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Messages - SpazMan777

#1
Dear team,
If the sappers choose to dig into your base, they will favour the shortest route in - this includes area not yet "opened" to have been discovered.  Sappers will effectively discover this area for you, since they somehow know its there, and save time getting into your base because it was the shortest route.  I guess you could argue this isn't entirely unexpected because they also "know" where your base is... but it breaks immersion at the very least when the sappers know about an area you do not.

Two other issues that I experienced but already reported:
- A mining sapper may dig diagonally and believe they have entered the base, and will attempt to route to their target unsuccessfully.  They'll in essence just stand still:
Sissy started 10 jobs in one tick. thinkResult=(job=UseVerbOnThing A=Autodoor328832 sourceNode=RimWorld.JobGiver_AISapper) lastJobGiver=RimWorld.JobGiver_AISapper
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition)
Verse.AI.<GotoCastPosition>c__AnonStorey291:<>m__35F()
Verse.AI.JobDriver.TryActuallyStartNextToil()
Verse.AI.JobDriver.ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean)


- The remaining Sappers will not defend themselves and are in a state of "Wandering," because the leader is still routing above, but not actually doing anything.  So the entire gang of sappers kind of just sit there, or wander aimlessly, until they leave or crack.

[attachment deleted due to age]
#2
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
November 15, 2014, 10:41:17 AM
Quote from: Silvari on November 15, 2014, 01:06:35 AM
Is there any way to download this mod? I've looked through and haven't found any link for downloading it.

The download link is small, attached to the very first post at the bottom of it.
You can only see it while logged in.
#3
Bugs / Re: [W|0.7.583] Shooting & Rescuing Without Arms
October 15, 2014, 08:43:12 AM
Quote from: ShadowTani on October 15, 2014, 08:36:44 AM
As for rescuing colonists with zero manipulation, I think that one has been since A7, and it also affects capturing/arresting people I believe. It seems these actions have not been given any body function requirement and I'm guessing that's an oversight.

Yes I concur; I'm seeing people without arms still do functions around the base, such as cut down trees, manufacture goods, etc.  Seems the manipulation skill isn't fully fleshed out just yet (pun intended).

It's good to know others are experiencing these two issues in an un-modded environment.  I feel bad for poisoning my game and not being able to properly contribute to bug-hunts.
#4
Quote from: ShadowTani on October 11, 2014, 02:52:26 PM
The question however is, are you sure that the prisoner you speak about where an ex-colonist (i.e. a person that previously was part of your colony)?

Sorry I apologize, the individual was not a prior colonist.  This is my oversight!
I just had noticed you not mentioning the "Use Medicine" feature and had thought this may have been the differentiating factor, but this is definitely not the case!

[EDIT]: I can confirm this is happening.  Surgeries on new prisoners will work, but if the prisoner is labelled as a member of the colony, they will move to a colonist medical beg and the surgery cannot continue.
#5
Do you enable "Use Medicine" on the prisoner menu?  I've successfully done operations on the prisoner in their own bed.
#6
Bugs / [W|0.7.583] Shooting & Rescuing Without Arms
October 11, 2014, 10:08:25 AM
The title isn't entirely accurate because it was one arm and a hand... haha.  Let me run through what happened.

A colonist is wielding a sniper rifle and is in the process of aiming.  He is shot, and loses his left hand and entire right arm.  He is now disabled: his manipulation becomes 0% (None) and drops his gun - however, STILL ends up taking a shot after the fact (There's a good two seconds after he drops the gun and still fires).

As a follow up, now without a left hand and right arm, for funzies I asked him to rescue a fellow incapacitated colonist... which he did successfully.  Well, until his head got shot off, but he died trying!

