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Messages - PicaMula

#1
Quote from: LakeWobegon on August 19, 2020, 02:45:34 PM
https://www.youtube.com/watch?v=CEW1LLg0fys
Holy shit man that's extreme! Idk if I never engineered a situation like that or what, but I was not expecting decompression like that, at all. Do you have a save with the setup shown in the video? I'd like to test it for myself.

I notice in the video that you had a ranged colonist but you hid him. I assume that if you didn't hid the ranged guy they didn't decompress like that?

Quote from: LakeWobegon on August 19, 2020, 02:45:34 PM
@PicaMula I watched your videos and I saw the scythers teleporting, they just did not surrond your pawns because you gave them plenty of space to decompress (for example sideways). Also the scythers were not bunched up like when they walk in into the map.

Well yeah I saw them teleporting too but as you said, didn't surround me so I'm fine with that. So at least there are workarounds to that behavior, at least when they are not sappers (when they are too to some extent you can force sappers to a desired location) you can design your defenses to avoid getting them to teleport behind the melee line.
#2
Well, we're missing the point tho. I actually saw it happen on other situations that are not as "weird" as this one. Like with sappers as OP mentioned. Although, I couldn't reproduce the effect on a clean save on the latest version. It seems like something has changed.
#3
I think showing food and medicine separately is still a good idea because I forgot one or the other in the caravans waay too often.
So you might consider keeping it (the separate tab), but don't automatically select the amount of food and medicine and let the player decide.
#4
I tried again with 330 scythers. Still, no teleportation. Here is the video: https://youtu.be/WKOQSUe4E04 And the save: https://drive.google.com/file/d/14exK9vRKzzmMOYGi3WX45PLdf4cEmg4Y/view?usp=sharing

My guess it either: 1. they changed something so teleportation doesn't happen;
2. It's because of some mod;
3. It's related to game/pc performance (unlikely since my game was running like 5fps)

And here are my specs if that matters:
Windows 10
16 Gb ram
i7 3.4GHz
GTX 650
#5
Well I just tried to reproduce the teleportation on a 100% vanilla save on version 1.2.2725 (I know, I use mods too but we gotta eliminate variables, baby steps), and I could not reproduce the behavior you show on your video.

I tried to use the same pattern for the corridor you use on your video. There are 198 scythers, that's 3 individual 10k raids using dev mode, but don't worry they're all nicely packed up, if you're gonna try the save for yourself just deconstruct all barricades they are attacking using godmode that they will rush in like you see in the video.

And btw, the video has absolutely no editing so it's 21min long, use youtube's speed up if you wish to watch it, but there is not much to see, just 198 scythers not teleporting.

Well actually just now I realized that my corridor pattern is not exactly the same as yours, and my scythers are drafting from further away then yours seem to. Maybe the corridor pattern has an inpact? I'll try again with a corridor as close as I can make to yours in pattern and length.

Your corridor seems to have only 35-37 length on the section that is only 1 wide, it seems too small to me so I tried again with that length and changed the pattern a bit to make it closer to yours, still no teleportation.

Maybe you had more than 200 scythers? Or maybe they changed something on the unstable version (the one I'm running) that fixed it. I'm running the unstable version because it fixes a problem related to colonists not meditating when sick.

