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Messages - matthiaskrgr

#31
select colonist with gun (charge rifle in my example)
draft colonist
pause game
click the weapon button and select another nearby colonist to be attacked
unpause and pause the game very quickly (so that "aiming" is in progress)
open gear tab and drop the gun
-> the gun is immediately dropped but the colonist sill continue to aim and shoot one bullet before resetting

edit:
Similar bug with molotov:
when I throw a molotov at some area and drop the weapon, the colonist will just stand there in "attacking area" mode without actually doing anything
unpause game
now the colonist continues to aim at the target and fires one shot before resetting (while gun is being on the ground!)


edit2: BONUS: if you do this with a triple rocket launcher, but pick it up with another person while the original wielder is aiming, the pickupper will do the shooting, but not into the original aiming direction but into the lower left corner of the game screen.
I had hoped I could get several uses out of a rocket launcher that way but it was deleted properly after usage :D
#32
When popping a firepopper next to a campfire, the campfire still burns on as if nothing happens. I understand that to the engine, the campfire is probably not "a thing on fire" but rather "a construction with limited lifetime which emits heat" but it still looked a bit odd to me, so reporting.
#33
Pawn are sometimes weirdly shifting between tiles directly after loading a game.

This is what I assume happens:
Internally, pawns are always bound to a square they are on.
However, when a pawn moves the graphic is smoothly shifted from one tile to another and the transition of the pawns position from square A to square B is done somewhere in between.

When the game saves, it saves the the tile-position of the pawn but also the position of the graphic on the screen.

Upon loading, the pawns are loaded to their cells, the graphic is loaded to the place where it was, however the "in between" state is not being saved (the amount of time (ticks?) which it would take until the pawns position is updated to the adjacent square) so all the positions pawn-display updates the models to their original 1x1-grid positions which makes everything look goofy.


[attachment deleted by admin - too old]
#34
When a party is started, colonists intending to attend enter "wandering" state while getting themselves to the party spot. Wandering is a lot slower than regular walking and it can take A LOT OF TIME if a pawn was accidentally working on the other side of the map.

Why can't pawns walk to the destination regularly? (same applies to marriage iirc)
#35
Bugs / cold resistant dandelions
June 12, 2016, 05:57:05 AM
I had a -26°C ( -14.8 °F ) cold snap, all my outdoor crops died but the decorative Dandelions didn't seem to care and happy lived on which looked like a bug.

edit: They eventually died when there was a lot of snow falling, it still felt strange that they survived that log though.
#36
I am sure I could exploit the "target intentionally" thing by somehow attack nearby wall with minigun or target a nearby squirrel with mortar :D.

Sounds like a good compromise though, especially making them flee earlier if they somehow end up in (friendly)fire.
#37
Bugs / Re: [A13] Pathfinding and equipment racks
June 09, 2016, 03:39:08 PM
Nope, no snow.
In the attached savefile you only need to select all the pawns, I already sent them on their paths.
It is odd that a lot of them get different paths although they all walk through the same bottlenecks (1x1 squares) which *should* narrow down the optimal path.

[attachment deleted by admin - too old]
#38
Bugs / Re: switched off things breaking down
June 04, 2016, 08:15:15 AM
Quote from: Tynan on June 03, 2016, 04:45:04 PM
Hmmm.

So maybe, they should only break down when "running". But I'd have to make a universal way to tell when that is...

Good point, I didn't think that through thoroughly.

For right now I think it would be nice to have electrical things not break down if they are
a) switched off
or
b) have no power

In the future one could implement a "runtime break down".
If a table breaks down while being used, it degrades the quality of the manufactured item or dissolves it into its material (just like cancelling WIP-clothes) and the colonist has to restart working on it.
#39
Bugs / Re: chunks said to be forbidden, cannot haul
June 03, 2016, 02:13:39 PM
Aaah, thanks a lot!
Perhaps the message could be adjusted to be a bit more specify (differentiate between "thing forbidden", "cannot reach thing (no path)" and "cannot reach thing (movement restricted) to avoid future bloopers (by stupid users :D )
#40
I have no idea what happened there. The colonists are supposed to haul the chunks into the killbox but the game says that they are forbidden (???), although there is no option to forbid chunks.
They are marked to be hauled even.

Tried to attach savegame (A13, no mods)

[attachment deleted by admin - too old]
#41
Bugs / vents block each other?
June 02, 2016, 03:37:41 PM
I was trying to make a tunnel of vents, like a big exhaustion pipe, but it seems that vents block each other if they are directly next to each other altough facing correctly.

Placing vents without the extra space in between is possible because the "is there enough space"-check does not take other blueprints into account. (might be a bug, too)
#42
Ideas / make marriage/crafting spot reinstallable
June 02, 2016, 03:20:01 PM
We can reinstall beds, tables, chairs etc, but if I want to move the crafting spot by one tile I have to deconstruct it, search around in the menu and place it on the new destination. Being able to move it like most of the current furniture would be easier. :)
#43
A sleeping colonist does not change their need for space.

If you have a very fast room with a 1x2 sleeping cell for a colonist inside (basically a bed surrounded by walls) and the colonist is tired and moves into the bed, they will actually have the "spacious interior" bonus from the large room around it, even while sleeping in 2-cell room since the sleep-meter does not adapt (fast enough)


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#44
Bugs / Re: no need to actually construct walls
June 02, 2016, 11:55:42 AM
I didn't even think of that... :D
Haven't checked roofs yet since I mostly had in mind walls as defensive peremiter and not for rooms.
#45
Bugs / history tab tanks FPS
June 01, 2016, 01:10:05 PM
My colony has been in existence for around 350 days.

When I open the history tab (wealth display), FPS rate (is there actually a way to make the game display it?) drops from perhaps 40-30 to 5-7.

This is especially noticeable when panning the world-view around (arrow keys).