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Messages - matthiaskrgr

#1
Bugs / [A15 beta] roof view reveals secret areas
August 18, 2016, 11:50:18 AM
secret undiscovered unroofed areas (holes in mountains) can be spotted easily in roof view.
#2
Have double bed with 2 colonists inside.
Make sure room is cold enough.
It seems that the breath of one colonist is normally going from head direction to feed direction, but the other one has their breath going sideways (into the other colonists face).

EDIT: theres a nother similar situation with rotated head, but it looks like the breath comes out of the colonists neck :D


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#3
Bugs / [A14d] working on corner-tiles inconsistent
July 23, 2016, 06:50:04 AM
When I have rock squares that look like this
Quote
A
B C
and it is not possible to prioritize a colonits to mine "B", it will say "no path".

However when A and C are built walls, and I want to smooth-floor B, it works and the colonist can magically work through the A-C corner.
#4
Bugs / [A14d] pawn z-order weird
July 23, 2016, 06:29:25 AM
As you can see on the screenshot there's some weird z-order going on.
How it is

Quote
Larisa head
JT head
Larisa body
JT body

how it should be:
Quote
Larisa head
Larisa body
JT head
JT body
Quote


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#5
Minor nit
Sometimes adjacent (touching) stockpiles have the same color which can be confusing.
There seems to be no way for users to change stockpile color. If I want a different color I have to delete one stockpile and replace it.
It would be nice if the game could make sure by itself that stockpiles that touch do not share the same color.
#6
While the game autosaves, it seems that, for a very short time, all the ui elements disappear and then appear again, it's a quite subtle "flashing".

Which looks kinda weird.
#7
A raider was downed.
I just let them lay on the floor because I had to fix my base and no prison.
After some time the raider would get up again but just start "wandering" being an easy target which was weird.

Since the other raider fled when the first one got incapacitated, perhaps downed raider should "remember" this raid state and have it applied to them as well, when they de-incapacitate themselves.
#8
The "clickbox" (area where a tab will respond to clicks) of the colonist creation screen behave kinda odd when the game is opened in a non-standard resolution.

In the first image, the click would not be recognized, but on the second one, which seems way off, it would recognize the click.

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#9
I often have the game crashing when I try to run it via steam. (I click on the steam icon in the systray and click "Rimworld" in the menu, the game starts loading up but then disappears again).

When I launch stream via cli I get this:

Quote
Set current directory to /home/matthias/.local/share/Steam/steamapps/common/RimWorld
Found path: /home/matthias/.local/share/Steam/steamapps/common/RimWorld/RimWorldLinux.x86_64
/home/matthias/.local/share/Steam/steamapps/common/RimWorld/start_RimWorld.sh: line 33: 27586 Aborted                 LC_ALL=C ./$GAMEFILE $LOG
Game removed: AppID xxxxxx "RimWorld", ProcID yyyyy
No cached sticky mapping in ActivateActionSet.

This might be a problem with the launch script which steam appears to call, since cd-ing into
~/.local/share/Steam/steamapps/common/RimWorld/ and just execing the binary seems to do it as a workaround (only while steam runs in the background though).
I use fedora 24 in case it matters.

v. 0.14.1241
#10
Bugs / no colonists left, animal selftames
June 20, 2016, 02:07:20 PM
All my (3) colonists had died and I left the game running for a bit, hoping for a wanderedJoin event.
Instead a polar bear selftamed but there were no colonists left which was a bit strange.

Should animals become "tame" while there are no alive colonists on the map?
(Is this a bug?)
#11
Bugs / disarmed colonists shoots weapon
June 19, 2016, 11:07:46 AM
(please excuse the pun :D )

How to reproduce:

have a colonist and make sure they have a gun or rifle or other weapon in inventory
give them two bionic arms
remove both bionic arms (they will have no arms)

if I now set this colonist to "hunting", I cannot prioritise it because the colonist is "incapable of manipulation".
However the armless colonist can still use weapons while being drafted, which means I can simply draft the colonist and make them shoot at animals, or make them use melee weapons on them.
After some time, the colonist will however drop the weapon automatically.


EDIT: I also noticed that the work tab makes it look like an armless colonist can still do doctoring tasks (the checkbox is not painted red) however they can't (checked both operations and normal "treating" of diseases).
#12
There are artefacts on top of sarcophagus image in the building menu.
Most easily visible when moving the screen around a bit on snow terrain.
I have not seen this kind of artefacts on other obstacles so I assume it might be a glitch of some sort.

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#13
Exactly.
In the original example, I had several traps and the one I had set to be prioritised ended up with no materials at all after the designated colonist did their first haul which was quite disappointing.
#14
Mrh alright, I'll lock this.
#15
When placing an construction somewhere, a blueprint is usually displayed next to the cursor to show how the thing would look like in the environment.

However, there is a very specific area on the left hand side where this cursor-blueprint is not shown (placing the obstacle works fine however).
I tried to mark the approximate area on the screenshot.

A13, linux

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