AI equipped with the shield pack will deploy it when I shooting them, but they always walking outside of the effect of the shield and rush to me, then dead on my fire. Not only the guy who deploy it, but also teammates behind him. They walk into the shield pack and pass it without staying for a seconds. It seems they just ignore the shield pack effect. It's a wrong behaviour
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.
#1
Bugs / [1.3.3287] AI always walking outside of the effect of the shield pack
March 05, 2022, 05:57:31 AM #2
Bugs / [1.3.3287] Claim ruined furniture bug not fix completely
March 01, 2022, 01:53:44 AM
1.3.3287 fixed non-home maps claim ruined furniture bug, but it still works on Settle maps
1. Sending caravans to any places and settle
2. Claim ruined furnitures first, then open an Ancient Danger
3. If there are Mechanoids in it, hide yourself out of their sights
4. Mechanoids will run to claimed furnitures and destroy them
5. You can easily get stuff from Ancient Danger
1. Sending caravans to any places and settle
2. Claim ruined furnitures first, then open an Ancient Danger
3. If there are Mechanoids in it, hide yourself out of their sights
4. Mechanoids will run to claimed furnitures and destroy them
5. You can easily get stuff from Ancient Danger
#3
Bugs / [All version] This bug makes Power switch useless
February 18, 2022, 06:36:13 AM
Build an unconnect Power conduit beside appliances, it is a perfect substitution of Power switch. You can remote switch on/off appliances by press Reconnect button without pawn walking to them and operating which Power switch do
Solution: Reconnect action should let pawn walk to the appliances and take times to finish one by one, instead of remote switch on/off. Different with Power switch, which provides an efficient way to control power to several appliances all at once
Solution: Reconnect action should let pawn walk to the appliances and take times to finish one by one, instead of remote switch on/off. Different with Power switch, which provides an efficient way to control power to several appliances all at once
#4
Bugs / [1.3.3200] Remote wake up mechanoids
February 18, 2022, 05:26:35 AM
When mechanoids are sleeping, just set crafting spot on any mechanoid, they can be waken up
It can be used when enemies attacking you, and pass by sleeping mechanoids, you can remote wake up mechanoids to attack them. You don't need to wake them up by closing them
It can be used when enemies attacking you, and pass by sleeping mechanoids, you can remote wake up mechanoids to attack them. You don't need to wake them up by closing them
#5
Bugs / Re: [1.3.3200] Stupid AI
February 11, 2022, 10:20:22 PMQuote from: Canute on February 11, 2022, 03:16:20 AMIt's different
But think about that scenario:
You arrived with a shuttle (which is basicly the same like a claimed furniture).
You shoot the wall, try to steal stuff, while the AI destroy the shuttle.
Sure some adjustment, like only 50% of the AI charge to the furniture.
Shuttle is a vehicle has high value, and can help you leave or escape. Destroy it make sense
But furnitures are already exist before you arrive, just because you remote claim them that will attract AI, this is unreasonable
The best logic is AI should ignore claim things except mortars
#6
Bugs / [1.3.3200] Stupid AI
February 10, 2022, 10:18:35 PM
1. Go to any AI base
2. Claim any furniture at the edge of the map
3. Shoot any base wall and run out of AI's sight
4. All the AI will run to the furniture and destroy it
5. You can steal any items from the base
PS:
1. After destroy the furniture, AI will back to the base, but you can claim another furniture and AI will run to it again. Claim furniture one by one, you will have enough time to get everything from the base
2. The same as when open an Ancient Danger
2. Claim any furniture at the edge of the map
3. Shoot any base wall and run out of AI's sight
4. All the AI will run to the furniture and destroy it
5. You can steal any items from the base
PS:
1. After destroy the furniture, AI will back to the base, but you can claim another furniture and AI will run to it again. Claim furniture one by one, you will have enough time to get everything from the base
2. The same as when open an Ancient Danger
#7
Bugs / Re: [1.2.2900]The explosion can't wake the guards up
February 14, 2021, 05:12:29 AMQuote from: Canute on February 14, 2021, 04:17:04 AM
You should specify it a bit more next time.
You speak about an event when a weather/smoke/EMP thing spawned with some guards.
And yes so far i know it is intended that the generator and the guards arn't linked.
If you are careful it is mosttimes possible to sneak to the generator and destroy it and leave without waking any guards.
Yes, you said is what i mean
Sorry, my English is not very well, so it's better for me to use short text + pictures instead of large text to report it
#8
Bugs / [1.2.2900]The explosion can't wake the guards up
February 13, 2021, 11:43:36 PM
There are another 16 guards indoor, no one is woken up
This is a design or a bug?
This is a design or a bug?
#9
General Discussion / Re: GOG updates
February 11, 2021, 01:55:16 AM
Official announcement is still 2753, what does 2900 update?
#10
General Discussion / Re: Ludeon working on another version?
December 24, 2020, 11:41:23 PM
I wish a 3D rimworld

#11
Bugs / Re: Capture anyone without hurting him/her
May 08, 2020, 03:31:14 AMQuote from: ison on May 05, 2020, 02:55:52 PM
Huh, can you teleport people to deep water? And they're stuck? It's a bug then
Yes, you can teleport people to deep water, and stuck them
#12
Bugs / Capture anyone without hurting him/her
April 28, 2020, 03:14:26 AM
Use SKIP to teleport him/her to deep water and waiting him/her hungry dizzy, then teleport him/her out and capture without injured(both sides).
To avoid this, suggest to let people die when be teleported to deep water
To avoid this, suggest to let people die when be teleported to deep water
#13
Releases / Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
February 26, 2020, 02:33:33 AM
Why DBH just has bladder need, but no bowels need?
Why male colonists use toilets to pee?
Suggest to add urinals for male colonists.
Why male colonists use toilets to pee?
Suggest to add urinals for male colonists.
#14
Bugs / About long-range mineral scanner
January 30, 2020, 05:48:43 AM
Long-range mineral scanner cannot be built under roofs, but you can build it unroofed and add roofs after that.
Then the scanner can work under roofs
Then the scanner can work under roofs
#15
Releases / Re: [1.0.31] Hospitality (updated 03.11.2019)
November 03, 2019, 09:36:52 PM
forget to update github?