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Messages - jchavezriva

#16
Bugs / [1.0.2059] Ancient soldiers are not ancient
November 01, 2018, 06:00:04 PM
I saw one with 62 chronological years.

There are guys probably younger than that.
#17
Bugs / [1.0.2059] Bug in combat log text
November 01, 2018, 12:39:16 PM
Shot shot.

[attachment deleted due to age]
#18
When a colonist is traveling and finds himself on a cold weather, even if he is carrying parkas he wont use them unless i make him settle so that the option to order its usage becomes avaliable.

Can we get that order on the caravan screen as well please? At this rate all squares around my base are going to be abandoned settlements.
#19
Bugs / [1.0.2059] Chopping wood have 2 different symbols
November 01, 2018, 11:21:48 AM
Old bug closed for lack of explanation.
Here is a video: https://youtu.be/C1UGlQCdR9I

If i:

  • Click a tree
  • Click chop wood
It will display a slash icon.

But if i:


  • Click orders tab
  • Click chop wood
  • Click tree
It will display a scissors symbol.

Shouldnt there be just one symbol for that? Or this is WAD?
#20
Bugs / [1.0.2059] Door opening speed data is not coherent
November 01, 2018, 10:56:15 AM
It displays 100% for a wooden door, and 45% for a granite autodoor.

Seems like the game is not differentiating normal doors from automatic ones.
The bug is only on its stats though, in practice autodoors are clearly faster.
#21
Did you make sure the "follow master while drafted" option was active?

I do have a save, but im not even sure if it will reproduce anymore, this happened in January...
You still want it?
#22
It says 75.

75 is what Alpacas weight, they actually carry half that (35).
#23
There is a +8 social buff for transhumanist judged by other transhumanists. But the +8s also stack when there is a wooden part or a prostetic one.
#24
Bugs / Insects get triggered by hypothermic slowdown
August 31, 2018, 08:07:14 PM
30 hive insect army assaulting my base because of the weather...
Please fix.
#25
A little improvements to the AI could make made for 1.0:

-Tribals stayed in map during toxic fallout instead of leaving, all got downed. When they could walk again, they would exit my base and get downed again after a few steps. Its overwhelming to be watching out for 6 guys doing this every minute during the whole fallout!

-Playing on ludicrous, the only stupid thing i have noticed AI to do is to stray away from a clear path to take the one with an insect-filled cave.
One time i saw them going to a cave that was in the opposite direction of my base, like if they came to the map to fight the insects.
#26
I just noticed that friendlies downed by the toxic fallout begin walking as soon as the debuff hits serious.

As soon as they step outside it goes to extreme again.

They should wait to the end of the fallout or at least move when the debuff is on minor so that they can leave without dying.
#27
With the update on Pelvis, i wanted to rebuild it on a colonist with dev mode but the option to restore pelvis is not there. Is that intended? If yes, what can i do?
#28
Some tribal traders are not leaving the map while there is a toxic fallout. They used to do it before if im not wrong. Guess this is a bug.
#29
Raiders are supposed to leave if you succeded at peace talks during the raid.

Most of them left, but some proceded to walk into some structures and destroy them before leaving.

They leave as soon as they destroy what they want, but they should leave without destroying anything...
#30
Bugs / Heaters keep drawing power while off (?)
August 08, 2018, 06:42:17 PM
They display the message "Current power usage: High" despite being disconnected.