secret undiscovered unroofed areas (holes in mountains) can be spotted easily in roof view.
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#2
Bugs / [A14d] double bed: breath of one colonist goes sideways
July 23, 2016, 10:17:14 AM
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
[attachment deleted by admin - too old]
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

[attachment deleted by admin - too old]
#3
Bugs / [A14d] working on corner-tiles inconsistent
July 23, 2016, 06:50:04 AM
When I have rock squares that look like this
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.
Quoteand it is not possible to prioritize a colonits to mine "B", it will say "no path".
A
B C
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
how it should be:
How it is
Quote
Larisa head
JT head
Larisa body
JT body
how it should be:
Quote
Larisa head
Larisa body
JT head
JT bodyQuote
[attachment deleted by admin - too old]
#5
Bugs / [A14d] adjacent stockpiles with identical color
July 23, 2016, 06:02:59 AM
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.
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
Bugs / [A14d] most of ui is hidden & unhinden while autosaving
July 23, 2016, 03:48:26 AM
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.
Which looks kinda weird.
#7
Bugs / [A14d] raider will just "wander" after getting up from incapacitation
July 23, 2016, 03:35:31 AM
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.
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
Bugs / [A 14]: char creation: colonist tabs behave oddly
July 22, 2016, 05:56:31 PM
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.
[attachment deleted by admin - too old]
In the first image, the click would not be recognized, but on the second one, which seems way off, it would recognize the click.
[attachment deleted by admin - too old]
#9
Bugs / [A14, Linux] crashes when launching via steam?
July 22, 2016, 05:26:05 PM
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:
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
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?)
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
)
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).
)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
Bugs / weird artefacts around sarcophagus image in building menu
June 18, 2016, 06:15:37 PM
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.
[attachment deleted by admin - too old]
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.
[attachment deleted by admin - too old]
#13
Bugs / constructions: cursor-blueprint missing sometimes
June 18, 2016, 05:59:49 PM
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
[attachment deleted by admin - too old]
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
[attachment deleted by admin - too old]
#14
Bugs / blueprint on top of mol. puddle cannot be prioritised; no explanation
June 18, 2016, 10:50:27 AM
shoot molotov somewhere
place wall blueprint on top of puddle
=> colonists will ignore blueprint and it is not possible to prioritise blueprint until puddle fades away without any explanation given.
EDIT: this lit and unlit puddles
at some point, this showed up in my log:
place wall blueprint on top of puddle
=> colonists will ignore blueprint and it is not possible to prioritise blueprint until puddle fades away without any explanation given.
EDIT: this lit and unlit puddles
at some point, this showed up in my log:
Quote
RimWorld 0.13.1135 rev819
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Platform assembly: /home/matthias/vcs/_games/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/System.Xml.Linq.dll (this message is harmless)
UnloadTime: 1.983000 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 5528.
Total: 16.959000 ms (FindLiveObjects: 0.459000 ms CreateObjectMapping: 0.631000 ms MarkObjects: 15.676999 ms DeleteObjects: 0.063000 ms)
Platform assembly: /home/matthias/vcs/_games/RimWorld1135Linux/RimWorld1135Linux_Data/Managed/Boo.Lang.dll (this message is harmless)
requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1600 x 900 @ 60 Hz
Initializing map from file worldtest with mods Core
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Never haulable Puddle_Fuel23090 blocking Wall_Blueprint23092 at (144, 0, 135)
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
UnloadTime: 4.471000 ms
Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 17465.
Total: 83.848999 ms (FindLiveObjects: 1.283000 ms CreateObjectMapping: 1.874000 ms MarkObjects: 79.240005 ms DeleteObjects: 1.355000 ms)
requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1600 x 900 @ 60 Hz
Initializing map from file Autosave-4 with mods Core
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
#15
Bugs / [invalid] colonists cannot be sent to stand on chunks
June 18, 2016, 10:37:43 AM
For some odd reason it is not possible to make a colonist stand on a place where a chunk is by sending them to the position while being drafted.
This is kinda weird given they can walk over chunks just normally and they also do stand on chunks if drafted while traversing a chunk.
This is kinda weird given they can walk over chunks just normally and they also do stand on chunks if drafted while traversing a chunk.
#16
Bugs / colonist does not drop materials on prioritised blueprint properly
June 18, 2016, 08:04:58 AM
In the given screenshot, I ordered Moth to prioritise working on trap A.
However what will actually happen is that Moth will take 75 wood, drop 70 at trap B (since it's the closest to the stockpile?) and drop 5 at trap A which means trap A will not actually be built unless another trip to the stockpile is made.
There is no way to work around this besides first placing blueprint A, ordering A to be prioritised and then placing blueprint B.
It can be quite annoying :/
[attachment deleted by admin - too old]
However what will actually happen is that Moth will take 75 wood, drop 70 at trap B (since it's the closest to the stockpile?) and drop 5 at trap A which means trap A will not actually be built unless another trip to the stockpile is made.
There is no way to work around this besides first placing blueprint A, ordering A to be prioritised and then placing blueprint B.
It can be quite annoying :/
[attachment deleted by admin - too old]
#17
General Discussion / how to: get board-specific rss feed
June 16, 2016, 07:28:04 PM
The forum provides an rss feed for new/updated topics (see the "RSS" url at the very bottom).
Unfortunately that link contains *all* new posts, and when accessing it from a sub-section, *still* contains *all* posts.
However, I googled a bit, since I wanted to have a feed that covers the bug sub-board only and it seems to be feasible.
To get a board-specific rss feed, get the global rss url ( https://ludeon.com/forums/index.php?action=.xml;type=rss ), get the board url you want to track ( https://ludeon.com/forums/index.php?board=11.0 in my case), append the ";board=11.0" to the rss-url (don't forget the semicolon!) and there you go.
https://ludeon.com/forums/index.php?action=.xml;type=rss;board=11.0 will cover latest posts or replies of the bug sub-forum.
Have fun
Unfortunately that link contains *all* new posts, and when accessing it from a sub-section, *still* contains *all* posts.
However, I googled a bit, since I wanted to have a feed that covers the bug sub-board only and it seems to be feasible.
To get a board-specific rss feed, get the global rss url ( https://ludeon.com/forums/index.php?action=.xml;type=rss ), get the board url you want to track ( https://ludeon.com/forums/index.php?board=11.0 in my case), append the ";board=11.0" to the rss-url (don't forget the semicolon!) and there you go.

