June 22, 2018, 08:56:48 PM

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.

Messages - dakenho

Pages: [1] 2
Support / building bug and crafting bugs
« on: November 18, 2017, 10:49:17 AM »
I have notice a problem with building buildings, i often somehow have gnomes that cant figure out construction jobs, this seems most prevalent when many gnomes are on similar construction projects using similar materials, start a new game, mine down to some stone and dig out a small chunk for this project, build a large square wall on the suffice and assign all gnomes to build the wall, gnomes with 2 behaviors that i would consider bugs, 1 they will attempt to construct something on a tile a gnome is standing (they do this any constructions) then both constructions fail until the gnome goes and gets something to eat or sleeps, the other is the same piece of material can be assigned to multiple constructions jobs, in the case of the wall in every game i have done this two gnomes will attempt to steal a piece of stone from another gnome currently trying to build a wall section. you can tell this is the case because the construction sprite will flicker colors.

the crafting bug
for some reason the construct missing materials thing can often result in excess materials, queue up a full set of metal armor for 10 gnomes and let everything required be automatically queued you will likely end up with excess materials, though craft to seems to work fine for this (i suspect this is something where hauled materials maybe flagged as unavailable so the shop just crafts a new one or something)

General / Re: Gnomoria v0.9.13.1 released
« on: June 26, 2014, 07:29:37 AM »
I really, really, really, like what you have done with them its a really cool concept.  I cant help but wonder if you one were to create a massive stock pile of stone some place that this could be used to help train a military, IE have a large stock pile directly beneath the guard post.  I am fine with a test branch on steam as long as it does not mess with saved games too much, or at-least do what project zomboid does and make it a, I will back up my save version.

Suggestions / tracking kindom wealth
« on: March 01, 2014, 07:33:38 AM »
allow us to track kingdom wealth in the top right hand corner along with food and drinks and other craft items.

Support / work shop auto build still broken
« on: January 23, 2014, 08:41:41 AM »
I am still having problems with work shop auto build, mainly the problem is that I end up with extra stuff some how,  I have been very careful to queue exactly what I need but in the end I always seem to end with extra of something.  This seems most prevalent in the armorer (or maybe that is just where i notice it most often)   After all my gnomes are armored up I notice a few extra armor plates will still be queued in the armorer, with no means of un queing them apart from turning off accepting automatic jobs.  In other instances it seems I may end up with an extra helmet I did not queue or other random pieces of armor.

Support / Re: digging stairs down problem
« on: July 19, 2013, 08:59:31 AM »
I think I narrowed this down to uniform, if you assing them a uniform with no primary weapon they dont carry the pick (its shown in equipment but not on the model) they then will experience this behavior

Support / digging stairs down problem
« on: July 07, 2013, 11:05:05 AM »
I noticed that for some reason my miners were not digging stairs down,  it would show green and they would have the task but they would just spin in the dinning hall.  I figured out that what ended up happening is the tile was pre designated but latter was reviled as ore and there for would not but dug, i figure the same thing maybe happening with the dig, in most cases choosing a different near by tile worked but not always and when I did dig the previously mentioned tile was not infact ore, so not really sure what is going on here

Support / Re: tailor bug
« on: July 07, 2013, 06:56:18 AM »
this was my first season/first year, unless a change was made were you start with bandages I would have not had any.

Support / Re: tailor bug
« on: July 06, 2013, 06:32:02 AM »
similar problem with the armorer.

Suggestions / system clock, custom counters
« on: July 06, 2013, 06:16:48 AM »
it would be nice if we could turn on a system clock to tell us the current time while playing
it would be nice if we could add custom counters to the gui, say to tell us our bandage count

Support / tailor bug
« on: July 06, 2013, 06:15:46 AM »
apparently my starting farmers refuse to make bandages if I use the craft too feature, I had over 20 cloth waiting, I even canceled the job and reordered, the farmer promptly made one bandage and stopped (despite having it set to craft to 10)  They seem ok making them if i queue it up one at a time.

Suggestions / snap back key
« on: June 29, 2013, 10:16:58 AM »
I like how the game snaps to specific events but it would also be handy to have a snap back key to snap me back to where I was.

sudden death: always night  ;)

I would be in favor of sliders to control it rather then have it be arbitrary.

Suggestions / number of days in a season setting in world generation
« on: June 29, 2013, 09:21:11 AM »
It would be handy if in world gen we had a number of days per season setting, I feel this may help curve the difficulty for newer players by allowing extra days in the first season to prepare.

Support / Re: gnomes still not equipping armor properly
« on: April 02, 2013, 11:22:06 AM »
I a on 0.8.33, also I play the game off steam keeping auto updated

Pages: [1] 2