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Messages - Ark

#316
Bugs / Re: [A15] a pawn was a kid of 2 brothers
September 04, 2016, 02:17:32 AM
You have:
Red Rocco, age 34 biological, 109 chronological
Devin Rocco, age 49 (53)
Jonah Rocco, age 54 (73)

Devin and Jonah are brothers. Red is their father.

It may have happened something like this.
Red really likes cryptosleep caskets, and has been passing decades in them before meeting his wife.
Red and his wife make kids, Devin and Jonah.
Red enters cryptosleep again in his thirties. What a great father he is.
Devin and Jonah enter cryptosleep.
All wake up.
You have a father, who is younger than his sons.
His wife, the mother of Devin and Jonah, may have already died of old age.
Or if she also is a sleeper, she may be younger than her sons also.

Colonists may spend thousands of years in cryptosleep.
If the backgrounds get fleshed out more, we may someday get colonists that are great-great-great etc grandmothers of half the planet.
#317
I installed about a dozen eyes under variable circumstances, and the patients always woke up normally. Tried on RimWorld 0.15.1284 rev905 (Alpha 15c) Linux 64 bit drm free. No mods.

Do you have a save and log available? Which version are you running? Do you have mods installed? What were the exact conditions? Are you able to reproduce the bug? See https://ludeon.com/forums/index.php?topic=513.0
The same bug was reported earlier today here: https://ludeon.com/forums/index.php?topic=25356.0
#318
You have a single geothermal producing 3600W.
You have two sun lamps, one regular lamp, and a hi-tech research bench consuming 2*1600+75+250=3525W.
You have 75W left to work with, and an electric stove needs 350W.
You just need more power generation.
#319
Very strange. Schedule an operation to harvest a kidney for example, wait for the doctor to apply an anesthetic, then cancel the operation. He should be up and about when the anesthetic wears off again.
#320
Some things have <pathCostIgnoreRepeat>true</pathCostIgnoreRepeat>.
Set this to false for ChunkBase in /Mods/Core/Defs/ThingDefs_Misc/Various_Stone.xml, and Linnea finishes last.
Presumably it was to fix this 'exploit'. I think the enemy should send sappers or siegers instead of enabling everyone to leap from boulder to boulder like mountain goats.

Quote from: schnivelbiv on April 27, 2016, 11:10:18 PM
I am not sure why this exploit is not more common on these forums. Rather than a kill box I use a Gratuitous Ganking Gauntlet!

http://imgur.com/QIRC6Sc

Nearly all baddies will ignore the colonists as they hobble through the sandbag filled hallway while they get stabbed over and over through the corners. This base entrance can kill hordes of attackers using melee attacks with very little danger of retaliation. Even melee raiders/tribals/robots do not fight back even though they could.

It only stops working vs mad animals (because they just target the closest person) and when something in the hallway actually gets line of sight on something it wants to kill. Then it starts looking for targets and fighting back. When this happens I just move the attacked pawn back a square to get rid of agro and the attacker goes back to limping through the gauntlet.

On the one hand, I don't want you to fix this because I love using murder holes like this. On the other hand, I think this is clearly an exploit and it is very powerful.
#321
I have a save here.
RimWorld 0.14.1249 rev958 (Alpha 14 e) Linux 64 bit drm free. No mods.

A colonist with a ranged weapon, set to attack nearby enemies when not drafted, researching near a door.
A cat briefly opened the door, the colonist saw a manhunting hare, started aiming, the door closed before she could fire, stuck attacking hare.
She can be drafted, prioritized etc to snap out of it. Changing the undrafted behavior towards enemies to 'flee' or 'ignore' does not cancel the attack.
If left alone, she will keep 'attacking', but not firing at, the hare, untill she collapses due to exhaustion, or the cat decides to eat the hare for breakfast.
She will not change targets if a pirate is spawned inside the building and starts pinging her with a pistol.
She will change targets if a mercenary slasher is spawned inside the building and starts whacking her with a club.

She propably should snap out of it when she is done aiming and there is no line of sight? Or seek possible alternative targets?

Fairly easy to replicate by placing armed colonists set to attack in a building with a door, spawning pirates outside, and marching someone through the door, opening and closing it, so the undrafted colonists inside get a bead on the pirates.

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#322
Is there human meat in the meals? Non-cannibals don't like eating human meat.
Food priorization seems to be a recurring topic. A save (and log) would be very helpful.
Please see https://ludeon.com/forums/index.php?topic=513.0 for instructions.
Too bad I can't test it, because the unstable A15 is apparently steam-only.
#323
Bugs / Re: [A14.1249] Unreleasable prisoner
August 16, 2016, 10:31:50 AM
He is missing a leg. Install a peg leg and he will be released normally.
#324
Bugs / Re: Incorrect needs
August 15, 2016, 10:17:39 AM
Will is currently inside, sleeping in comfortable 21C.
He is, however, wearing a parka and a tuque, which lower his maximum comfortable temperature to 13,5C.
Drop the parka, and his maximum comfortable temperature raises to 24,2C. Not hot anymore.

Will doesn't have pants. Get some, not naked anymore.

