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Messages - Arthropod

#1
Unfortunately I already saved over any files related to that quest. I checked the autosaves too but they're all from later on as well.

I don't have the Mechanoid faction disabled, but I just realized that I turned off major disasters/raids in storyteller settings--but I did that mid-game, after the initial bug I described had already occurred at least twice. I forgot I changed that setting when I made this new post about the mechanoids and it probably explains their behaviour, sorry.
#2
In 3072. Now with an exciting new dimension to this bug. Same quest, but it was a mechanoid raid this time. Instead of turning around and fleeing, the mechanoids simply loitered near the edge of the map. They did not attack my colonists or the drone, even when I attacked them. Raids continued to show up at regular intervals and just added to the quantity of mechanoids hanging out at the edge of my map.

They would not attack colonists that walked through or attacked them. After hacking the drone and completing the quest, all gathered mechanoids turned and left.
#3
I should note that a later attempt with the same pawn worked, and other attempts have worked. I changed his style to the same thing I had attempted before when he got stuck in the loop. I'm not sure what was different the second time (I know that's not useful for recreating it).
#4
I am experiencing a similar bug in 1.3.3069. I assigned a colonist to change and dye their hair and to dye their visage mask. He got stuck in a loop of continually running back to grab dye and go to the styling station over and over, but neither his hair nor mask ever changed color. I eventually had to assign him to eat food because he started starving and manually changing tasks did break the loop.

Unlike OP he was not a lone explorer, though. I am in year 3 with the standard crash landing start.
#5
I got a second one of these quests and the same thing happened again.

However, a different quest--to raid some sort of complex and hack three computers in it--had a similar mechanic and it worked. There was a trade beacon in the complex that I activated to summon some drop pods with randomized loot and it attracted the attention of a group of raiders who attacked as intended. So the problem is only with the orbital beacon quest that lands at the colony specifically and not every type of raider who is attracted by orbital stuff.
#6
I accepted a quest to hack an orbital spacecraft for information about my ideoligion's relics. A condition of the quest was that raiders would attack every 6 hours. However, when the first timer ran out, nobody showed up. Now every 6 ingame hours I recieve a raid alert, jump to location, and watch the raiders that spawned turn around and leave immediately instead of heading to destroy the ship like the raid text says they will.

The 6-hour timer did not reappear when they left (probably because the raid was not "defeated"?), but I keep getting the raiders popping their heads in to see what's up before bailing. Always different members. They have not attacked the ship or any colonists. They do not do ANYTHING before leaving. They spawn and go.

The orbital ship landed somewhat close to the edge of the map, but not close enough there's no room for the raiders to approach:



Because of this I was able to take my sweet leisurely time hacking the thing, clearing my colonists assigned to it when they got close to being hungry or tired so they could just walk back to the colony and eat at a table. I can confirm it lasted the full duration of the quest.