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Messages - Kaaven

#16
Bugs / Re: [0.12.906] Sound failure
August 25, 2015, 04:08:26 PM
Quote from: Tynan on August 25, 2015, 03:01:29 PM
15 minutes since startup, or 15 minutes in that particular map?

Since I started the game. I turned the game on, loaded the save, dealt with a minor crisis in my colony and then the sound crash happened. All in all, it was maybe 10-15 minutes of gameplay.
#17
Bugs / Re: [0.12.906] Sound failure
August 25, 2015, 12:07:00 PM
Had this happen again, twice in four game sessions. Last one happened after less than 15 minutes of gameplay (in a large-ish colony of 8 pawns).
#18
Bugs / [0.12.906] Rude guests
August 24, 2015, 09:21:24 AM
A pod-crash survivor was rescued by my people and was leaving after receiving treatment.

Which is really counter-intuitive, BTW, that they leave when they are "rescued" and had to be "captured" and re-socialized in prison, if the player wants them to stay.

Anyway, as he was leaving, he got hungry so he simply went to my food storage, and took a forbidden packaged survival ration as if it was his, ate it and left.
#19
Bugs / [0.12.906] Sound failure
August 22, 2015, 08:21:43 PM
After some game-time (around an hour, maybe two) the sound in the game suddenly fails, making sounds as if my speakers were frying (very unpleasant thing, btw). The sound does not work after that, and the game needs to be closed and restarted.

It did happened to me in the previous alpha (11) too.

I did saw a post about it being possibly a Unity bug, but it never happened to me in much longer games in the older builds of the game, neither does that ever happen in other Unity games, like the Long Dark for example.
#20
Support / Re: Temperatures underground too high
December 31, 2014, 08:57:23 PM
@Worrall
That is the essence of my issue report - the game generates ridiculous levels of temperature right now, without going anywhere with it. The very fact that you can get to the 400oC - that is a temperature where plastics melt and clothing self-combusts. Either the algorithm should be more light-handed with those temps, or the effects need to be more severe.
#21
Support / Re: Temperatures underground too high
December 31, 2014, 03:52:26 PM
I had a geo generator in there, yes. I would get the open geyser doing that, but a one already built over? Up to over 120oC? That is like, eye-fluid-boiling-point hot... If it is that hot, the guy building that generator should be boiled dead, with his skin coming clean off of him.
#22
Support / Temperatures underground too high
December 31, 2014, 01:32:08 PM
So, I've been playing a fresh game on mountainous arid map and, obviously, decided to borrow in. It was hot admiringly, very hot as a matter of fact - about 40 degrees Celsius. But then, my miners started having mental breaks and health problems immediately after entering my tunnels.

That's when I realized their problem - it was 124 degrees C inside! It was over 3 times cooler outside, in full sun, during the heat wave.

Pretty sure it is not intended to be like that, something made that inside temperature rise to those ludicrous levels.

Had no heaters/coolers installed yet, barely started mining first few rooms. And no mods/additions, vanilla game.
#23
I had the same problem, with vanilla game. Just started a new colony after launching my previous crew back into space, and after getting the new one going, only one of my three colonist show up on the Overview screen, and the only option available was Firefighting.

Saving and quitting to the menu and loading again did not help, but total game restart did.

Again, no mods, no additions, clean vanilla 0.8.657.
#24
A possibly good idea would be to allow binding the items not with a person, but with a room. So a room could have a closet/chest for clothing and any user of that room would be allowed to pick up/store items if he needs them (dude is cold - he grabs a parka from his room, he is too hot, he drops it back).

When initially built, the closet would have a list of possible clothes types to be allowed/disallowed (basically serving as a small storage zone for clothing) and a set number of those on the permitted list would be brought by the builders. Then all the people with a bed in that room could be able to pick up clothes as needed.