Transport Pod Glitch

Started by Dekadrachm, March 13, 2017, 03:34:02 AM

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Dekadrachm

When setting up a launch and selecting a pawn to enter the pod, when in the destination screen to lets say observe how far you can launch, when exiting said destination screen and canceling the launch, the pawn will still enter the pod, but the pod will show as empty. If you deconstruct the pod your pawn will disappear completely, if you click on your pawn it will bring you to the pod they are in. These steps sound confusing when put this way so here is a step by step list:
1. Load a transport pod with a pawn.
2. Set destination but cancel before picking an actual destination
3. Cancel the loading of the pods process
4. Witness your colonist disappear

Prerequisites: You must cancel the load operation before the pawn enters the pod.

Current work around(s):
1.Revert to a previous save before the loading procedure.
2. (Best Option) Start another loading procedure, select the pod your colonist is stuck in and wait until the load procedure is done than cancel launch. Your colonist should exit with all the supplies loaded in the pod.

That's it, could probably be used to exploit the weight cap for pod launches and allow massive amounts of items to be launch from a single pod.

ison

It's a known bug which will be fixed in the next release. Thanks for reporting though.