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Topics - Mihsan

#21
1) 10 animals assigned to area (sleeping spots and pasture). Pasture did not had any grass left, so animals were starving.
2) I got huge visible performance drop caused by starving animals. Performance drop dissapeared as soon as I gave my animals new source of food food.
3) Expected: starving animals not to cause performance drop.
4) Repro: starving animals + area with no food. Look for performance drop.
#22
1) I had siege event.
2) After spawning some siegers walked to the other end of the map to repair damaged sandbags from previous siege. It gives you huge tactical advantage since they are separating and wasting lots of time on unimportant stuff.
3) I expected siegers to ignore all the stuff from previous sieges.
4) Reproduce: spawn siege, let them build sandbags, kill them, damage those sandbags, spawn another siege, watch.
#23
Bugs / [A15+A16] IED double explosion.
December 01, 2016, 04:05:38 PM
1) Enemy activates IED.
2) IED explodes. Then sometime IED will create artillery shell (as part of used materials that drops out from all destroyed buildings?) that is instantly damaged by that first explosion. Then that shell explodes.
3) IED should not create artillery shell on explosion.
#24
1. Circumstances: colony animal tamer died. His bonded bear goes berzerk.
2. What happened: bear goes all over my base, open doors and chase every colonist. No way to hide from him and wait over his murderous snap.
3. Expected: berzerking animals to not open doors
4. How to reproduce: make colony animal berzerk. Watch it open doors.
#25
Bugs / [A14] Trap rearm: infinite loop bug.
July 18, 2016, 01:21:22 PM
1. Circumstances: had 2 disarmed traps near each other. Spots around traps had items. Above one trap there was item.
2. What happened: colonist tryes to rearm trap, but there an is item over it. So he takes that item and hauls it over another trap... then tryes to rearm that other trap. But there is an item over it... (infinite loop)
3. Expected: colonist to rearm that first trap and not going into infinite loop of stupid actions.
4. How to reproduce: picture related.

[attachment deleted by admin - too old]
#26
1. Circumstances: wanted to resque some visitor that has lost his leg.
2. He is now stuck in my medical bed since there is no "operations" tab to install him a peg leg.
3. Expected: to have an option to install peg legs on resqued visitors.
4. Reproduce: resque visitor w/o leg.

[attachment deleted by admin - too old]
#27
Bugs / (A13) Stuck builder causes performance drop.
April 15, 2016, 03:45:55 PM
1. Circumstances: had some strange performance drop (constant freezes kind of). It was showing from 9h to 0h, then at night it was OK.
2. Found out that I had worker stuck between two wall. Seems like he was spamming some stuff to game's logic. At 0h he was going to sleep so performance was good until the moment he wakes up.
3. Expected: stuck worker not killing performance of the game.
4. Reproduce: build wall around your colonist.

[attachment deleted by admin - too old]
#28
1. Circumstances: builded (excellent) limestone sarcophagus with art.
2. Was surprised that it has no "beauty" property. Checked all materials and they all have not beauty bonus.
3. Expected: sarcophagus to have beauty since it can be builded from rich materials and may have art on it. Why else should I build rich sarcophagus if not to bump "beauty" mood of grieving colonist?
4. Reproduce: build sarcophagus, check it's stats.
#29
Ideas / More animal training options.
April 15, 2016, 09:33:25 AM
Train animals to...
1) Eat only what you allow them to eat (not eating your crops, meals, bodies). Or eating only from special item/area. Because I want my dogs released and not eating all my devilstrand plants.
2) Hunt small prey and carry it to you, most actual for cougars and cats. Because cat can bring you dead mice, right?
3) Help hunting by hauling hunted stuff intead of hunter (so hunter is always hunting and dogs do hauling).
4) Protect area from animals and enemies. Because if wild cobra is entering my pasture I want my pack of dogs to kill it (because otherwise it will eat my piglets).
#30
1. Circumstances: had one base with small part of it mined inside of tiny mountain. Randy-challenge.
2. Had something about 4 or 5 infestation events in 3 years. All in the same place.
3. Expected: such small mined part not spawning hives. Or at least next to be true: [less mined area = less chance for infestation]. Also "infestation always in the same place" looks wrong.
4. Reproduction: build base with small part of it mined under mountain. Spawn hive.

P.S.: In other game I had huge base which was entirely mined in mountain. Had 1 infestation in 2+ years.

Images:
1) Place w/o base.
2) Base with infestation.