Video attempt #1 link: https://youtu.be/J2HYVTwxB_M
Video attempt #2 link: https://youtu.be/BTS875uj9GY
Save link: https://drive.google.com/file/d/1IU6yeKINtXXb4HUyuoc0YOht-V1JnMcG/view?usp=sharing
#6
Quote from: LakeWobegon on August 12, 2020, 09:28:07 PM
https://www.youtube.com/watch?v=fFNgn6zfjfw
Well that's a meat shield alright!
I really feel like this was always the case (even at 1.0 and before) with huge raids, I mean the teleporting. But I could be wrong.
But still if this is new or not, I agree that it breaks the balance for sure, since the only way to survive something like that is to avoid getting surrounded.
Maybe a workaround might be reducing the size of the room where your colonists and animals stand to fight? I'll run some tests and report back if I find anything interesting.
#7
Oh btw I'm not part of the dev team but I was just curious about your save so I tried to download it.
The link you sent cannot be downloaded (only if someone requests access), if that was not intentional you might want to make it public so he can download it when he sees it :)
#8
That's not quite true. I've got 4 lights already from two clusters. Some of them got destroyed that's true but the thing about turrets for instance. It's not 100% of the time that they will explode.
#9
I'm playing on 1.2.2723, not the unstable one.
I just checked and indeed, it's fixed on the unstable branch. Thanks :)
#10
well I disagree. It does work fine on 1.1, it's not in the patch notes so definitely looks like a bug that slipped through.
If it were to interfere then it could make it slower to meditate, but then any injury that causes pain should do the same.
Fibrous mechanites gives 20% pain and anyone with it won't meditate. But if a pawn gets beat up to 50% pain with an arm thorn and bleeding out he is going to meditate if you don't give him another choice (like restricting zones, which doesn't work for mechanites).

Also, the same thing happens with other diseases like someone else posted, if you got the flu you can't meditate either.
#11
I have this guy (stats attached), which basically is only good at shooting, melee, construction, crafting and art. And he has passions in all of those and no other skill.
I'm getting really really annoyed that he got 3 inspired trade in a row and an inspired taming just now. He has 5 social and 4 animals, with no passion at all. He can't even tame a hare for god's sake. And even with his inspired trade he is waay worse then my trader.
Now I have to wait 8 days until it wears off so I can use word of inspiration on him (those inspirations I mentioned were just from mood, I never used word of inspiration).
It really doesn't make sense that he is getting these inspirations. I get that inspired trade could still help on a starting colony so that's no bother, I can just trade a single pemmican to get rid of it. But the inspired taming, he is just so bad at it that I have to go find a rat for him to tame.
Shouldn't inspirations be related to something the colonist would like/ is good at doing?
#12
Woa dude we posted this bug almost simultaneously XD
I beat ya by 1min and 16 seconds LOL [Although you tested it with more diseases so yeah :P]
#13
[Read the PS, I reproduced it without mods too]

Pretty much the title, all of my colonists are psycasters, and some of them were refusing to meditate.

Then I figured something in common: All of the refusing ones are infected with fibrous mechanites. Also, all of the infected refuse to meditate so there is no outlier. Even a guy from a quest that has the disease and is a psycaster refuses to meditate.

If I downgrade the game to the version 1.1.2654, they immediately go back to meditating, even thou I get errors upon loading a 1.2 version savefile into 1.1 version.

I am using mods but I even tried disabling as much mods as I could without breaking the save, the same behavior still occurs.

I have attached two save files, both of them were saved on 1.2.2723. One of them has my full modlist (Southwest Murderers Refuse Meditate 1.2) and the other has a minimal one (Southwest Murderers Refuse Meditate 1.2m).

PS: Before posting this I finally read the "How to report a bug", since all of my other posts were, let's say, sub-optimal :P And read I'm not supposed to do it for modded saves. So I went ahead and reproduced it on a clean save using debug stuff. So there are two more saves attached: "Clean Save" without the disease and "Clean Save Fibrous" with the disease. I added the log file too, but I guess it's not needed on this one.

PS2: I'm posting this without attachments because it seems like it's not being posted, I'll try to update it afterwards.

PS3: I'm trying to post a reply to this thread with the saves but it doesn't work. But it's quite easy to reproduce I've done it in like 5 min with dev tools using tribals.
#14
Alright I guess that's the way the cookie crumbles hahaha.
I'll try to fix it, thx man.
#15
Well I figured it out. Pillars do not block tiles for infestations. Got a real messy throneroom now hahaha.