Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Thunder Rahja

#16
Bugs / [1.3.3074] Roped animal fleeing from raiders
July 29, 2021, 11:42:13 PM
While preparing a caravan to leave, as the colonists were walking to the edge of the map, a raid showed up, so I cancelled forming the caravan. While escorting the animals back to their pen, the raiders started firing on my colonists and caused the animals to flee. After dispatching that group of raiders, I noticed that Muffalo 8 was fleeing quite a good distance away from Slick, his handler, while roped. This appears to be unintended behavior because the rope is still drawn between fleeing animal and handler, stretching through entire rooms. I would expect that either (a) the rope breaks when the animal flees, or (b) the animal is prevented from fleeing while roped. The particular set of circumstances that led to this bug were rare, but created hilarious results.

Moderator Note:

I'm not able to reproduce this in 1.3.3102.  When animals flee, ropes are now released.  Please repost this if you encounter it again, thanks for the report.
#17
This bug (and the "extra credit" I noted above) appears fixed in 1.3.3074.
#18
Just saw this bug myself and turned a neutral faction I just traded with hostile when I wanted to arrest a slave to recruit him.

Steps to reproduce:

1. Purchase a slave from a slave trader.
2. In the Slave tab for the new slave, select Imprison.
3. A warden will come by and arrest the slave.
- Extra credit 1: The warden will insult the slave, get into a social fight, and need help from other nearby colonists to beat the slave down.
4. The faction the slave was purchased from turns hostile immediately when grabbed by the warden.
- Extra credit 2: The warden will place the downed slave on top of the bed instead of in the bed and come back later to move the slave into the bed.

I think this has something to do with the slave being tagged as lended because the faction the slave was purchased from was still shown in the Bio tab. Immediately after arresting, my faction no longer appears in the now former slave's Bio tab.
#19
I got back into the game with the Royalty expansion and have been loving it. Some time away from the game has broken some of my previous habits, and one of the results is that I no longer feed my predator animals and instead allow them to freely roam the map, often bringing in free meat at the occasional cost of medicine.
While colony predators hunt wild animals for food, occasionally they trigger revenge, but almost always finish their hunt without colonist intervention. There are also times where an animal can cause entire herd to become manhunter and cause significant problems and potentially kill off an early colony. However, we observe wild predators hunting other wild animals without triggering revenge events. Should colony animals trigger revenge when hunting wild animals for food?
#20
For reference, the MTB for carcinoma from a nuclear stomach is 120 days according to its definition in Hediffs_BodyParts_Bionic_Empire.xml. 10 days is pretty early for that to occur.
#21
When holding mouse3 (middle button) and moving the cursor over an opened UI window, the camera rapidly pans upward to the top of the map. This occurs in both the main view and the world view. I don't recall this being a problem in 1.0, and I don't remember at what point it was introduced in 1.1.

Environment:
Steam/Windows 10
Borderless window (using option "-popupwindow" with fullscreen disabled)

Steps to reproduce:
1. Load a game.
2. Open the Quests panel.
3. Hover the cursor over the Quest panel and press and hold mouse3.
4. While holding mouse3, move the cursor in any direction. Observe the camera rapidly panning to the top of the map while the cursor remains over the Quest panel.
#22
In the first release version of 1.1, waterproof conduits cost only 3 steel per tile. After hotfix #1, the cost was increased to 40 steel. I suspect that this change was unintentional.

The def in question is located in Data\Core\Defs\ThingDefs_Buildings\Buildings_Power.xml
#23
During my sea ice game, I noticed that the the ice terrain was being replaced with rough-hewn stone after a colonist mined meteorite rock. Hovering my mouse over the meteorite rock shows the correct terrain (ice, shallow water, etc), and mining the rock immediately after the event reveals the original terrain. However, saving and reloading before mining causes the rock to convert the terrain to rough-hewn rock when mined. This does not occur with mineable ores such as compacted steel. I was able to reproduce the issue with all mods disabled.

Steps to reproduce:
1. Create a new game and choose anywhere in the sea ice biome as the landing site.
2. Using developer mode, create meteorite incidents until one of the five rock types results.
3. Have a colonist mine a tile of rock. Note that the original terrain is revealed.
4. Save and load the game.
5. Have a colonist mine another tile of rock. Note that the original terrain is replaced with rough-hewn rock matching the type of rock mined.
#24
I get them in the desert during winter maybe once a year. I think migrations happen only when there isn't sufficient grass/plant life on the map for a while. Most of the time I have between 0 and 5 animals otherwise depending on the season.
#25
The ability to dismiss trade caravans to make them leave the map would also be helpful. Trade caravans pick strange places to stop at and often track dirt and animal filth into otherwise clean rooms as they pace in and out. Animals get hungry (alphabeavers!) and eat crops and stored food if they stay too long, and being able to end their stay when I'm done with them would be a nice option.
#26
Adding to this, I've seen several cases where no drugs/food were consumed during a binge because the pawn decided to sleep almost immediately after starting the binge, awarding the Catharsis mood without the loss of any resources.
#27
Ideas / Re: Your Cheapest Ideas
November 27, 2017, 06:33:28 PM
When a colonist harvests from a pawn (milk, wool, organs, etc), put the extracted item in the colonist's inventory for hauling rather than dropping it on the ground.

This would help prevent items from being left outside to deteriorate or spoil, especially in cases where animals are allowed outside to graze and handlers go all the way out to the animals to harvest from them.
#28
Ideas / Re: Your Cheapest Ideas
December 27, 2016, 02:05:27 AM
Turn fertilized eggs into unfertilized eggs after they have been frozen or overheated. This will prevent traders from selling dead eggs and keep players from exploiting the higher sell price of fertilized eggs after intentionally ruining them.
#29
Ideas / Re: Your Cheapest Ideas
September 10, 2016, 12:24:06 AM
Prevent colonists from attempting to clear snow while it is snowing. Otherwise they just keep clearing the snow as it falls and never get around to cleaning inside buildings.

@shaw357: You can quickly kill a mechanoid by adding a "shut down" operation via the mechanoid's health tab after it has been incapacitated. You can also harvest a scyther's blades before killing it. An incapacitated mechanoid is not going to get back up once it's been downed, so there is no hurry to finish it off.
#30
Ideas / Re: Your Cheapest Ideas
September 08, 2016, 07:16:21 PM
More stockpile flags: Allow/disallow hauling items to stockpile, allow/disallow hauling items from a stockpile, allow/disallow colonists interacting with items in a stockpile (i.e. forbid all including newly added items). This would make for less tedious stockpile management when you have multiple locations or you want to store something (i.e. insect jelly, chocolate) without colonists using them right away.