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Topics - Mehni

#41
There are cases where meals get dropped in doorways (distracted or fleeing wardens/doctors). These meals then can't get hauled away.

Tangentially related to this: I released this prisoner, who then went berserk at the edge of the map. He fell unconscious due to starvation and somehow wound back up in a prisoner bed. Yet doctors wouldn't autonomously feed him until I set the prisoner tab to chat and recruit again. Not a bug-bug, but odd behaviour worth mentioning. This is definitely bugged, making a new thread.



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#42
Not entirely sure if bug or not:

Taking the fight to the siege and drawing aggression causes the sieging pirates to assault the colony before they finish setting up. It used to be that you'd have to kill a certain number of raiders, now raiders abandon their efforts to siege within minutes of getting injured.

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#43
I have two stockpiles:

One outside stockpile at normal priority as a general catch-all and overflow for my potatoes.
One cold storage stockpile at preferred priority as the main stockpile.

The cold storage is currently empty. When colonists decide to haul potatoes from outside to the freezer, they only haul stacks the way they are. If a single stack happens to contain 5 potatoes, they only haul those 5 potatoes.

What they should do is look a couple more squares to see if they can maximise their carrying capacity.

The savefile has a clear repro case. Problem description is hard.

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#44
What happened:

I received a notification of an escape pod crashing, containing Misaki's long-lost lover. The dev console popped up with an error. When I checked, there wasn't a trace of them. Before anyone asks: they didn't walk away.

Presumably relevant bits of the error log:

Greve died during GiveInjuriesToForceDowned
   -(Carcinoma torso ticksSinceCreation=0)
   -(Frail torso ticksSinceCreation=0)
   -(AlcoholAddiction ticksSinceCreation=0)
   -(AlcoholTolerance ticksSinceCreation=0)
   -(Bruise torso ticksSinceCreation=0)


Tried to add Greve to ThingOwner but this thing is already in another container. owner=RimWorld.ActiveDropPodInfo, other container owner=Human_Corpse17121

The rest of the log and savefiles are attached.

What I expected to happen:

I'm totally fine with missing out on a frail cancer patient with an alcohol addiction, but I'm starving here. At least gimme a corpse to eat.

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#45
For instance, the seed "desert" with 30% coverage generates a non-hostile Tribe Faction with -78 relations. Due to the low relations, there is no meaningful interaction possible with this faction. Can't call 'em on the comms console, won't get raided by them. At best, you can raid them or hope to catch and murder a group of passers-by.
#46
Repro:
Down a raider.
Give Colonist A orders to capture them.
Select Colonist B and try to override the Capture order. The only option that comes up is the order to strip.

I'd expect the ability to override the "Capture X" option, but there isn't.
#47
Building a wind turbine adjacent to a wall or other object also creates a "Build Roof Area" over the turbine itself.

This roof area does not impede the functionality, but it does look really weird having a roof and a shadow over the wind turbine.

The real bug comes when you build a compact power setup like this:



or this:

#48
Bugs / [A17.1535] AWOL Soldier backstory typo
May 12, 2017, 06:01:22 PM
QuoteWhen He was informed of his assignment to the Xennao-Zartza War, He decided he did not want to be a soldier. He was able to escape via military spacejet.

The He should either be HECAPS or he.
#49
Title.

The name Zele should be capitalised but isn't.
#50
Bugs / [A17.1535] Raiders stack
May 12, 2017, 06:24:55 AM


I don't think there are supposed to be 7 raiders occupying a single tile. I don't think they're supposed to continue stacking after breaking through the first layer of doors either.

Savefile.
#51
A traders muffalo died to friendly fire on my map. This cost me exactly 9.099999 relation.

I could do with some rounding.
#52
What happened: Raiders decided to steal. They stole nothing, and then decided to make a beeline for the map exit. As one intrepid raider tunneled his way to freedom, their buddies started 10 jobs in 10 ticks.

https://www.dropbox.com/s/u6gmr2izwp099bc/Crashville%20-stealing%20pirates.zip?dl=0

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#53
An image is probably more descriptive:



I was hoping this would work the same way interaction spots work: other objects can't be built where the fueling port would be.
#54
Bugs / [A17.1534] Item stash lack description
May 11, 2017, 09:50:44 AM
The little moneybags icon has a nice looking icon, but lacks a description.
#55
Bugs / Raiders don't need brains to function
May 10, 2017, 03:02:51 PM
#56
QuoteOne of your machines has broken down. It won't work until a colonist with the Repair work type goes and fixes it.

RIP Repair work type. You lived from idunno when until - A15. I still miss you daily.
#57
I had 9 drop pods fall on this stockpile, with the other pods landing outside.

Only 1 raider out of 9 actually popped out inside that building, the rest magically teleported outside. While it might make sense for resource pods not to spill out their goodies on filled stockpiles, humans can occupy the same tile as an item.

Autosave from a couple of minutes before the raid is attached, but results may differ.

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#58
Basically this:



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#59
When picking a location on the worldmap, there's a Factions Tab. This shows the relations of friendly and hostile factions, but the faction rep is different when landing.

For instance, in the seed arthur at 30% worldgen, I had +28 relations with the good people of The Breixos of the Valley. They somehow took offense at my landing, because upon my immediate arrival I'm at -82 hostile with these tribal savages.
#60
I have a pawn get downed from an infection hitting extreme severity. This was accompanied by a message stating "X is no longer incapable of walking".

Also goes for other diseases causing pawns to get downed, such as intense pain from mechanites + other disease. The pawn was in bed during this time, but I recall that message in other cases as well.

This message also triggers when an incapacitated pawn dies.