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Messages - East

#1
Bugs / Re: [1.1.2624] bulk food poison problem
May 09, 2020, 06:59:23 AM
I'm talking about problems that arise while playing a game, not about reality. In reality It's ridiculous to be more hygienic than a legendary chef on a planet than a nutritious pasta machine.

As the bulk system is added to the game, I think that being poisoned by 4 people at the same time is an act that breaks the balance of the game and is an unintended situation during development. So I thought it was a bug and reported it.


#2
Bugs / [1.1.2624] bulk food poison problem
May 09, 2020, 06:07:23 AM
make bulk food If the food poisoning probability takes All four foods made of bulk become food poisoning foods.

Four food make should check the probability of each food poisoning.

It is a problem that four people get food poisoning at the same time.
#3
Bugs / [1.1] Allied raids are destructive
April 28, 2020, 01:55:49 PM


https://youtu.be/L5ugTilkLjY

1. What the circumstances were.

Allied reinforcements came in during the raid.

2. What happened.

They blocked the way and smashed everything. I made my kill zone useless. The major problem is that the relationship fell sharply as they were burned. I had to watch them become hostile during the fight.

3. What you expected to happen.

As always, allied reinforcements are the worst. Trolling is too bad. I should at least have the right to refuse them.
At a minimum, they shouldn't lose their relationship even if they're burned.

To be honest, it's terrible for me to be in a situation where I can't control or prepare. The only alternative I can do is to be hostile to all forces in order not to receive alliance support? This is ridiculous.
#4
2x2 size turret has a similar problem.



red is where turrets can attack colonists
Green is where colonists can attack without being attacked by turrets.
#5
1. What the circumstances were.
When attacking tough trait pawns with ranged weapons

2. What happened.
All melee attacks are normally reduced in damage.
As a range weapon, damage reduction is not applied with a certain probability.

3. What you expected to happen.
All damage reduced by 50%.

#6
In many situations, weapons are difficult to achieve in perfect combat. It would be nice to prepare a smoke launcher, but it will be difficult to get it at an early point.

First, check the situation when the enemy is awakening. Mecha clusters in the early game often wake up very quickly.
If you have enough time and they don't have a factory or mortar, construct around the wall with enough distance. You may process it later.

If not, do not allow pawns to enter the turret radius into the allowed area setting. Perhaps after enough time, the NPCs will take care of the turret.

If you have to do it quickly, you will have to build a wall nearby and have enough defenses.

The walls you build while your enemies are asleep will constrain your turret's view and give you an angle to fight one at a time. If you fight one with enough cover, you will be able to fight better.

Grenades are particularly good at breaking turrets. If you have a grenade, it's okay against turret.

Big turrets don't see us when the walls are in between, but we have an angle to attack the enemy. Turn on developer mode and study for that angle. It would be very helpful if you could intentionally create that angle.

#9


@Canute I think drudge should have a higher dps, is there something I'm wrong about?
#10
Among the quest blueprints, the table is not placed by manual input.

Bug Report Video: https://youtu.be/MgbTo4sHQTA

It is not a mod issue. The same is true with the exception of mods.

savefile : https://www.dropbox.com/s/lj6g1849t9e5vfh/can%27t%20blueprint.rws?dl=0
#11
Bugs / [1.1.2598] quest place blueprints work wrong.
April 11, 2020, 03:09:06 PM
quest place blueprints work wrong.



1.The way I expected
1)At the bottom of the icon I assign a suitable resource.
2)Click the place blueprints button.
3)The blueprint is automatically entered as the resource set in 1).

2.How it works now.
1) Click the icon below to take a blueprint manually. You have to take it on an invisible blueprint, you may take it wrong, and it overlaps the floor so it's hard to see. I have to manually work on a huge size for a late game.
2) If you press place blueprints, only the stone appears.

3.How should it be applied
It should work as expected.
#12
The wind turbine passes the bullet.
However, animals cannot pass or attack wind turbines.
The reason for installing the door is that human enemies attack the wind turbine. It is normally closed and used only for manhunters.
The door does not block the wind.

https://youtu.be/Nmq5ZD-oGDE
#14
same weapon.
Even though one has better stats, he has a lower dps.
The bionic arm lowers damage.


#15
You're right. I was mistaken. I thought the unit of time was day. And this idea was strengthened because it was a mech cluster that had just fallen. I didn't think it was 0.7 hours instead of 0.7 days.