It is possible to set the reaction to thread (flee, attack, ignore) for arrested/imprisoned colonists, however it does not seem to affect anything which might be confusing
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#42
Bugs / party: beer taken but not drunk if party finishes
May 29, 2016, 04:57:50 AM
Sometimes when a party is happening, a colonist will take a beer and go to a table and "relax socially". If the party then ends, it may be that the colonist has not drunk their beer yet, they will just leave leaving the bottle on the table.
EDIT1: I also noticed that there is no action-progress indicator (the small yellow progress bar) when they drink the beer via "relaxing socially". It just 'disappears'. Is that a bug?
EDIT1: I also noticed that there is no action-progress indicator (the small yellow progress bar) when they drink the beer via "relaxing socially". It just 'disappears'. Is that a bug?
#43
Ideas / fill out tool (stockpiles, floor etc)
May 28, 2016, 07:15:50 PM
The engine is already able to determine when something is an enclosed room (for room stats and temperature).
I'd love to have some kind of "fill out" room so you can one-click-create a stockpile which fills out the entire room with a stockpile zone.
Same could work for floor actions (remove/smooth/carpet)
This probably has been suggested before but I couldn't find it easily enough. :p
I'd love to have some kind of "fill out" room so you can one-click-create a stockpile which fills out the entire room with a stockpile zone.
Same could work for floor actions (remove/smooth/carpet)
This probably has been suggested before but I couldn't find it easily enough. :p
#44
Bugs / [A13, Linux] graphics: minor glitch in stone/wall transition
May 28, 2016, 08:48:38 AM
There seems to be some kind of glitch in the transition between walls and natural stone.
Attached glxinfo output in case it is needed.
[attachment deleted by admin - too old]
Attached glxinfo output in case it is needed.
[attachment deleted by admin - too old]
#45
Bugs / don't show "Really quit" if no ticks have passed since saving
May 28, 2016, 06:48:46 AM
How to reproduce:
Pause game
Open menu
save game
click "quit to main menu"
=>
the game now asks "Really quit? You'll lose unsaved progress" however this is not true since there really is no unsaved progress since I just saved.
Is it possible to just directly quit to main menu if no ticks have passed since the latest save and the current session of the game?
Pause game
Open menu
save game
click "quit to main menu"
=>
the game now asks "Really quit? You'll lose unsaved progress" however this is not true since there really is no unsaved progress since I just saved.
Is it possible to just directly quit to main menu if no ticks have passed since the latest save and the current session of the game?
#46
Bugs / trader caravan not attacking although faction member shot dead
May 28, 2016, 06:30:22 AM
I assume the current implementation is something like "if a single faction member of trade caravan is hit for more than 5 times, set them to hostile".
Which means you can
1) Shoot their muffalos *just a bit* and hope they bleed out without consequences for the colony.
2) with a very skilled shooter oneshot a member of the caravan without consequences.
Especially 2) seems a bit weird. I think they should attack if one of their members is killed by the colony.
Which means you can
1) Shoot their muffalos *just a bit* and hope they bleed out without consequences for the colony.
2) with a very skilled shooter oneshot a member of the caravan without consequences.
Especially 2) seems a bit weird. I think they should attack if one of their members is killed by the colony.
#47
Bugs / trader meals have no ingredients
May 28, 2016, 06:24:56 AM
When killing a couple of members from a trade caravan and they drop meals, their meals have no ingredients listed.
I understand that this is probably just blank because they were "spawned by the game" and not actually cooked by a cook but perhaps the ingredients could be randomly selected (and pawns with cannibal trait could drop human-meat meals at a random chance).
I understand that this is probably just blank because they were "spawned by the game" and not actually cooked by a cook but perhaps the ingredients could be randomly selected (and pawns with cannibal trait could drop human-meat meals at a random chance).
#48
Bugs / switched off things breaking down
May 28, 2016, 06:04:35 AM
I had a couple of heaters which were switched off because it was summer. They still broke down and had to be repaired. :/
#49
Bugs / party: beer shown on adjacent table even while walking
May 28, 2016, 06:00:25 AM
It seems if a colonist is in "relaxing socially" mode with a beer, the beer is always displayed on the table even if the colonist is still walking to their target destination. This causes the beer to jump next to the colonist from table tile to table tile while walking.
EDIT: ok, I cannot reproduce right now but I am quite sure that I saw this at some point. I'll have to investigate a little further perhaps.
EDIT2: I just saw it again, so this definitely exists, I'm just not sure what the exact perquisites are.
EDIT3: seems easiest to reproduce with party event
EDIT: ok, I cannot reproduce right now but I am quite sure that I saw this at some point. I'll have to investigate a little further perhaps.
EDIT2: I just saw it again, so this definitely exists, I'm just not sure what the exact perquisites are.
EDIT3: seems easiest to reproduce with party event
#50
Bugs / [A13, Linux] minigun shots tunnel through walls
May 19, 2016, 04:23:53 PM
The minigun has such an awful spread that the bullets pass through walls.
