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Messages - spoderman_spoody

#1
I did some testing on the whole "losing bionics" bug

http://oi67.tinypic.com/30xhob6.jpg

Worthy of mention
1. No stockpile was assigned but I have a feeling it would have happened even if there was one and said stockpiles were full
2. In MVP in previous patch the bionics would get lost. In this update instead of the part disappearing the doctor gets stuck in a weird loop.

BTW I totally saw the part in your files where it says "I wonder if anybody reads this" lol
#3
Something I noticed from this mod in MVP was that if you had two beds next to each other and a vitals monitor such as

X  X
XXX

replacing organs in the colonists on the beds faster than they could be hauled away would occasionally cause the bionics being installed to be lost. This happened mainly with advanced eyes and ears. It appeared that the ground had to be clear or the bionic part would be lost and an organ would drop.

To give an example I had 4 advanced bionic ears queued for installation on two colonists and 8 in stock. The floor rapidly filled up with normal ears and when I noticed what had happened I had one colonist with 2 ears with the second with only 1 but queued for 1 more yet there were 8 normal ears laying on the ground and now 0 bionics in stock
#4
it does say in the description of a boomalope "other animals have learned to avoid it " so it would make sense
#5
Bugs / Re: [A13] Bugs
April 12, 2016, 08:51:32 PM
trade ship frequency seems to have been nerfed quite badly to the point where i'm not even bothering with them anymore
#6
edb was open just as a test btw. still happened on my vanilla run
#7
An incoming drop pod was destroyed before the pawn could exit. The pawn was a family member but was not marked as dead. I have a feeling this is because it didn't actually exist in the "real world" yet ..similar to just before in the beginning when your colonists aren't actually there yet.

To reproduce
1- start a new colony ensuring all pawns have at least one familial connection to another.
2- dev mode 5K damage on a drop pod before they exit.
3- Social and Needs tabs do not report anything about the now dead colonist

I wouldn't be surprised if the pawn could re-appear in a later raid or something as a spoopy ghost

[attachment deleted by admin - too old]
#8
I just wanted to state for the record that this is in fact my favorite two mods ever