Once had a luciferium addicted pet rat, had to put the poor thing down.
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#2
Bugs / Re: Yayo/Smokeleaf/Psychoid leaves in prison not available for crafting
February 11, 2017, 12:28:16 AM
Clothing is automatically forbidden when dropped within a prisoner cell to allow for the prisoners to use it. Anything consumable isn't visibly marked forbidden, but is earmarked for the prisoner's use. The leaves are consumable even if they are not a finished product, and that is why they are left for the prisoner and not allowed to be used for crafting as all consumables dropped in the cell are considered for the prisoner's consumption.
Bottom line is the prisoner's cell should not be used as a stockpile/warehouse at all, and only items you want the prisoner to have/use should be placed in the cell. In fact if there is any actual bug in this report at all, it should be that prisoners should gather weapons left in their cells and attempt to escape with them, as for some reason you are storing a triple rocket launcher in your prisoner's cell, which makes absolutely no logical sense at all.
Bottom line is the prisoner's cell should not be used as a stockpile/warehouse at all, and only items you want the prisoner to have/use should be placed in the cell. In fact if there is any actual bug in this report at all, it should be that prisoners should gather weapons left in their cells and attempt to escape with them, as for some reason you are storing a triple rocket launcher in your prisoner's cell, which makes absolutely no logical sense at all.
#3
Bugs / Re: Yayo/Smokeleaf/Psychoid leaves in prison not available for crafting
February 07, 2017, 04:32:13 PM
That is due to consumables and wearables in prison cells being marked for prisoner use. If you place clothes down the prisoners can wear them, and you can feed them their drug of choice to satiate their addictions. It works this way with food as well, so pawns don't immediately haul away the meals and consumables placed in prisoner's cells for prisoner's use.
Neutroamine is not consumable, so will be picked up by pawns for crafting.
Neutroamine is not consumable, so will be picked up by pawns for crafting.
#4
Bugs / Re: [A16] hauling to stockpile bug
January 25, 2017, 09:59:58 PM
I may be wrong but I think this isn't really a bug, it is how the game handles hauling and stacks. Pawns reserve the stacks that deal with the hauling job they are working on, so pawn A reserves both the source item stack, and the destination stack(even if an empty tile), that means pawn B cannot reserve the destination stack/tile at the same time. It is meant to prevent race conditions in stockpiles.
#5
Bugs / Re: [A16] Steam mods won't download
January 19, 2017, 08:14:42 PM
Give steam a hard restart, it should grab the mods from the workshop.
#6
Bugs / Re: Unable To Treat Patient
January 18, 2017, 02:00:46 PM
I have encountered this before in A16, it should be easily reproducible. Captured pawns can be treated, but rescued pawns cannot. I had an ancient structure with cryopods, and accidentally rescued 2 individuals and captured 2 individuals. The 2 pawns that I captured were able to be treated, but the 2 pawns that I rescued and were taken to the hospital instead of the jail cells were not able to be treated in any way until I captured them and transferred them to a prisoner cell.
#7
Bugs / Re: [A16]Pawns can gain skills in adulthood backstory that are disabled in childhood
January 11, 2017, 05:03:33 AM
IIRC he knows this is an issue because he has said there is no check involved in rolling child and adult backstories at all, so not really a bug, just unimplemented as of now.
#8
General Discussion / Re: 18 year old with grandkids
January 11, 2017, 01:14:37 AM
Look at his age, the part in () is his "true" age, the first part is his "biological" age. With the cryptosleep caskets people live a very long time but do not age in them biologically, so yea, he is "true" age is over 1700 years old, while biologically he is only 18 years old due to most of his time being spent in cryptosleep.
#9
Bugs / Re: Electric Smithy not unlocked after researching electricity
January 03, 2017, 05:57:12 PMQuote from: Mehni on January 03, 2017, 06:10:24 AM
By that logic, the fueled smithy should also require the electric smelter.
No, because the fueled smithy gets the high heat from the fuel. The electric smithy needs the tech of electric smelting to get the high temperatures with electricity, rather than fuel.
#10
Bugs / Re: food needs to be rebalanced for caravans
December 31, 2016, 08:09:02 PM
60 what exactly? 60 meals? They will spoil, that may be why it is only saying 4.3 days. You need to send your caravan out with pemmican, long lasting food that will not spoil when unrefrigerated. Pemmican is not like prepared meals though, one pemmican does not equal one serving, they will eat ~15 per meal, so need quite a bit for long journeys.
#11
Ideas / Re: get rid of mining skill, merge it with construction
December 31, 2016, 06:37:06 PMQuote from: MikeLemmer on December 30, 2016, 06:10:15 PM
I would prefer to group chopping wood with mining instead, since they both involve gathering resources by striking something repeatedly with a tool.
I don't think this is a good idea either, it is a separate task for growing so you can train up your growers without risking losing harvested food.
#12
Bugs / Re: Electric Smithy not unlocked after researching electricity
December 31, 2016, 06:34:17 PM
I am not sure this is a bug, it requires the electric smelting tech because you need the high temperatures of the electric smelting tech in order to smith.
#13
Ideas / Re: get rid of mining skill, merge it with construction
December 30, 2016, 04:31:44 PM
IMHO no, this would be horrible. You need the separate mining and construction tasks as they will need to happen concurrently, and with different importance, so need the ability to schedule them individually.
That being said, most mines are without support, unless they are very deep, or in an unstable environment, they are just mined out very carefully to specific height/width that they know the terrain can support which requires specific engineering skills and geological knowledge that does not apply to general construction.
That being said, most mines are without support, unless they are very deep, or in an unstable environment, they are just mined out very carefully to specific height/width that they know the terrain can support which requires specific engineering skills and geological knowledge that does not apply to general construction.
#14
Bugs / Re: (A16)Low frame rates while using the ground penetrating scanner
December 28, 2016, 09:03:18 PM
I have experienced this as well with a vanilla game. Did not have this issue in A15 either.
#15
Bugs / Re: (A16) Resources are gone when cancelling a forming caravan.
December 27, 2016, 03:31:06 PM
Double check any muffalo with a pack to ensure they are not carrying it. Providing a save will help too.