[pawn w. minigun] .s.h.o.o.t.i.n.g..w.a.l.l.-.>... | granite wall | <-[pawn repairing]
The bullets will often pass through the wall hurting the pawn behind it repairing it.
[pawn w. minigun] .s.h.o.o.t.i.n.g..w.a.l.l.-.>... | granite wall | <-[pawn repairing]
The bullets will often pass through the wall hurting the pawn behind it repairing it.
#51
Ideas / user settable per-item global hauling priority
May 19, 2016, 04:15:04 PM
In some situations (lets say we just harvested a HUGE field of cloth) I'd love to be able to set hauling-priority on a per-item bases (let's say cloth gets hauled first, even before foods and meals etc) to prevent it from rotting or having to manually tell colonists to haul the cloth one by one (which is quite a PITA to be honest).
It could look similar to this (screenshot from Settlers 2)
http://images.eurogamer.net/2013/articles//a/1/7/2/6/1/2/3/Settlers_2_problem.png/EG11/resize/600x-1/quality/80/format/jpg
on the right side of the screen you have the different item pictures and simply moving them up or down changes the priority (upmost preverred by carriers first)
It could look similar to this (screenshot from Settlers 2)
http://images.eurogamer.net/2013/articles//a/1/7/2/6/1/2/3/Settlers_2_problem.png/EG11/resize/600x-1/quality/80/format/jpg
on the right side of the screen you have the different item pictures and simply moving them up or down changes the priority (upmost preverred by carriers first)
#52
Ideas / set stockpiles to be filled, taken out only
May 19, 2016, 04:07:52 PM
Yes, it is possible to archive similar using the priorities.
However currently you cannot prevent pawns from filling a stockpile if another with the same items is already full.
I'd like to have options for stockpiles like
Input only: (pawns only put things into the stockpile but do not take anything.
Output only: (pawns only take things from the stockpile but do not fill it.)
Completely locked: do neither take from not put into this stockpile. Would be the same as forbidding every single item in the stockpile. (will be useful to save up emergency rations of food, components etc)
This will also help a lot when trying to migrate stockpiles from position A to B.
However currently you cannot prevent pawns from filling a stockpile if another with the same items is already full.
I'd like to have options for stockpiles like
Input only: (pawns only put things into the stockpile but do not take anything.
Output only: (pawns only take things from the stockpile but do not fill it.)
Completely locked: do neither take from not put into this stockpile. Would be the same as forbidding every single item in the stockpile. (will be useful to save up emergency rations of food, components etc)
This will also help a lot when trying to migrate stockpiles from position A to B.
#53
Ideas / priority override for single actions
May 19, 2016, 11:23:40 AM
This annoys me a lot (and perhaps someone else already suggested this)
Lets say you have a flick to be switched ASAP, there is a pawn A nearby already doing a different job so some remote pawn B gets the job.
Current procedure:
Pause game.
Try to assign pawn A to do the flicking.
It says ".. is already reserverd by Pawn B"
Find pawn B
Draft them.
Go back to pawn A
Manually assign pawn A to do the flicking
undraft B
unpause game.
What it should be like:
Select pawn A
Click something like ".. is already reserved by Pawn B (override)"
which then immediately "steals" the job from pawn B and makes pawn A do the flicking (pawn B gets assigned a different task)
Lets say you have a flick to be switched ASAP, there is a pawn A nearby already doing a different job so some remote pawn B gets the job.
Current procedure:
Pause game.
Try to assign pawn A to do the flicking.
It says ".. is already reserverd by Pawn B"
Find pawn B
Draft them.
Go back to pawn A
Manually assign pawn A to do the flicking
undraft B
unpause game.
What it should be like:
Select pawn A
Click something like ".. is already reserved by Pawn B (override)"
which then immediately "steals" the job from pawn B and makes pawn A do the flicking (pawn B gets assigned a different task)
#54
Bugs / trapped traders will not eat their food
May 19, 2016, 07:29:56 AM
Trapped (walled-in) traders will go berserk from malnutrition even if they have meals in their inventory.
When one of the berserkers is downed and drops his food, fellow faction members will not touch/eat this food but instead continue wandering around malnourished.
When one of the berserkers is downed and drops his food, fellow faction members will not touch/eat this food but instead continue wandering around malnourished.
#55
Bugs / 2 clicks required to place some blueprints at lower screen half
May 19, 2016, 07:11:25 AM
When placing blueprints for constructions near the lower area of the screen, two clicks are required in a lot of cases, one to make the material-selection menu disappear and another one to place the actual item. I find this quite annoying.
Would it be possible to
a) hide the material-menu right after the cursor no longer hovers an UI element (i.e. is on the terrain "map") or
b) if the cursor clicks somewhere on terrain, hide the material selection and place the blueprint at the same time?
