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Messages - Gaesatae

#31
Bugs / Re: Psychopath doesn't like unburied bodies
March 25, 2015, 08:06:14 PM
I believe the psychopath text description you quoted may refer to the negative buff given by not burying colonists corpses which I'm sure is different to "observed corpse".

For example, in real life a psychopath may not be bothered by not burying someone because of social standards (it's the right thing to do) but he will probably be bothered by the stench.
#32
Bugs / Re: Meal stupididty
March 25, 2015, 07:43:50 PM
Certainly screenshots or a savegame might be useful to figure out the issue. Eating works OK for me. Another common cause for your colonist to not eat meals could be that the stored meals are in a prisoner room.
#33
This issue has been reported before, I think during A9 testing. It's considered a "design contradiction" and will probably be solved in next releases.
#34
Bugs / Re: Massive lag from fires.
March 17, 2015, 07:04:14 PM
Weird, you're the second person reporting this problem this week.
Could you please post a save file and the world file where this is happening?
#35
Bugs / Re: [W|0.9.727] Lag, Fire causes severe lag.
March 16, 2015, 01:46:45 PM
Hmm, I've never seen that. Could you please post a savefile and the world file where this is happening?
#36
Bugs / Re: [Alpha 9e] Mortars get roofed
March 14, 2015, 06:01:35 PM
Thanks for reporting!

I moved the issue to Mantis, although I'm confident this is a side effect of a known bug.

https://ludeon.com/mantis/view.php?id=1641
#37
I assume this is a side effect, if not the same as: https://ludeon.com/mantis/view.php?id=1636

Let's wait until that bug is fixed, but I'm also adding a note to Mantis.
#38
Bugs / Re: Invaders not sleeping/needing to sleep
March 12, 2015, 07:09:34 AM
Reproduced and reported to Mantis: https://ludeon.com/mantis/view.php?id=1638

I wasn't sure if this was a bug at first, but the attackers can get stuck when already attacking doors. They do get negative thoughts and mental breaks eventually but aren't affected by them.
#39
Yes, it's a known limitation of how the world saves work.

It's reported here: https://ludeon.com/mantis/view.php?id=1403

The faction relations are stored in the world file. You can manually change it there if you want to.
#40
Zxypher, I can't think of any way Priority Hauling can interfere with raids or other mods affecting raids, the code doesn't go near that features of the game.

However, you may have run into a known vanilla bug: https://ludeon.com/forums/index.php?topic=10448.msg103356#msg103356

What may be happening is that the storyteller is trying to create a raid which is not big enough to generate a single mechanoid, therefore you get the message. Reloading the game will recalculate the next mechanoid raid and maybe you won't get this message again.
#41
It's most likely a driver related problem. Try to update all your drivers and your OS.
#42
Bugs / Re: Geothermal generator bugs
March 05, 2015, 06:07:06 AM
Quote from: fenume on March 03, 2015, 07:20:18 PM
I think i have this bug on last version :(

Save file: https://www.dropbox.com/s/y74p6opqi568z36/Colony1.zip?dl=0
fenume, we also need the world file to open the savegame.
#43
Bugs / Re: Removing bionic leg bug
March 05, 2015, 06:04:08 AM
tommytom I couldn't reliably reproduce the bug, only happened once out of ten tries. I'll try again later to see if I can narrow the possible causes. But yes, it happens, the doctor get's into a loop picking up and dropping the colonist in the medical bed, but he never should have carried the patient there in the first place.
#44
Reproduced and reported to Mantis: https://ludeon.com/mantis/view.php?id=1631

Nice work figuring out the origin of the bug!
#45
I was going to ask the same as harpo. I've tried different medicines in the 3rd year of my colony and it works fine.