Ah my bad. Not a bug then, sorry.
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#1
Bugs / Re: Injured Labrador does not use my only animal bed (wooden)
August 23, 2015, 09:18:06 AM #2
Bugs / Injured Labrador does not use my only animal bed (wooden)
August 22, 2015, 09:28:43 PM
In my base I had a single animal bed (wooden) in a colonist's bedroom who was the master of the labrador.
I noticed the labrador wasn't using it, and I thought it might be something to do with it being in a colonist bedroom.
After a raid my labrador got injured, and I realised I was unable to rescue the lab because I had no non-prisoner and free bed to rescue the dog too (despite me having a single wooden animal bed for my single pet).
So I plopped down a couple of "animal sleeping spots" and the colonist could take the dog to it fine.
I noticed the labrador wasn't using it, and I thought it might be something to do with it being in a colonist bedroom.
After a raid my labrador got injured, and I realised I was unable to rescue the lab because I had no non-prisoner and free bed to rescue the dog too (despite me having a single wooden animal bed for my single pet).
So I plopped down a couple of "animal sleeping spots" and the colonist could take the dog to it fine.
#3
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.0]
April 30, 2015, 04:55:30 PM
Hi Damienov,
Thanks for your reply. That's good to know as well, but more specificially I was wondering if there are any mods that particularly benefit from the use of conveyor belts too, apart from Mechanical Defence 2 and the vanilla hoppers.
Thanks again.
Thanks for your reply. That's good to know as well, but more specificially I was wondering if there are any mods that particularly benefit from the use of conveyor belts too, apart from Mechanical Defence 2 and the vanilla hoppers.
Thanks again.
#4
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.0]
April 30, 2015, 02:16:38 PM
Hi noone. Does this combine well with any other mods other than Mechanical Defence?
#5
Outdated / Re: [MOD](Alpha 10) The Finer Things - Coffee and Cigarettes
April 27, 2015, 02:10:52 PM
Is there auto consume in the Alpha 10 release of this mod?
#6
General Discussion / Re: Problems with 10f loading a 10d savefile?
April 25, 2015, 02:14:29 PM
How come "Private Time" was removed? I thought it gave the game some character personally. It certainly made the pawns feel more human.
#7
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 03, 2015, 05:50:09 PM
Hi elStrages,
I've found a bug involving the bionics in my latest playthrough. I'm not sure if it's something inherent to the mod or the base game, but maybe you'll know what could be happening.
Basically I installed a bionic arm onto one of my colonists, Joey, and he was later killed in battle. When I select Joey's dead body and go to the health > operations tab, I can add bill "remove part (right shoulder)". Now although the bill itself is not added to the operations list, one of my doctors will still go to the body and "remove" a bionic arm, leaving a bionic arm by the body.
After this when I check his Joey's body via health > overview, it still has the bionic arm in the right shoulder (despite my doctor "removing" it and generating one now lying on the floor).
This glitch effectively means that I can infinitely "remove" a bionic arm from Joey's dead body to generate as many bionic arms as I need in my playthrough.
I'm not sure if you're meant to be able to remove mods from dead bodies in the first place. I don't know why the operation menu doesn't show the list of bills.
If you need anymore information, let me know.
Thanks.
**EDIT**
I loaded the save with the infinite bionic arm, and eventually (I'm not sure exactly at which point) the bionic arm was finally judged to be removed! I managed to get 35 bionic arms from his body though, so something isn't quite right.
I've found a bug involving the bionics in my latest playthrough. I'm not sure if it's something inherent to the mod or the base game, but maybe you'll know what could be happening.
Basically I installed a bionic arm onto one of my colonists, Joey, and he was later killed in battle. When I select Joey's dead body and go to the health > operations tab, I can add bill "remove part (right shoulder)". Now although the bill itself is not added to the operations list, one of my doctors will still go to the body and "remove" a bionic arm, leaving a bionic arm by the body.
After this when I check his Joey's body via health > overview, it still has the bionic arm in the right shoulder (despite my doctor "removing" it and generating one now lying on the floor).
This glitch effectively means that I can infinitely "remove" a bionic arm from Joey's dead body to generate as many bionic arms as I need in my playthrough.
I'm not sure if you're meant to be able to remove mods from dead bodies in the first place. I don't know why the operation menu doesn't show the list of bills.
If you need anymore information, let me know.
Thanks.
**EDIT**
I loaded the save with the infinite bionic arm, and eventually (I'm not sure exactly at which point) the bionic arm was finally judged to be removed! I managed to get 35 bionic arms from his body though, so something isn't quite right.
#8
Ideas / Re: Suggestion: Make Day and Year Cycles world traits.
March 01, 2015, 02:46:02 PM
This sounds like a great idea, and relatively easy to implement.
*POTENTIAL PROBLEM*
I think an extreme (either long or short) day or year cycle planet could be very confusing and difficult for a new player though.
*POTENTIAL SOLUTION*
To combat this the world generation could have some options a la Dwarf Fortress, e.g. day cycle - standard / random, year cycle - standard / random.
*POTENTIAL PROBLEM*
A differing day cycle might not work depending on how the sleep needs are coded.
*NO SOLUTION*
*POTENTIAL PROBLEM*
I think an extreme (either long or short) day or year cycle planet could be very confusing and difficult for a new player though.
*POTENTIAL SOLUTION*
To combat this the world generation could have some options a la Dwarf Fortress, e.g. day cycle - standard / random, year cycle - standard / random.
*POTENTIAL PROBLEM*
A differing day cycle might not work depending on how the sleep needs are coded.
*NO SOLUTION*
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