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Messages - ison

#2086
Bugs / Re: Deer Mob
April 06, 2016, 10:53:20 AM
Working as intended. Locking.
#2087
Working as intended, pawns can catch fire if the temperature is too high. Thanks for reporting anyway.
#2088
Bugs / Re: Complete frame loss
April 06, 2016, 10:49:16 AM
Not really a bug so I'm going to lock this thead.
#2089
Bugs / Re: Missing Settler
April 06, 2016, 10:46:12 AM
I have no idea what could happen to your colonists. Maybe an exception was thrown during spawn setup during loading the game or something like this. Anyway, if it's caused by a bug, then it must be a very rare bug and it's possible that it's already fixed in A13. If it happens again in A13 please report it.

Thanks Calahan for help.
#2090
There were some power related bugs fixed in A13, so it's possible that it's already fixed. Either this, or it was caused by broken mods. Thanks for reporting anyway. Locking.
#2091
Bugs / Re: siege canceling
April 06, 2016, 10:28:12 AM
Will be fixed in A14. Thanks.
#2092
Bugs / Re: World map blank
April 06, 2016, 10:18:59 AM
World map requires the graphics card to support at least 2048x2048 textures. Could you check what's the max texure resolution your graphics card can support?
#2093
Could you please see if the problem is still there in A13? After it's released obviously.
#2094
As Bancheis said, it's not a bug. It's possible to find unroofed areas. Thanks for the report anyway. Locking.
#2095
Bugs / Re: Animals die with non-lethal damage
April 06, 2016, 09:49:40 AM
There is a random chance for non-colony animals to die when they are downed for balance reasons, so it's working as intended. Locking.
#2097
Bugs / Re: Nutrient Paste Dispenser Grammar Error
April 06, 2016, 09:09:00 AM
Will be fixed in A14, thanks.
#2098
So we have two bugs here:

1) Parkas give too big cold protection.

2) Medical operations exploit: xp is learned per tick, but you can cancel the operation before its finished and get the resources back. fixed

Worth addressing I think.
#2099
Thanks for the report, though I don't think it's worth addressing. It's not trivial to solve because in some contexts we do want to keep this behavior.
#2100
Quote from: Vault101 on August 28, 2015, 01:29:02 AM
It's kind of disappointing when you want a challenge but it's also understandable; it's incredibly difficult to write code for how those guys should behave.

True. AI is not perfect and will probably never be.

Thanks for the report, I'm not sure what would be the best way to handle this issue. It's sometimes hard to tell which walls they should destroy and which shouldn't. Unfortunately it's not as simple as "don't destroy walls far from the player's base". I'm going to lock this thread because it's not really a bug, but rather AI improvement suggestion.