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Messages - Mihsan

#31
Bugs / Re: No animals dialog box. 1.0 error
June 22, 2018, 07:55:39 PM
Had the same. Traced it back to tamed turkey. My bug report: https://ludeon.com/forums/index.php?topic=41789.msg411641#msg411641
#32
Quote from: BlackSmokeDMax on June 22, 2018, 04:01:30 PM
I loaded up the save and let it run at full speed. I didn't micro anything. Noticed right away that Marina's torso started at an efficiency of 2.5%. If that falls to 0, she dies. Let it run, let it run. There was a lot of doctors coming and going. But it seems she is going to make it, consciousness currently at 43% and climbing.

Didn't pay attention to anything else in the colony except watching those stats.

Possibly better RNG during treatments?

I saved it if you want a copy of the save back at this point.

I could save her myself if I really wanted (even if it is with dev mode; but I even had some runs when it happens w/o cheating). What I want is to know why she dies.
#33
Quote from: Gfurst on June 22, 2018, 03:36:01 PM
Is it though, you'd need to review the save and pawn conditions just before he died, what exactly did he die of?
It could just be that he reached 0 healthy (maybe its conscious, the first bar down left). And from what it seems, if he had two infections, he was in a pretty bad shape.
Quote from: Madman666 on June 22, 2018, 03:33:55 PM
Are you sure not a single of those stats is below 10%? And no diseases\infections hit 100%? No vital organs badly damaged or something? If so - then yeah, its a bug alright. In that case you should post a screen or a vid in bugs thread, maybe also post your save for devs to take a look at.
I literally put a link of my bug report: https://ludeon.com/forums/index.php?topic=41941.0 . All information is there.
#34
Quote from: Madman666 on June 22, 2018, 03:27:21 PM
Yeah you're not the only one, because its not a bug. Combination of blood loss, infection and maybe other stuff like pain, brain damage, drug use, other diseases can really easily lower pawn's vital stats below death treshold. At that point it doesn't matter even if he had already maxed immunity.
But here is the catch: all known vital stats (blood, food, pain, councious, breathing...) might be very hight and pawn still dies. There really might be a bug.
#35
Quote from: gadjung on June 22, 2018, 02:26:18 PMAnother question : why infection killed my colonist before it reached 100% ? Colonist had 'Extreme' 87% (ok he would die since he had immunity  82% but still i had hope...)

I am no the only one? Here is my bug report:
https://ludeon.com/forums/index.php?topic=41941.0
#36
Thanks for your research and some explaining, Elendil!

On one side you have made some good points. There was a malnutrition. My tests have shown that there is a chance that quick removing of malnutrition will sometimes keep her alive. Still malnutrition itself does not look like to be the cause of death - I had test runs when there was no malnutrition debuff and she still died.

Also after some more tests I still have giant doubt that consciousness below certain level might be the cause of death. My first clue was that she died even when she was high on Go-Juice (which removes pain, which keeps consciousness high). It still left some doubt because game might not count drugs in some calculation (remember that fixed bug with alive headless pawns on luciferium?). So I created situation when there are no drugs, she has 33% consciousness, there is no malnutrition... and she still dies. See attached image - it is seconds before. Also save file: https://cloud.mail.ru/public/CyGd/unn4Vuwjh

Upd: At that point I can even repair infected lung and leg with dev mode - she will still die. Only repairing body will save her, but it cures every possible problem on the whole body... Maybe there is some hidden infection? She has "sickly" threat - maybe it is involved somehow?

[attachment deleted due to age]
#37
Quote from: Ambaire on June 22, 2018, 12:29:55 PMThe survival meal on the right is fine, despite being in a 3x3 enclosure with doors held open, but the survival meal on the left is decaying, despite 9 tiles between it and the outside.

It is exactly how it work for temperature calculation for inside/outside. Alternative would be to create complex system(s) which would calculate a lot of things all over the map and that is not a good option too.
#38
A trick question: if crossing river causes "wet" debuff - then why rain does not do the same?
#39
Bugs / Re: [1.0] Large ocean names bugged.
June 22, 2018, 10:23:32 AM
Got better, but still actual for [1.0.1942].

[attachment deleted due to age]
#40
About sieges: only first one is tough. Then you steal some mortars and can fire back on next ones.