https://ludeon.com/forums/index.php?action=.xml;type=rss;board=11.0 will cover latest posts or replies of the bug sub-forum.
Have fun
#18
Bugs / [A 13] bug in room space calculation?
June 16, 2016, 11:48:22 AM
It looks like something is odd with the room space calculation.
I assume that a "space" is a free cell.
A 1x1 cell-room has "space 1" which seems correct.
A 1x2 cell-room has "space 3" which seems odd.
A 2x2 cell-room has "space 6" which makes *somehow* makes sense if you look at a 1x2 room having "space 3"
, yet I think it should be "space 4".
For very large rooms, the room-tooltip always says "350" even if the room is larger
[attachment deleted by admin - too old]
I assume that a "space" is a free cell.
A 1x1 cell-room has "space 1" which seems correct.
A 1x2 cell-room has "space 3" which seems odd.
A 2x2 cell-room has "space 6" which makes *somehow* makes sense if you look at a 1x2 room having "space 3"
, yet I think it should be "space 4".For very large rooms, the room-tooltip always says "350" even if the room is larger
[attachment deleted by admin - too old]
#19
Bugs / A 13: extr. imp. dining room: mood modifier multiplier does not fit into window
June 16, 2016, 11:22:36 AM
minor nit: the "extremely impressive dining room" modified multiplier ("x 2" or whatever) does not fit into the mood window, it is cut off at "x".
[attachment deleted by admin - too old]
[attachment deleted by admin - too old]
#20
General Discussion / is it known how many time the game is launched per day?
June 14, 2016, 07:34:20 PM
The game has this version notification "This is the latest version" in the upper left corner.
My assumption is that each time the game is launched, it checks some version string in some kind of online document/json somewhere on the internet and it should be possible for the server owner to count how many times this version string was requested/accessed.
So my question is; is this done?
Are there statistics being made on how many times the game is launched in a day (by observing the requester IP it should also be possible to find out the country the game is launched from).
My assumption is that each time the game is launched, it checks some version string in some kind of online document/json somewhere on the internet and it should be possible for the server owner to count how many times this version string was requested/accessed.
So my question is; is this done?

Are there statistics being made on how many times the game is launched in a day (by observing the requester IP it should also be possible to find out the country the game is launched from).