I have video of this occurring.  http://www.twitch.tv/spazman777/c/5275570
I do not typically submit bug reports because I heavily modify my game, so I know mods can "taint" the real picture - however in this case, I felt I needed to submit, as I have no mods that revolve around colonists, their appendages, or their ability to use their arms and hands (I only change the UI and add new buildings).
#7
I can confirm this occurs and even have video confirmation of it happening: http://www.twitch.tv/spazman777/c/5275480

It occurred in November of Year 2, coinciding with the OP's timeframe.  The fire started from an incendiary mortar.  I, however, heavily modify my game so I did not submit a bug report; but I came across this topic and wanted to contribute any info I had to help isolate the issue.

Also the OP did not specify, but in my case, I'm running 0.7.583 on Windows.
#8
Ideas / Highlight/Call-Out Enraged Wildlife
October 11, 2014, 09:13:15 AM
I only have one suggestion and it's a simple one, so I truly hope it's easily accomplished.  When an animal goes into a psychotic rampage (or ultimately becomes hostile), I would like that animal to be called out somehow, much like pawns are.

As you're aware, pawns have their name at their feet.  Their name is white when a colonist, yellow/orange when a prisoner, blue when a visitor and red when hostile.  Although adding a name plate to all animals may be a bit much (and look hideous), at the very least, I believe hostile animals should be called out in this manner (A red nameplate that says HOSTILE for example).

It is often difficult to see which animals are hostile, among their peers.

(Plus, when you get a war band of tortoises coming to your door step, you'll appreciate knowing how many more are left to arrive at your base since they walk so painfully slow.)
#9
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
October 11, 2014, 08:58:00 AM
I hope the author does not mind, however I've attached the copy of this mod that I had previously downloaded to this post.

In case this new uploaded version still doesn't work, here is a direct link to the file in my Dropbox: https://dl.dropboxusercontent.com/u/57561275/MachineGunNests.zip.

[attachment deleted by admin: too old]
#10
Bugs / Re: [W|0.6.532] AI feeding priority
August 26, 2014, 09:27:36 PM
The obvious solution is to turn off "Doctoring" for the pawn that is starving.  He then will not tend to someone else, and will instead feed himself.

I will agree however that needing to do this is inconvenient.  On the flip side, there are times when someone is in such bad shape I'd rather they tend to them and take a little starving damage themselves, first.  So it's a lose/lose really.
#11
Outdated / Re: [MOD] (Alpha 6) Modular Tables (v.1.1)
August 18, 2014, 02:55:42 PM
Quote from: ItchyFlea on August 18, 2014, 12:17:07 AM
Quote from: SpazMan777 on August 17, 2014, 05:39:12 PM
It appears the Modular Tables.7z attachment is missing the "Textures" folder.
Because that is an old version that didn't need it.
Please use the download link provided in the post to get the version that works correctly in Alpha 6.

Oh sorry, thanks for the clarification; this is my error.  I read that the A5 file would work for A6 without edit, but assumed the file without the version number was for A6 anyway.  Oops.
#12
Outdated / Re: [MOD] (Alpha 6) Modular Tables (v.1.1)
August 17, 2014, 05:39:12 PM
It appears the Modular Tables.7z attachment is missing the "Textures" folder.
#13
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
August 16, 2014, 08:56:30 AM
Quote from: jaxxa on July 28, 2014, 01:17:56 AM
Quote from: Smacher305 on July 14, 2014, 01:51:59 PM
Yea it really isn't much of a problem,  and the small inconvenience it causes can be just as easily fixed by letting people know something like (True border of shield is ~1~ block closer to center) or something of the sort.

All in all i just wanted to help, so at least the information is known now ^_^

The issue is defining what counts as the border of the shield? since behind the scenes is it protecting squares that approximate the boarder there is not a thin line but a number of squares that are protected by the shield from being shot at, but still cant fire further into the shield. From my view I would count these as inside the shield.

Just a thought, but you know the trade beacon?  It shows a white, squared outline both when placing it and selecting it once construction is complete, showing you where items need to be for trading.

Could this same mask be applied to shields demonstrating the same "protected area" in square format, when the shield is being placed/is selected?