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Messages - Mehni

#661


Maybe they should not insist on wearing every layer of clothing if they're already suffering from heatstroke. I'm sure if I had dusters available they'd pick that over parkas, but that coat is all the apparel I have.
#662
I released a 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 wardens wouldn't autonomously feed him until I set the prisoner tab to chat and recruit again. Doctors will feed this prisoner when they fall unconscious.

When the prisoner is fully healed and back up and walking, wardens still can't interact/release the prisoner. Setting them back to chat & recruit also doesn't yield the option to chat with the prisoner, neither is it possible to strip them.

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#663
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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#664
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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#665
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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#666
Quote from: Calahan on May 17, 2017, 04:42:14 AM
So maybe an idea, if it's possible, is to have an "overfill" option on stockpiles. And if ticked it would make stockpiles behave like they did before the A14 change, and allow Pawns to always attempt to haul a full item stack to that stockpile, even if there's only space for 1 more of that item. With the resulting spill over left on the floor like before. This would (partially) address the bug ReZspawner is reporting, and it would reduce the frustration of players (like myself) during harvests, who use a lot of different raw food stockpile priorities.

Just to give a different consideration: If that results in stockpiles overflowing into the doors of the freezer and its contents spoiling, I'll take a pass on that. This already happens fairly often, where I get a notification of rotting meat because somebody left half a stack of potatoes in the door.
#667
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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#669
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.
#670
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.
#671
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:

#672
Bugs / Re: [A17.1535] AWOL Soldier backstory typo
May 13, 2017, 06:40:27 AM
No. It's Kyle.

Kyle Harris.
#673
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.
#674
Quote from: Limdood on May 12, 2017, 02:37:13 PM
Or you could notice that about 80% of the posts say "too hard/severe" and 20% say "its fine" and NONE say "too easy"

Quote from: Mehni on May 09, 2017, 07:23:34 PM
Infections are a lot more manageable this iteration 0.17.1533. I'm probably going to be vilified here - but it might be too easy now.

Unless it's in the kidney or liver, infections aren't a guaranteed death sentence. I've had a run or two end due to infections here and there, but nothing that wasn't my fault of completely out of control. They are manageable. A single death generally isn't the end of a colony.

It does make getting herbal medicine more important. Boreal/Temperate forest are even easier in comparison. Arid Shrubland and the other biomes are slightly harder now, due to a lack of healroot foraging. Growing skills are more important.

For posterity's sake, we are now on Build 1536.
#675
Title.

The name Zele should be capitalised but isn't.