Would it be possible to
a) hide the material-menu right after the cursor no longer hovers an UI element (i.e. is on the terrain "map") or
b) if the cursor clicks somewhere on terrain, hide the material selection and place the blueprint at the same time?
#56
Bugs / human meat not burning in 2000°C room (but corpses do??)
May 19, 2016, 07:00:07 AM
While experimenting around I set my fridge on fire which then soon reached 2000°C inside (which apparently was the hard coded max temperature).
All the crop-foods burned up but the human mean didn't which is weird, especially since the regular corpses caught fire as well.
All the crop-foods burned up but the human mean didn't which is weird, especially since the regular corpses caught fire as well.
#57
Bugs / [A13, Linux] very inefficient hauling with distant stockpiles
May 19, 2016, 06:25:52 AM
My kitchen-room with nearby main food stockpile A (priority preferred) in my base and another food stockpile B (priority low) near the middle of the map to quickly "save" meat that drops from cargo pods.
I produce food in my base via hydroponics.
The main stockpile A is usually almost full.
Now while the cook is doing their thing/taking food from main stockpile A, colonists will walk over to the remote stockpile B to carry food to stockpile A because it is higher priority.
They will take an entire stack of 75 units, even if the cook only freed 10 units from the stockpile.
After walking from B to A, the colonists will drop off a small amount of units on A and then walk the entire way back to B because hooray, there is space again because they took the entire stack with them.
By the time they arrive at B, the cook will have used a couple of units of food again and the entire process starts over again and a lot of "wasted" trips will be made just to 'balance' food between the stockpile.
This is a global problem which effects all kind of stockpile, if you have multiple for the same item category.
I really hope there is a way to improve this situation.
I produce food in my base via hydroponics.
The main stockpile A is usually almost full.
Now while the cook is doing their thing/taking food from main stockpile A, colonists will walk over to the remote stockpile B to carry food to stockpile A because it is higher priority.
They will take an entire stack of 75 units, even if the cook only freed 10 units from the stockpile.
After walking from B to A, the colonists will drop off a small amount of units on A and then walk the entire way back to B because hooray, there is space again because they took the entire stack with them.
By the time they arrive at B, the cook will have used a couple of units of food again and the entire process starts over again and a lot of "wasted" trips will be made just to 'balance' food between the stockpile.
This is a global problem which effects all kind of stockpile, if you have multiple for the same item category.
I really hope there is a way to improve this situation.
#58
Bugs / [A13, Linux] infinite plant cutting/growing loop if resources not available
May 19, 2016, 06:05:48 AM
The scenario is like this:
Have a growing zone on soil.
On top of this growing zone, order floor building with a material you don't have (gold tiles usually work fine).
Now workers will come and start cutting down the plants under the floor tile blueprints but right after, since it is a growing zone, they will replant the plants just to remove them again in the next step.
Basically they will just stand there and cut down and replant the same tile over and over again.
EDIT: at the other side, this is a great way to level up the growers
Have a growing zone on soil.
On top of this growing zone, order floor building with a material you don't have (gold tiles usually work fine).
Now workers will come and start cutting down the plants under the floor tile blueprints but right after, since it is a growing zone, they will replant the plants just to remove them again in the next step.
Basically they will just stand there and cut down and replant the same tile over and over again.
EDIT: at the other side, this is a great way to level up the growers

#59
Bugs / [L|0.9.725] resource readout/list expanding not saved upon game quit.
February 28, 2015, 07:44:02 PM
Start game/load, have some items of different categories.
Toggle categorized mode on the resource readout.
Expand some of the categories there.
Save game and quit to OS.
Restart game, load savegame.
=> all item categories are collapsed and you have to reopen them again if you want to see them.
My suggestion would be to store them in the savegame somehow.
Toggle categorized mode on the resource readout.
Expand some of the categories there.
Save game and quit to OS.
Restart game, load savegame.
=> all item categories are collapsed and you have to reopen them again if you want to see them.
My suggestion would be to store them in the savegame somehow.
#60
Bugs / [L|0.9.725] colonists breaking down without prior notification
February 28, 2015, 06:53:01 PM
I had that occur quite a lot to me, sometimes colonists start breaking down (dazed. walking around uncontrollable) seemingly out of the blue. There was no notification before that the guys mood was low.
It seems the game waits a bit after the soft mood threshold has been passed before notifying the player (to prevent notif-spam?).
So my guess is that the mood decreased too fast and passed both thresholds, soft and hard, before the game would display a notification from when the soft threshold has been passed.
Maybe one can automatically display a notification when the mood is in between (50%) the soft and hard threshold?
It feels kinda unfair the current way. :/
v 0.9.725
It seems the game waits a bit after the soft mood threshold has been passed before notifying the player (to prevent notif-spam?).
So my guess is that the mood decreased too fast and passed both thresholds, soft and hard, before the game would display a notification from when the soft threshold has been passed.
Maybe one can automatically display a notification when the mood is in between (50%) the soft and hard threshold?
It feels kinda unfair the current way. :/
v 0.9.725