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Messages - harpo99999

#1051
from a programming side, I can see why this happens, ie the item to be hauled is in a different location and the haul orders are by location so gets cancelled,
BUT
as a game player, I find this behavior to be very irritating and would like the orders to be by item not location.
#1052
Ideas / Re: Your Cheapest Ideas
February 11, 2014, 04:34:37 AM
I have noticed that the abilities are colour/brightness encoded already ie black square= very poor at task, white is good at task and yellow is GREAT at task
#1053
Ideas / Re: Job command overhaul
February 10, 2014, 06:21:45 AM
personally, I use the MANUAL priority setting and individually give each colonist their own priority for the tasks
#1054
Quote from: OobleckTheGreen on February 04, 2014, 09:57:54 PM
This is very similar to an issue I just posted in Bugs today. I was getting major FPS lag when I created a couple debris-only stockpiles. When I quit and restarted, the issue went away, HOWEVER, I'm still getting really weird stuff happening with the stockpiles.

For example, I created one debris-only stockpile, and when I'd set some rocks to haul away, the colonists would deposit the rocks in the stockpile, only to have them show up NEXT TO the stockpile. Then I deleted that one and created another. This time, even though I set the stockpile to critical + debris only, no one would pick up any rocks and haul to the stockpile.
I also see this  effect but have noticed that it appears to be bloodstains dirt and grass causing this effect, even on concrete pads for the dumpzone, and if the dumpzone happens to adjoin  a wall of my bas the slag even teleports BACK inside the base
#1055
is there a bloodstain or grass patch in the square they are being moved to?
I have had this effect for bloodstains and grass under the dumpzone
#1056
Support / Re: No Sound
February 02, 2014, 04:28:40 PM
the sound drivers are usually on the motherboard driver disc, unless you have a seperate sound card shich has a driver disc for itself., and there is another method which is to download and use a program from iobit(www.iobit.com) called driver booster
#1057
Ideas / Re: Growing Economics
February 01, 2014, 04:41:20 PM
would it be reasonable for the blight event to effect only one crop type, but if you still want a all crops fail type event it might be good to call it a drought (lack of water for the plants to grow)
#1058
tynan, what is the current design limit for hydro tables?
I have been using 6 tables across farming tunnels for a draglength (approx 9 x 40 area) so 60 tables/tunnel and getting stuttering every few seconds with one or more farming tunnels
#1059
Stories / Re: Last Man Standing (Pete)
February 01, 2014, 06:04:18 AM
I have had corridors full of flaming bodies (actually burning in the game) BUT unless the corridor is l o o o o o o n n n n n n g  g g g g  (you get the idea (very long) over 40 squares), the raiders seem to manage to somehow path THROUGH the buring bodies without catching alight
#1060
Bugs / Re: [W|0.1.334] Colonists won't haul debris
February 01, 2014, 05:41:42 AM
do you have a DUMP zone?, if the dumps are full or missing they do stop hauling slag/bodies (same happens with other  resources/items that you are placing into storage zones
#1061
Bugs / Re: Pathing Issues
January 30, 2014, 05:38:28 AM
I have seen similar effects in my  large farm tunnels and even in my hallways, it seeems that the colonists prefer to stagger around as though they are drunk
#1062
saw a a somewhat similar issue for anothe mac user, they fixed it by extracting ALL the contents of the archive including the MOD folder which is now NEEDED
#1063
in a couple of my latest games in the alpha, I have had ALL of the colonists going into the prison and eating in the  paste from the prison paste dispensor (admittedly no prisoners at the time) with TWO paste dispensors with 11 full hoppers at critical priority while the prison only has one hopper at critical and the others at the default priority, (the prison was dark no lightsources, but the other two dispensors were illuminiated) even when the prison was the furthest dispensor from where they were working.
#1064
General Discussion / Re: BackStories
January 26, 2014, 02:38:46 AM
I have had several raiders & slaves offered with either the vatgrown con artist or other similarly useless mixes, and either refuse to recruit (if prisoner and sell on the next slave ship) or refuse buy if slave on slave ship. basically all my colonists MUST be able to work and fight and if not then they get beaten and sold off
#1065
Support / Re: No Sound
January 14, 2014, 06:24:38 PM
greeny, have up re-installed the sound drivers after the windows install?