[attachment deleted by admin - too old]
#31
Bugs / (A13) Magaspider meat - no deterioration?
April 12, 2016, 03:27:36 PM
1) Circumstances: saw meat of megaspider, that was lying on snow for half a year w/o deteriorating.
2) I checked it's stats and there was no "deterioration" parameter.
3) Expected: meat lose HP and dissapear.
4) Reproduce: check stats on megaspider's meat.

Not sure if bug or feature.
#32
1) Circumstances: opened social tab and saw some strange new name, which does not belonged to my colony.
2) Have clicked that name and was shown, that this person is in ancient structure (must be in cryptosleep casket).
3) Game should not let me know about stuff that is hidden from me.
4) Reproduce: find people that has relation with someone in ancient cryptosleep casket.

See picture below.

[attachment deleted by admin - too old]
#33
1) Circumstances: building wall in boreal forest biome.
2) I saw that my worker took some big time to remove single raspberry bush to clear place for the wall. It takes much less time to remove pine tree (something like 2-3x times less).
3) I expected that small bush will be removed much faster than pine tree.
4) Reproduce: try to remove raspberry bush with "remove" tool. Or build something over it.
#34
https://www.youtube.com/watch?v=IPb96YTeeJg

Alpha 13, Randy + challenge, Tropical rainforest + Mountainous.
#35
Ideas / More options for beds. Shared beds.
August 31, 2015, 10:03:30 AM
Here is a typical situation:
My colonist is working far away from the main colony. It is rough area and he will go for his bed all the night. He will not rest because of that, will be angry, go berzerk and kill everyone. Not good.

What I want:
Beds, that any of my colonists could use if they are close to them and too far from their personal bedrooms.

It will make possible to create spare minibases (hunting huts, mining camps, shepherd's house, millitary camps...), that right now require inadequate ammounts of micromanagement to work correct.
#36
General Discussion / Corn does not grow on gravel?
August 31, 2015, 06:50:40 AM
Couple of times I saw how my corn just lost it's health and died:
- It was growing on gravel (all other corn was not affected)
- It was about 90% ready to harvest

So my theory is this:
- Gravel has 70% growth rate
- Basic growing time is 13.68 days, which is ~27,36 of real days of growth (because of resting time), which is ~39 days because of soil quality
- Corn has lifespan of 41 days
- If there was not enough light (eclipse or just bad weather), then your corn will die before you harvest it

Do I get it right? Because this is nice thing to know before you plant something.

And what do you think? Did you saw something like that with other plants and other soils?
#37
1. What the circumstances were.
Was fighting with centipedes. They set themselves on fire with inferno cannon.

2. What happened.
My colonists stoped shooting at centipedes.

3. What you expected to happen.
My colonists still shooting at centipedes.

4. How we can reproduce the bug.
Set somebody on fire. Enemies will start attacking him.
#38
Not sure if this bug or not. This looks weird and gamebreaking, so I will report this anyway.

1. What the circumstances were.
I have played on large map in shrubland region. At year 3 I noticed that pretty large area on my map does not have any plants on it (no trees and no grass). It was not like this when I started playing. Not sure, what caused this, but possible it became like this after few poison ships (they was
lying there for a few months), toxic fallout event and volcanic winter. No animals was there to eat those plants. Right now it is year 6 and there are still no plants in that area.

2. What happened.
No native plants spawning on large area in the middle of the map.

3. What you expected to happen.
Native plants and trees spawning and growing all over the map.

4. How we can reproduce the bug.
Spawn a few toxic ships, add toxic fallout and volcanic winter, then wait. Killing all plants on map with debug menu gives almost the same result.




#39
So I have accumulated six of those tripple rocket launchers and wanted to use them against fallen ship part. Here is how it was:

My setup. Launchers are ready to fire:


One early shot from trigger-happy dude. One scyther down already:


First wave of explosions. Most scythers down:


Second wave and third wave. Ship part destroyed, some bodies annihilated and see how that centipede lost his weapon:



Finishing up with charge rifles. I have two injured colonists, but nothing too bad:
#40
Bugs / [W|0.12.906] Snake had a mental brake.
August 26, 2015, 01:55:04 AM
-What the circumstances were.
I get this message about some colonist, that was broken and now wandering. This time I just ignored it... but then in the back of my mind I though: "Wait, what was his name? I do not remember him". So I go check it and see this snake walking around.

-What happened.
Snake had a mental brake.

-What you expected to happen.
Snake to not have a mental brake.

-How we can reproduce the bug. This part is important!
Not sure, what caused it, but I have a save file. Does dementia trait cause mental brakes?