Was wondering if you're able to add in a quantity slider to the stockpile zone above hit points so i can store 5-30 medicine in each med centre as well as 5-30 shells in piles at mortars because once someone has it in use the game marks the items as no longer present which stops pawns from doing their job.
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#1
Releases / Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
May 18, 2017, 07:00:11 PM #2
Bugs / [All current versions] - batteries missing heat explode condition
April 23, 2015, 08:44:11 PM
I noticed in the info about batteries that they are meant to explode when wet or heated yet i'm running them in a room of 100+ degrees without them taking any damage.
#3
Bugs / 783 bug - red flashes when items on fire or damaged
April 23, 2015, 05:37:19 AM
Noticed that there was red flashes of what looked like the shape of an old style POW comic image.
This happens when items are on fire and at near any time when items are being damaged, would guess these to cause some extra lag during fires easily with how often they appeared.
This happens when items are on fire and at near any time when items are being damaged, would guess these to cause some extra lag during fires easily with how often they appeared.
#4
Bugs / Re: [0.10.785] Super inefficient construction path
April 23, 2015, 05:35:13 AM
BTW, you'll notice that when you build an area, they do it in circles, these cause inefficient build cycles... I'd love to be able to set priority areas so they do that area first even if i plan an entire base out in structures.
#5
Bugs / 783 - bug when hunting - Fix asap please
April 21, 2015, 07:18:54 AM
Noticed this for a very long while, whenever a character kills an animal it automatically becomes forbidden even when my character kills it.... They are using any gun but usually a minigun which tends to bulk kill animals but when it does so the animals around become forbidden automatically which causes even the targeted and hunted animal to do so if they bleed out because the hunter returned home.
Please fix this soon, it leads to many animals dying and not being used for food and causes a good 20% of the hunted animals to go rotting in the field because they've been overlooked.
Please fix this soon, it leads to many animals dying and not being used for food and causes a good 20% of the hunted animals to go rotting in the field because they've been overlooked.
#6
Bugs / Re: Colonist stuck in mountain
April 20, 2015, 04:48:38 PM
It doesn't happen all the time but here's how to produce the possible effect,
Build something next to wall like a solar panel or in my case it was a cremation unit, build conduit cable under wall while cremation unit is partially built. It didn't happen all the time but it did happen like that when i noticed it happening.
Build something next to wall like a solar panel or in my case it was a cremation unit, build conduit cable under wall while cremation unit is partially built. It didn't happen all the time but it did happen like that when i noticed it happening.
#7
Bugs / Re: Colonist stuck in mountain
April 20, 2015, 08:45:52 AM
Found out how this happens, it's when colonists walk on top of items and they glitch them away.
The ability to walk on items seems somewhat just within the last few patches, i've always known them to not be able to up to round 778, so it seems that this is the buggy part. They are not used to walking on top of the items and doing so seems to be buggy currently.
The ability to walk on items seems somewhat just within the last few patches, i've always known them to not be able to up to round 778, so it seems that this is the buggy part. They are not used to walking on top of the items and doing so seems to be buggy currently.
#8
Support / 780 Bug and problem
April 19, 2015, 01:12:04 PM
I've noticed a pretty bad bug with beds that are outside the prisoners room, when the prisoner breaks down the door it changes all beds to prisoner beds automatically. This also kicks all colonists out of bed which in turn causes a bad ripple throughout the colony.
Also noticed that the rate in which prisoners fight with each other and break down the doors are much higher, suggesting that bare hands should not be allowed to break doors and instead beating the colonist and taking the key be a more effective strategy for as gear goes there is a key within all colonists.
Doors also bug and glitch visually so that they appear quite far out from their actual position.
Also noticed that the rate in which prisoners fight with each other and break down the doors are much higher, suggesting that bare hands should not be allowed to break doors and instead beating the colonist and taking the key be a more effective strategy for as gear goes there is a key within all colonists.
Doors also bug and glitch visually so that they appear quite far out from their actual position.
#9
Bugs / Re: Dead pirates raid
April 17, 2015, 10:27:17 PM
found the crazy "cat" lady in the game at least
#10
Bugs / 779 windows (List of bugs / problems)
April 17, 2015, 10:26:01 PM
The AI persona core is not detecting anywhere to place it, even in fully open to anything stockpiles. Serious because this is a main source of income and end game item. (It seems to have fixed itself but may have further reasons why it's bugging - fixed via reloading a save)
AI Scyther has a bug when being put out of range of targets, it sometimes bugs and keeps charging weapons but never shoots.
Naked debuffed AI are not making clothing important enough even when set to allow wear anything, also the bars are sometimes not receiving commands to change, the mouse will sometimes skip above the quality and go to percentage instead constantly (playing in windowed mode, all other buttons in the menu work correctly including that bar when mouse is on top of it.) Suggesting also a clothing priority between helmets and hats (unknown if there's a trait that dislikes wearing armor)
Large beds still have warning to non treatment area, pawns do treat the person in the bed even so by standing on it.
Need default materials selection or scrollable/larger in construction tab as to allow elements not currently stored but easily attainable like wood and steel to be listed. The current fix for this is mining or chopping some material just to allow building of that catagory.
AI Scyther has a bug when being put out of range of targets, it sometimes bugs and keeps charging weapons but never shoots.
Naked debuffed AI are not making clothing important enough even when set to allow wear anything, also the bars are sometimes not receiving commands to change, the mouse will sometimes skip above the quality and go to percentage instead constantly (playing in windowed mode, all other buttons in the menu work correctly including that bar when mouse is on top of it.) Suggesting also a clothing priority between helmets and hats (unknown if there's a trait that dislikes wearing armor)
Large beds still have warning to non treatment area, pawns do treat the person in the bed even so by standing on it.
Need default materials selection or scrollable/larger in construction tab as to allow elements not currently stored but easily attainable like wood and steel to be listed. The current fix for this is mining or chopping some material just to allow building of that catagory.
#11
Bugs / Re: [W|0.10.778] World can't be select.
April 16, 2015, 03:42:53 AM
Same issue, wondering if i need to delete all items and try from scratch with this patch.
Just did so and it fixed it, tho kinda not happy that i needed to delete the saves to run it.
Just did so and it fixed it, tho kinda not happy that i needed to delete the saves to run it.
#12
Ideas / Re: Your Cheapest Ideas
April 12, 2015, 12:32:50 AM
Cheapest idea i have which is totally WORTH DOING...
Pause on yellow / red letter option
Pause on yellow / red letter option
#13
Ideas / Re: Your Cheapest Ideas
April 11, 2015, 10:05:04 PM
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
#14
Ideas / Re: Evacuate the mountain!
April 11, 2015, 10:02:11 PM
Totally need mines.. then broken colonists could end up walking on them easily... it'd make the game easier with assaults but could kill your own and other random friendly ones as well.
#15
Ideas / Re: Your Cheapest Ideas
April 11, 2015, 09:59:30 PM
Fire suppression system.... basically just a lamp object that sprays water and has a blue bulb instead or something.
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