow food to be brought to the prisoner.