Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - mlzovozlm

#76
not really related to this but since you mentioned the animal revenge and go on hunt, the last time i got a predator went on hunt was the build prior to .2006 (whatever it was), and the predator was able to dodge all the traps, unlike when they went on manhuntting or revenge, the predator's invulnerable to traps

what happened in my run was that a predator (warg) decided to go on a hunt on 1 of my pawn, it chased down the pawn little to no different than revenging or manhuntting, except the most important stuff was that it could dodge traps
has that changed in later build or not at all? i didnt have the chance to test it out
it's weird because it get perceived as non-hostile when it actually was
#77
probably (s)he get confused because the batteries ran out xD
#78
most likely the trading spot mod is the one that cause trouble

<non-mod>
-the not-leaving caravan can be caused by a caravan animal or pawn goes to sleep midway, draft them if they're pawn, or assign them to a caravan pawn, then draft, if it's animal
-similarly, visitor caravan also doesnt leave if a pawn or animal goes to sleep
#79
Bugs / Re: 0.19 animals stuck & source for lag
September 10, 2018, 11:34:35 PM
this seems to appear around 0.19.2006-0.19.2009, so probably not the merge of area(unless there's some futher change in code or such from the prior build to .2006), it's likely pathing caused it, or some pawns getting on the milking/shearing/unloading job, never appeared in earlier unstable builds

this happened to me once in .2006, once in .2009, both when the caravans returned to home-map
now i just leave them being unrestricted upon reaching home for a few seconds before restrict them
#80
not sure about multiple scanners, but i sometimes get 2-3 sites pop up at the same time, sometimes it's also relatively long for 1 to pop up, on average, a full time pawn on the job can find 1 site/~8-10 days (intellectual ~13-16)
#81
Bugs / Re: [B19] Peace talks Social XP
September 08, 2018, 08:45:57 PM
hmm, what do you mean? like lvl 10 7725/12000?

i'm sure it's lvl. 10--->need 12k xp--> lvl. 11, no?
so before the peace talk, it's lvl 9, ' 'xxxxx + 1725 - 6000'/'xxxxx' to lvl 10 ', after the talk, it became
' 'xxxxx - xxxxx + 6000 - 6000 + 1725'/12000 ' = '1725/12000'
#82
this happens at least once for me, though it was nothing significant as the injuried-doctor patient got only a small bleeding arm

what concerns me more is the inability to prioritize operation, pawns with doctoring job take over the job every single timeeeeee!!!!!

imagine it like this, i've a pawn that need surgery, i've a pawn with >100% success chance, i prioritize the sure-kill surgeon on the job, while they were moving to the bed, another halfass doctor takes over, now i need to draft that take-over one and re-prioritize the surgeon, then another one try to take over, then another one, etc.

then once the doctor gets to the bed, they go take the med, again another take over, then they go take the body part, another take over :| it's endless :|

unless i micro everything from a to z by put everyone off doctoring, or drafting them the whole process
---
the take-over thing may also be 1 of the causes of the doctor-patient not lying still and wait for treatment but going and do something else instead, like treating other
#83
Bugs / Re: Toxicomaniac character don't respect orders
September 07, 2018, 04:58:47 PM
a chemical interest/fascinated-trait pawn doesnt follow drug policy, it's described in the trait description, though this mostly happens rarely+unnoticed
#84
i assume to craft the smokeleaf joint you dont actually need crafting skill but cooking instead

just like many other drug crafting, like yayo, go-juice for example, those 2 doesnt require intellectual at all
#85
iirc, a year for sell, 30 days for die
#86
Bugs / [0.19.2017] '$Animal (dead) $Animal (dead)'
September 05, 2018, 08:06:26 PM
it's simple bug/glitch, just simply hunt down a wild animal and have the pawn prioritize hauling the corpse back, the option'd display '_ (dead) _ (dead)', with '_' being the animal, for example 'cougar (dead) cougar (dead)', instead of 'prioritize hauling cougar (dead)'

this only happens for animal corpse
#87
Bugs / Re: [0.19.2006/09] Tamed Animals Freezed
August 31, 2018, 11:59:25 AM
this happned again today in my current .2009 (B19) run, this time, it broke the game

so, what happened? i basically sent a team of 5 pawns and >20-ish alpacas on a mine site trip (plasteel), once the team got home, ~2/3 of the alpacas ended up frozen at the edge of the map, the game stutters every 'less-than-a-second', especially when i try to "interact" with those frozen alpacas, like assigning them to 'follow when ~~~' or unassign them

couldn't even save the game to get the file -_- *literally unplayable meme*
#88
this's starting to get rather old, still present
#89
yep, hunting now involves animal+shooting, it got to do with the "hunting stealth"
the higher the combination of both the skills, the less chance an animal goes on revenge so to speak
#90
so, just today, i've encountered the bug/glitch twice, the 1st time is in my freshly started 0.19.2006 game

what happened was that i've got 3 of my pawns went on a caravan for item stash, accompanied by 4 alpacas, once they reached the site, i set all of the alpaca to "Area 1", so once they returned home, they'd be "Unrestricted", distincted from other alpacas at home
so, they got home, i set their area to "Slaughter" (a zone in freezer) so i can unload all the foods, 3 of the alpacas did what was expected
however, the last alpaca became freezed at the edge of the map, i'd to switch it through 3 different separated zones, then set it to 1 of my pawn as master then draft the pawn, to get it back to normal
--------------
the second time this happened was when i was watching a 0.19.2009 RW stream, the guy 've got his fox freezed, it seemed that the fox ended up getting hungry so it "went" on a hunt for rabbit, being restricted from freezer and all that
however, it's only discovered that the fox'd been freezed the whole time when a "animal starvation" popped up
what appeared was a freezed fox getting attacked by a rabbit, but the rabbit couldnt land a hit on it, pawns who shoot the rabbits also never hit both of the animals
this time, changing zones, draft/undraft, savegame reload, game reload didn't solve the problem, so only 1 choice left, start a new game