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Messages - MikeLemmer

#1
I'm playing a game on a planet with no friendly factions. As a result, the game created several minor factions to give me quests. The problem is these factions become permanently hostile the moment they take any friendly damage.

For instance, one quest gave me 7 expendable Berserkers to help attack the quest's Mechanoid node. In the crossfire, I accidentally hit one of the Berserkers with a bullet and suddenly they all became hostile to me as relations permanently broke down.

After finishing that quest, another minor faction gave me a quest to host 2 people for several days. Unfortunately, one of them got into a social fight with one of my colonists. Relations permanently broke down because he got punched, and I now have to deal with a failed quest and 2 hostile NPCs roaming my base.

Please change minor factions so they're more tolerant of social fights and friendly fire in the midst of a pitched battle.
#2
I got a quest from the Empire to watch 2 of their dryads for a few days. The moment the dryads got off the shuttle, they immediately fled the map. I couldn't do anything to stop them and failed the quest.

Save file: https://easyupload.io/1rnphf

Moderator Note:

This has been resolved in more recent builds, dryads will no longer be chosen for these missions.
#3
UPDATE on corpse bug: It's even screwier than I first imagined.

I couldn't haul the corpses anywhere, so I tried creating a new Dump Stockpile around them. For some reason it assumed the corpse was the other corner of the stockpile instead of the mouse cursor.
#4
Confirmed that removing corpses from my stockpile stopped the flickering.

Moderator note:

This bug was resolved already earlier this week.
#5
Can confirm that power conduit blueprints are invisible under walls/doors.
#6
I had something similar happen to me after I assigned meds to a colonist. Reloading the save seems to have cleared it up.

UPDATE: Reloading the save did not clear it up. Exact same bug happened the moment I undrafted my colonist and he went for the meds.

Uploaded the save here. Just DL it, unpause it, and redraft/undraft the colonist standing still in the bedroom to replicate the bug.
https://www94.zippyshare.com/v/Z02scTnD/file.html
#7
I'm having issues with hunters quitting mid-hunt to return to camp for a meal. It's happened so often that now I'm keeping an eye on my hunters "just in case".

Could you ensure they're carrying a meal before they go hunt?

-----

On a different note, the amount of time colonists will spend on a prioritized task seems to vary wildly. If I prioritize cooking meals, they'll do it until they drop from exhaustion. If I prioritize mining, though, they'll barely chip away half a tile before they wander off to do something else. Could you lengthen the time they'll work on a priority task like mining or constructing multiple tiles?
#8
Quote from: MajorFordson on July 03, 2018, 03:28:56 PM
Something happened a day or two into my first game in 1.0, on normal temperate forest map. It seems like ALL of the animals decided to path out of the map at once. A bug? It felt really creepy, would be cool if that happened before some disasters, but it just felt like a bug!

It's not a bug, it's their Intended Behavior if the map's temperature exceeds their safe range. I'm guessing it happened during either a Heat Wave or a Cold Snap. I find it irritating because I don't know where they expect to go to escape it.
#9
Tynan, do you want us to start a new colony after each patch? Or continue playing our old colony? I've been starting a new one each patch to avoid carrying over bugs from the previous patch, but with the rate of patching I'm not even getting through a season before starting over.
#10
Bugs / [1.0.1953] Near-Infinite Stack Tidying Loop
July 04, 2018, 01:19:25 AM
I saw a weird bug in stack-tidying. Two stacks of 9 Meals were slightly separated; two colonists decided to tidy up both stacks simultaneously. Each would take 1 Meal from a stack and move it to the other stack, ending up with two stacks of 9 again, so they both tried to tidy up again. They got stuck in this loop for about a half-minute.

[attachment deleted due to age]
#11
Also, there seems to be a bug where a pet will continue "escorting" their Master while they're sleeping? I had a dog that refused to eat or sleep while their Master was sleeping, but immediately ate/slept after she did some Recreation (dismissing her pet in the process).
#12
The new animal-fleeing mechanics and no-ranged-in-melee may require some tweaking. I just lost a colonist on my 2nd day to a panther; despite 2 people shooting at it, it kept attacking my colonist until she died (due to hunting her) and then immediately fled without eating anything once she was dead. It fled for a couple seconds, then immediately approached my colonists again in an attempt to eat the Packaged Survival Meal she dropped.

It would be nice to scare off a predator from eating someone with a good injury instead of having to fight it to the death.
#13
Romancing in the early days of the colony seems stuck in a cycle ATM.

My colony started out with an elderly male and an elderly female. It's been 6 days since Crash-Landing and he's been rebuffed by her 5 times. It seems to be tied to Deep Talk somehow, as the number of Deep Talks equals the number of Rebuffs. The problem is it also provides my male with a whopping -20 moodlet and I don't see any way of preventing that without completely separating them.

[attachment deleted due to age]
#14
Ideas / Re: Your Cheapest Ideas
June 30, 2018, 03:27:50 PM
I want coonskin caps: cold-weather headgear that isn't as effective as tuques, but can be made from leather.
#15
Bugs / [1.0.1946] Same NPC in 2 Different Factions
June 26, 2018, 01:22:22 AM
I came across a weird bug where the same NPC (related to 2 different PCs) was in 2 different factions. (Look under Social in the Characters tab.)

https://ufile.io/46200