Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Mehni

#81
The electric stove and tailoring bench unlock after researching Electricity. They have <researchPrerequisites> of <li>Electricity</li>.

The smithy has a research prerequisite of <li>ElectricSmelting</li>.
#83
Mods / [Mod Request] Deconstruct power conduits
December 06, 2016, 03:54:24 PM
You know how it goes. You want to reroute power so those darn cables under your hydroponics stop exploding. Click once to select the rice plant. Click once more to select the hydroponic basic. Click again to select the power conduit. Click to deconstruct. Rinse and repeat for each tile.

I go nuts doing this. It drives me crazy. If anyone could make a mod that quickly/easily deconstructs power conduits, I'd be forever in their debt.

Functionally, I imagine the mod would be the same as the regular mass-deconstruct tool, but instead of everything it applies only to power conduits.
#84
Bugs / Tamed muffalo do not display herd behaviour
November 06, 2016, 11:41:38 AM
If there are a bunch of wild muffalo on the map they will generally stick together and act like a herd.

If you tame a bunch of muffalo, they become individuals and no longer display any herding instincts. A muffalo calf will wander off on its own, completely ignoring its mother and the safety in numbers.

I believe my observations to be correct, but maybe I'm reading too much into a mechanic that turns out to be purely random. Doesn't change the fact that I like the way they look, all huddled together against the hard snow on the tundra. It'd be nice if they could do something similar when tamed.
#85
When a bill has been restricted to a minimum/maximum skill level, no warning message pops up when trying to manually prioritise that task.

For instance, I have my tailoring bench set up to only allow crafters of level 8 and higher to make pants. If I select a level 7 crafter character with tailoring enabled, I get no feedback on why that character is not allowed to craft.

A similar behaviour to the cooking fine meals would be nice, where it gives a pop-up of "Skill too low".
#86
Characters with a 198% mechanoid disassembly efficiency yield 80 steel, 50 plasteel and 2 components from disassembling a centipede.

Characters with a 26% mechanoid disassembly efficiency yield 80 steel, 50 plasteel and 2 components from disassembling a centipede.

That's not correct.
#87
Building a new turret shows the electrical overlay, including where it connects to the grid:




Reinstalling an existing turret doesn't show the overlay, so you're stuck guessing if/how/where it attaches to the grid:



Click the images for larger version.
Also goes for heaters, vitals monitors, tvs, basically all re-installable things with a cord.
#88
I have 2 kitchens. Kitchen 1 makes fine meals for consumption. Kitchen 2 makes simple meals using human meat for export.

The cook in kitchen 2 has the habit of picking up these simple meals, taking them to her inventory and then eating them after a raid. If I see her with a simple meal in her inventory, I tell her to drop it. As soon as she has an opportunity, she'll take another simple meal to her inventory. What she should be doing is wait a bit and pick up a fine meal around dinner time.

Likewise, my cannibal cook doesn't prefer to take the simple meal with human meat into his inventory, but instead has a fine meal in his inventory.

Steps to reproduce:

1. Make a simple meal using human meat.
2. Make a fine meal using regular ingredients. Put these meals within reasonable distance of each other.
3. Draft a pawn with a full hunger bar and an empty inventory and position them at or within arms reach of the simple meal.
4. Undraft the pawn. Said pawn will take the simple meal to their inventory.
5. ???
6. Watch pawn go berserk because of "Ate cooked cannibalism".
#89
Bugs / Colonists are "Standing" and will not do work.
October 21, 2016, 08:26:06 AM
I noticed a lot of my colonists suddenly going idle - except they were just "Standing" and wouldn't seek any work. I could draft them, order them to move, and sometimes they would go about their day again. It wouldn't be long before they returned to their zombie statue of "Standing". Wardens might be affected as well, I haven't tested that out.

Reproduction:
1) Wall in all your drugs, so the junkie on a binge can't overdose on Go-Juice. Be sure to also wall in your herbal medicine.
2) Schedule a prisoner to receive a peg leg.
3) Your doctors will try to operate on the poor hapless/legless prisoner, but instead they stand around as zombies.

Here's a linked savefile.
#90
After freeing them of their organs and subsequently their shackles I was finally at -55 relations with my longstanding enemy, The Tribals from Lercha of Hedgehog. I decided to call them on the Comms Console, and saw that they were willing to send a trade caravan. I paid the exorbitant 600 silver then sat back and waited.

Days later I get a notification saying they've arrived. I scroll around the map to find them, just quick enough to see the last of them fleeing the map. I don't know what I was expecting, but I was hoping for something more interesting.

Savefile attached.
#91
I have a few pawns in ship cryptosleep caskets due to lack of food. When moving between available colonists with the , and . hotkeys, I can select the pawns in a cryptosleep casket. Their description throws an error, see attached image. (Don't judge my ugly spaceship design, okay? It just has to fly far enough to crashland on the next planet over.)

Savefile.

[attachment deleted by admin - too old]
#92
Bugs / [A15] Minor text bugs
October 05, 2016, 08:04:19 AM
See here for screenshots: http://imgur.com/a/xCKiz

In order of appearance:

Space slavers carry pawns with relationships, but description in blue envelope fails.
Yayo reducing the user's need for rest. -> Yayo reduces.
Market value of an object depends on "negotitation" -> negotiation.
Comfrtable -> Comfortable.
Need batteries tip -> Message only mentions solar panel, should also mention wind turbines.
#93
What the circumstances were.
I had imprisoned one of my colonists in a prison with 4 other pirates. Everything was going well, they were all getting along. My spy-infiltrate was gathering valuable data on the hostile faction.

What happened?
A prison break happened, that's what! My spy was a double spy, and partook in the prison break, the scoundrel. The three healthy prisoners (including my imprisoned colonist) grabbed beer bottles and two of them (the pirates) ganged up on my colonist.

What you expected to happen.
I would expect all three prisoners to escape jointly, not beat the shit out of their potential brother-in-arms.

Steps we can follow to make the bug appear on our machine.
1. Imprison a colonist.
2. Imprison hostiles in the same prison as the colonist is.
3. Wait for the prison break.



Related to this, I had the option to "rescue" the downed colonist-turned-prisoner, but nothing happened.

[attachment deleted by admin - too old]
#94
Problem: Colonists with a bionic eye remain incapacitated after anaesthesia wears off.
Steps to reproduce: Get bionic eye. Install in colonist. Wait for colonist to wake up from anaesthesia. Keep waiting.

https://www.reddit.com/r/RimWorld/comments/50yntj/my_colonist_bugged_wont_wake_up_despite/
https://i.redd.it/pytvwyst6bjx.png

https://www.reddit.com/r/RimWorld/comments/50n732/colonist_perfectly_healthy_but_cant_move_what_can/
https://i.redd.it/9g4av0375xix.png