Previous release - 12 releases hence
Hello again! I was late with my report for last release, so this one shows up in pretty quick succession with it (is that proper English?). Hopefully it will be of more help than my last one, that one having been so close to a new release already. Some of the issues in that one may still be relevant, at least.
Anyway, here are the videos I have for R122 so far:
BUGS
OLD BUGS THAT REMAIN
SUGGESTIONS
5 Likes
there really is no excuse for your tardiness⊠however, your extreme awesomeness far outweighs this oversight⊠so, all if forgiven!
you really do deserve an improved title as well⊠hmm
4 Likes
The reason was that I went to visit family and there was no good computer for testing, but clearly that just means my priorities are very messed up.
While I would be happy with any (improved) title, Iâm very pleased with the one I have already, so itâs not really necessary
2 Likes
So a few things I noticed - and sorry if this is posted elsewhere but I did look.
Doesnât seem like there is a way to give armor to someone.
Doesnât seem like I can remove doors or walls for that matter once they have been built.
Fence items donât seem to go to a stockpile - they just drop them on the ground.
Again sorry - I looked all over on how to give armor to someone or to see if the soldier would just pick it up and he didnât. It seems like it might not be in the game yet as the crafter just dropped it on the ground after it was made
[quote=âSabatour, post:4, topic:7109â]
Doesnât seem like there is a way to give armor to someone.
[/quote] Your footmen shod come and get the armor.
1 Like
Thatâs true, although I did not notice my footmen coming to pick up the armor I made yet either. Do you need to give them cloth armor before they can get leather armor, maybe?
1 Like
No, well my guys would get leather stuff . . . . odd
Maybe they were going to go for it a bit later or something. It hadnât been made that long when I stopped playing.
1 Like
For me it could have been a stockpile issue - I thought I had one set for that class of stuff but maybe not. Will test in my new game.
Great work so far guys!
1 Like
Well, I had one stockpile with only resources, and one with everything else, so if theyâre stored in a stockpile under anything (unlike fences at the moment, from what Iâve heard?), they would be stored somewhere. Anyway, let us know your findings once youâve tested it
1 Like
It seems to be a bug, but if you make another zone after you have crafted the padded armor, usually someone will pick it up and place it in the new zone. And then a footman will run to some random point and then towards the stockpile and pick up the armor.
Hmmm⊠is it just me, or is the zigzaggy movement of settlers when moving in a direction other than horizontally, vertically, or diagonally (in the two flat ground dimentions, obviously) no more?
Seen for example in this older video at ±7:26.
I noticed in this recent video looking at the trapper at ±28:51.
I do remember there was a mention of this being taken out at some point, sometime.
In one of the recent videos on the main site, as I recall.
1 Like
I think youâre correct! Let me check them quickly. Theyâre fun to watch, anyway.
Yes! 1:38
Iâve found the stockpile issue on a few of the items. In essence, if a stockpile has been changed in any way (even if I manually select it to hold everything again), my workers wont place certain items there and they never register as a commodity usable by the âcommunityâ. All sets of armor do this, including the upgraded worker outfit, as well as the wooden fence (which I cannot seem to place anymore).
The work around is just placing a small stockpile, and never change the settings.
1 Like
I see! Yes, that would explain it. I guess that means those types of items just are not grouped under any of the categories shown in the stockpile settings, and everything is removed when you click ânoneâ, but these âhiddenâ ones arenât added back when you select âallâ.
By the way, the fences have been disabled (as in, you canât place them) while the team figures out a solution to the hovering-when-placed-adjacent-to-each-other issue. They also donât seem to be recognized for trading purposes and such.
Yep, that was my assumption on the fences as well, Iâve just done a poor job keeping up with all the patch notes, etc.
I reached the same conclusion as you on the ânone categoryâ items. Either the clothing has not been appropriately linked to the select-able category on stockpiles - or the selection is disconnected itself. Either way, the âallâ option does seem to operate as a catch all for now.
I personally tend to keep these small to limit their use, and once Iâm not making clothing, I delete them to to keep my town orderly.
1 Like
As a bit of due dilligence, I pulled up a recent save of mine just to test something.
- Created a new stockpile - set settings to only hold light and heavy armor.
- Created a new padded vest from scratch. (armor was left on the ground)
- Set settings to ALL on the new stockpile. (armor was not moved)
- Set settings to NONE then back to ALL. (armor was not moved)
- Created a new stockpile and changed nothing. (armor was immediately moved to new stockpile)
- In this particular save, I had hidden an old padded vest and picket fence away from my town via creating and removing a stockpile a distance away (didnt want clutter in my town!). These were also brought to the new stockpile I had just created.
- Crafted from scratch a thick leather vest. (armor was immediately moved to new stockpile)
- Changed setting on stockpile to remove MEATS from store-able items.
- Created new stockpile w/ no changed settings. (3 sets of armor and picket fence were immediately moved to new stockpile)
Note that during this time I had 3 idle workers.
So it is not just simply that the ALL option is allowing the armor to be placed, but something about an âunalteredâ new stockpile is different than me manually selecting the ALL option after a change has been made.
2 Likes
Same thing with me so what i do is just make a Stockpile over the armor and then delete it after they come and get it lol
1 Like
Very interesting, and not what I would have expected. Good job with the experimentation!
1 Like