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Topics - 5thHorseman

#21
Bugs / [1.0.1958] UI "Mad rats: Rat"
July 08, 2018, 06:23:47 AM
I get what it's trying to tell me, but it could probably do so in a less clunky way.

Where it used to say "Mad animal" it says that there are rats twice (in 3 words).

It should either say "Mad rats" (or "rat" if there's one) or "Mad animal: Rat" (or "Rats" for plural). Not both.

[attachment deleted due to age]
#22
Ideas / "Do not reap" option for fields
July 07, 2018, 06:48:53 PM
We have "Do not sow" but I'd like "Do not reap" for a huge field so my animals can fend for themselves without relying on grass (that seems to grow about 1 square per season but that's another topic).
#23
Ideas / Rescued pawn shouldn't be aggressive.
July 05, 2018, 08:41:43 AM
I don't know if this should be a suggestion, a bug, or it's just the way it works and I should get used to it.

1.0.1954, Cassandra Medium. Spring 5501. I got a call that someone needed rescuing. He promised to join if rescued and was even related to one of my colonists.

So, I packed up some food and guns and even brought some steel to make sandbags if needed, trekked the 0.48 days to the location. He was all alone in the middle of the map, bloody and slow-walking East. Easy-peasy, I thought.

Then I realized he was aggressive to me. My options were to attack him or leave him alone. I tried to capture him but I needed a bed. I wasn't really expecting to have to put the guy in a bed!

So I reformed the caravan, and the game did allow me to take him as a prisoner, and death-march for 2.5 days(!) back to the colony with him.

We made it back to the settlement without a problem (though everybody was starving) and escorted our colonist's father to his jail cell, where we tended to him and tried to recruit him. We succeeded on the first try, though the game reported that we were the lucky recipients of a 14% recruitment chance win.

So... WTF? Why didn't he join instantly? Was he lying about joining and then changed his mind, or did I stumble on a bug? If it's not a bug, and is working as designed, I think it needs some love because it was one of the less intuitive interactions I've come across in the game.
#24
Bug:
In the Crafting Spot, changing one quality slider changes the other as well.

Re-creation:
Create a crafting spot, then add a bill for short bows, then go into details and change the lower bar quality in the middle box, then change the lower bar quality in the right-hand box. About 50% of the time, this will also set the middle box's lowest quality to "legendary"