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Messages - Mehni

#781
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.
#782
I've seen this a few times. It's a side effect of their schedule. If they're set to sleep or anything, they'll stay in bed. If they're set to Work, they'll get up and work.

Work overrides the manual priorities you've set for them. As long as their schedule is set to Work, they won't rest. Here's a discussion about it on reddit.

So, to expand on what 14m1337 says, the lesson here is "Don't set the schedule of sick colonists to do work." Because it's bloody annoying.
#783
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".
#784
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.
#785
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.
#786
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".
#787
General Discussion / Re: Sterile Tile and Food Poisoning
November 01, 2016, 05:45:00 AM
If I'm reading that right, cooking without a room (i.e. outside) results in a 1% chance per meal of food poisoning?

Carrying on, a room has a chance of 0.7% or 1.6% chance of causing food poisoning?
#788
Berserk colonists are acceptable targets for hunting bears, according to this:

https://ludeon.com/mantis/view.php?id=2399
#789
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.
#790
Outdated / Re: [A15] Weapon Rebalancing
October 08, 2016, 02:29:49 PM
Interesting mod, and I can see you've put a lot of thought into it.

I'd like to point out that a lot of your changes have no effect, or maybe the opposite of what you want. Touch, short, medium and long range are 4, 15, 30 and 50 tiles respectively. Accuracy gets interpolated between those values. A 12% increase on the long range accuracy of a charge rifle with a range of 26 doesn't do anything. Same with the minigun.

In the case of the LMG, the difference between Touch and Short range is massive. If someone is 10 tiles away, the accuracy is like 50%. I'm not sure if that's what you've intended to achieve. The same goes for the pump shotgun as well, the range where it used to be effective is now the range where it's least effective.

Definitely keeping my eye on this. Vanilla weapons could certainly use a rebalance, and this is a great step in that direction.
#791
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.
#792
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]
#793
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.
#794
General Discussion / Re: Legendary sculptures
October 05, 2016, 07:14:51 AM
It's a wiki, go ahead and edit it.

The arbitrary box symbols worked well for the previous version, where there wasn't a whole lot of spread. I've kept it that way because it gives a lot of info at a glance.
#795
General Discussion / Re: Legendary sculptures
October 04, 2016, 10:46:02 AM


As the one that recently updated the Wiki article, here are the calculated numbers. The wiki's visual system is nice and easy to look at but sacrifices some accuracy. This reddit post goes into a bit of the mathematics and links to the excel file with the calculations.