Also please install that poor man Will a denture, he spends half his day trying to eat and drink.
And personal shields block bullets both ways, I am not sure why he has a shield and a ranged weapon.
#325
1. What the circumstances were.
RimWorld 0.14.1249 rev958 (Alpha 14 e) Linux 64 bit drm free. No mods.

2. What happened.
I was trading with a remarkably well-preserved trader (age 85, no cryptosleep, no age-related illnesses, is this another bug?), and noticed something very strange.
The furniture I sold him turned into other furniture. He turned a boomalope leather armchair (good) into a steel hospital bed (good), and a marble plant pot (normal) into a uranium stool (normal).

It would appear, that any quality x furniture items sold turn into the first quality x furniture that the trader has.

3. What you expected to happen.
Items not to turn into other items, of same quality or otherwise.

4. Steps we can follow to make the bug appear on our machine.
-load the save
-use Emmie to trade with Doc
-sell boomalope leather armchair
-buy plant pot
-sell plant pot
-end up with trader with an extra hospital bed and uranium stool, no armchair or plant pot

OR

-start a new game
-dev up trader beacon, console, furniture to sell, summon traders
-contact a bulk goods trader and observe the same phenomenon

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#326
Bugs / Re: Drop Pistol bug
August 07, 2016, 06:54:49 AM
That's a cool bug there! I set an animal to be hunted, dropped the rifle and picked it up with another guy. The hunter proceeded to firing position, the UI became unresponsive, and the game crashed with a segmentation fault.
With a melee weapon, it crashes immediately when the hunter reaches melee range.
It doesn't write anything to the logfile as it crashes.
RimWorld 0.14.1249 rev958 (Alpha 14 e) Linux 64 bit drm free. No mods.

Steps to reproduce:
-start a new game
-designate an animal to be hunted
-activate hunting for someone if not already active
-pick up a weapon with your hunter
-wait the hunter to start hunting
-drop the weapon with the hunter
-pick up the weapon with someone else
-wait for the hunter to reach melee range / firing position
-crash
#327
1. What the circumstances were.
RimWorld 0.14.1249 rev958 (Alpha 14 e) Linux 64 bit drm free. No mods.

2. What happened.
As I saved the game, I noticed tons of error messages being written to the log.
Object with load ID Area_Named_be butchered is referenced (xml node name: areaAllowed) but is not deep-saved. This will cause errors during loading.

"be butchered" is the area where I order my chickens to be slaughtered. This was the first time saving after I had deleted this area.
It loads just fine, but produces errors:
Could not resolve reference to object with loadID Area_Named_be butchered of type RimWorld.Area. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?


3. What you expected to happen.
Error not to be logged for every chicken slaughtered.

4. Steps we can follow to make the bug appear on our machine.
I did some testing, it works with colonists, too.

Start a new game.
Restrict a colonist to Area 1.
Kill colonist.
Delete Area 1.
Save. An error is logged.
Load. Another error is logged.

Substitute with pets and animal areas as appropriate.

Renaming the restricted area of the dead colonist and saving does not cause errors.
Deleting the renamed area produces errors with the name of the renamed area when saved.


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#328
RimWorld 0.14.1249 rev958 Linux 64 bit (Alpha 14 e). No mods.
Viewing a downed pawn being rescued throws a NullReferenceException.

John beats Kally with a log untill she's downed. Pansy starts to drag her to the medical spot.
Using the keyboard hotkeys, select Kally while she is being hauled. NullReferenceException occurs.

GetInspectString exception on Kally:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Pawn.GetInspectString () [0x00000] in <filename unknown>:0
  at RimWorld.InspectPaneFiller.DrawInspectStringFor (ISelectable t, System.Single& y) [0x00000] in <filename unknown>:0


Edit: This looks like the same bug. https://ludeon.com/forums/index.php?topic=22202.0

Edit: Still valid in Alpha 15 c. https://ludeon.com/forums/index.php?topic=26503.0

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#329
Installed version 0.14.1241 (A14d) Linux 64bit, drm free. Deleted old config files and saves before running. No mods.
Started a new game in a rainforest, Phoebe Chillax challenge. Dev mode was not enabled before saving.

A wild cobra keeps attacking a dead chinchilla. Eventually the cobra passes out from exhaustion, and eats the chinchilla corpse normally after waking up. Take the chinchilla corpse away, and the cobra goes to hunt, kill and eat normally.
Another cobra may appear and eat parts of the corpse normally. The first cobra keeps attacking the corpse.
The status of the cobra is "Consuming chinchilla corpse."
There are also piles of cobra vomit, and a rat corpse around.
Loading the save and re-saving it produces the message:
Trying to save reference to a discarded thing Chinchilla85888 with saveDestroyedThings=true. This means that it's not deep-saved anywhere and is no longer managed by anything in the code, so saving its reference will always fail. , label=innerPawn
The corpse may be butchered normally, producing the message:
Chinchilla85888 is not a world pawn.

I expected the cobra to eat the corpse, not to attack it endlessly.

I tried, but I cannot make it happen again. The save has the active case.
Save game and log attached.


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