Also one time I fired 3 incendiary shells at siege before it could build it's mortars and hit only one guy. Still they all stoped building and decided to attack my base - this might be a bug (act like they lost all mortars if take damage and mortars not built yet? not sure). If they would keep that siege it would be much harder fight for me.
#41
I just got a sappers raid and it was... frustrating.

First of all direct power of that raid was much higher than my colony could beat in fair fight. I have 11 tribal fighters with rifles (3 more brawlers are off the map with caravan), 4 trained dogs and 3 stolen mortars; enemy have 26 people with doomsday and rocket launchers, power armors, shielded brawlers and better weapons in general. I had like 30 savescum attempts and 95% of them ended with my total loss. One time I won just because raiders nuked themselves with doomsday launcher and it was easy to beat them after that with minimal loses (only like 80% of my people downed, 1 dead and 30% of base destroyed); another "win" was with also some extreme luck, but most of my base burned and most people died. I understand that Randy Intense should provide such experience, but it feels too much even for him. I even suspect that something is off with how game sees my success in this game because after that raid I got 21 manhunting megaslots (when all of my base is "outdoors" w/o walls and my people still healing in beds) and also that sapper raid was not just "randomly stronger" - I reloaded out of just the same type of raid just couple of days before all of this...

But what really bothers me is how fast those sappers can mine my walls and how many holes they are ready to make. On one side it was first time when I felt like there is something smart fighting against me in this game and I love that those unfair trap labyrinths will be nerfed (which I dont use anyway). On the other side it feels like sappers have too big of advantage because I wasted countless days to build that giant marble wall around my base and it took them literaly 2 seconds to make a hole in it. And wooden walls they pass almost without stoping. Maybe at least speed of wall mining should be tuned down?

Also frustrating thing: priority for repairing damaged things above building new things by construction pawns. Yeah: my base has no tables, no cooking stove, no beds, no doors, but my pawn prefers to repair countless damaged walls above that. Cracks in walls are not an emergency!
#42
Quote from: Canute on June 22, 2018, 08:47:12 AM
You know pawn's can die from other reasons too ?
Or in your case the combination ofr various reasons.
Yes the infection is lethal at 100%, but before he weaken the pawn at serveral ways.
All these infections, together with the blood loose and the pain, and damaged bodypart let the pawn just die.

Sometimes you can't safe one.
But what is expression of that "weaken"? Is it blood level? Pain? Some other hidden value? Plus one time I used Go-Juice on that pawn and she could even walk when she died - that is definitely not "weaken".

It feels more like a bug to me. Otherwise game should explain better the cause of death: let it be at least "bad health caused by mutliple infections, blood loss and pain" - I would accept and understand that. But when it tells that cause of death is 78% infection or 60% blood loss - I see it as some rules were broken.
#43
Rewriten with newest info:
1) Pawn had badly wounded torso and infection on it.
2) Pawn dies right after infection switches from major to extreme (78%) because efficiecy on body part "torso" drops to 0%.
3) I expected pawn not to die from infection below 100%. Torso efficiecy should not drop to zero in such case or it should not cause death - it makes so that almost any infection on torso will kill pawn.
4) Save file with conditions (pawn's name - Marina): https://cloud.mail.ru/public/CyGd/unn4Vuwjh

[attachment deleted due to age]
#44
Quote from: JavaWho on June 21, 2018, 08:42:55 PM
Torches and Passive Coolers:  They are currently constantly refueled without any materials on deconstruction, nor do passive coolers go away without a deconstruct request.  If we cannot get materials back upon deconstruction is it possible to add a bill when or when not to refuel them?
Something like "turn off" function on them could help a lot.
#45
Ideas / Re: [1.0] Add more things to basic work
June 21, 2018, 06:18:34 AM
I am not directly for more "basic" work type, but I am 100% for moving/duplicating some minor tasks w/o skill checks to other relatable work types. For exampre "hauling" should bring building material to blueprints (while "construction" should still do it).

Ever saw a lot of stuff building in RimWorld? It is very inefficient: one constuctor brings materials, then builds a bit, then have to make a trip for materials ect... Most part of skilled worker's time is wasted on 100% unskilled work. That guy could just stay right there and do his skilled work while unskilled haulers bring him all that he needs in advance.

Even worse with doctor treating many patients or operating: a lot of time is wasted on hauling medicine and body parts. Many times I saw people bleed out just because doctor had to make a trip for medicine after treating different patient.