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Messages - Avarajihari

#1
If you temporarily remove all your mods and load the save when the caravan is around, can you trade with them?
#2
For me the flickering was fixed when I deleted my "allow only fresh animal corpses" stockpile. After I verified that the flickering was gone, I re-created the stockpile and the issue did not happen again. So for me re-making the stockpile was the fix.
#3
Hello!

At some point I installed a harp in my tribal run and noticed that whoever played it would not get any recreation from it which would get them kind of stuck. After quitting and resuming the game, the pawn that was already playing the game started gaining recreation. But next time a pawn came to play, the same thing happened. And again, reloading the save "fixed" it.



1. What the circumstances were.
I don't think there are any special circumstances here. I reproduced it on a clean save, no mods.

2. What happened.
The pawn that had 0 recreation went to play harp but his recreation stayed at 0. He was gaining no joy from playing the harp.

3. What you expected to happen.
I expected the pawn to start gaining the recreation as soon as the pawn started playing the harp.

4. Steps we can follow to make the bug appear on our machine.

1. Start a new game. Starting settings shouldn't matter but just in case: I tried with Crashlanded, Cassandra - Peaceful, Reload Anytime, Temperate Forest (250x250), any Pawns.
2. Debug actions -> Try to place direct thing... -> Harp.
3. Install the harp.
4. Debug actions -> Joy -20% and spam it a little on everyone.
5. Speed up time and wait for one of the pawns to start playing the harp. Repeat step 4 if they keep doing other recreation activities instead.
6. Select the pawn playing the harp and notice the recreation bar not going up.

5. Savegame file.
I don't think the savegame is needed since I managed to reproduce it a few times following the steps above, but let me know if that's not happening for you.

Cheers!
#4
Hello!

1.3 introduced a background color for quests that are completed/expired/failed and it seems like a successfully completed rescue mission does not have the right color (unless it's intentional).


1. Circumstances
I don't know how much of this matters, but just in case:
Difficulty: Cassandra - Adventure story, Commitment mode
Scenario: Seems irrelevant (happened with both Crashlanded and my custom scenario)
Starting tile: Arid Shrubland

2. What happened
I received a quest to rescue a downed refugee. I sent my team to recover the refugee, they brought the pawn back home, the quest completed. The quest received a yellow background.

3. What you expected to happen
I expected the background to be green, since it was a success.

4. Steps we can follow to make the bug appear on our machine
I reproduced it once with the following (don't know how much of that matters):
1. New Game
2. Crashlanded
3. Cassandra - Adventure Story, Commitment Mode
4. Anything, generate a world
5. Arid shrubland (medium map size)
6. Any 3 pawns
7. Once in the game, I enabled debug mode and opened debug actions menu.
8. Generate Quest -> OpportunitySite_DownedRefugee
9. Sent my pawns to recover the refugee using debug tools to make it faster.
10. Returned to my base with the refugee, quest is marked as completed, background is yellow.

5. Savegame file
The zipped file is too big to upload but since I managed to reproduce the issue on a clean save by following the steps from point 4., I assume my savegame won't be needed. Let me know if it's needed and I'll just transfer it in some other way.

Thanks for reading, loving 1.3 so far! <3
#5
I thought if animal's trainability was advanced and its carrying capacity existed, it would be able to haul. My bad then. ;<
#6
My elephants have trainable intelligence "Advanced" and they can be trained in haul. I looked for some small and cheap hauling animal and monkey was marked as "Advanced" aswell; after taming it I cannot train it in hauling.

I seem to remember from Alpha that wild board could haul but now they are marked as only "Intermediate" which would mean that they cannot be trained in haul (haven't checked that yet, gotta tame one first).

I believe it's not intentional since animals of the same intelligence can train different skills.

Edit: Wild boar cannot haul either, so I guess it's trainability state is correct.
#7
I had the same problem: I rescued some crashed pawn and it got infection in the leg. I treated it but immunity would stay on 0%. I found out a moment later though that a reload fixes this bug: I play on perma-death and I alt-f4 just to see if I could avoid this weird bug -> after the game loaded I noticed that the game autosaved after the infection appeared but this time immunity started actually going up.
#8
Ideas / Re: Your Cheapest Ideas
July 10, 2018, 10:53:56 AM
When a colonist starts feeling trapped indoors (which leads to cabin fever) it would be nice if he prioritized going for a walk over staying indoors and playing billiards.
#9
I'm almost sure this has been mentioned somewhere, since it's a commonly mentioned "problem" and I think there is a mod for that; which makes me think if it was merged into the game itself, it would only improve it.

1) It would be nice to have an option to choose which meals are being served to the prisoner. I was thinking of a menu similiar to health-care: a few icons: no food/simple meal or worse/fine meal or worse/lavish or worse; or maybe a checkbox list (seeing as meals dont work the same way as medicine).

2) Limiting the type of meals our colonists can consume would help with preparing for a longer caravan journey: right now I struggle with easily stockpiling packaged meals because if I dont somehow manually forbid it, there will always be someone eating it.

Thanks!