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Splutty

Pathfinder
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Everything posted by Splutty

  1. The crewman's settings don't determine what they're shooting at, the cannon's settings do. Hence C works.
  2. It's the other way around. A teleporting player (server transfer, basically) will take a while to actually be activated as being in the company. So the NPCs are completely correct in shooting the hell out of said person It's an issue with server transfering in Ark as well, same problem.
  3. Was it cold because of a cold front? Because that'll show cold temperature but has no impact on the baby at all. But yes, the mechanic is stupid.
  4. Heat and Cold waves have no impact on babies. At all. And make sure you're in a climate where it's too cold, but never too hot. You can fix too cold, but too hot will kill them. The older they get, the more damage they take from overheating/undercooling, so that period of time during the day where they are too hot and survive just fine as a baby will kill them when they're at 80%. PS. I agree that raising babies at the moment is complete bullshit.
  5. Looks like you basically can only build X number of blocks (walls and ceilings included) away from a foundation. We have a similar issue.
  6. Since it looks like I'm the only one that thinks this is an issue, I guess I'll just give up on my build
  7. You want to run an integrity check first. I've been playing UE games for a loooooong time, and almost always this sort of behaviour pops up when some file is corrupted. There are no internal integrity checks in UE, and Steam is less than reliable lately in patching games properly, so running an integrity check can never hurt
  8. I'm not sure if it goes for random settlers, but one of my islands has the 'Allied bla bla able to place defensive structures' note on it or something along those llines. Might just be for actual guilds in an alliance, though. But talk to the owner, maybe they can see.
  9. I would consider unwanted UI events to be bugs.
  10. Nothing that isn't completely bog standard normal will be automatically equipped in the toolbar. It's not just fine tools
  11. There is no way to complete a tame of certain animals without them at least sometimes attacking you. Elephants, Giraffes and Bulls being the most annoying ones of these. You can keep trying to find that magic spot and get super frustrated, or you can just crouch, walk in, feed, walk out. Or get hit and be thrown out.
  12. The settlement owner needs to explicitly allow that. If they don't, then you can't.
  13. There is no fix yet They're trying to figure out what on earth is going on. lol
  14. For your crew members, make sure you have them on 'ignore group whistles', but most importantly, unbind the 'all aggressive whistle' and demand everyone in your tribe does the same.
  15. I think this might have to do with something I've noticed with all floors and ceilings, namely that they have very limited snappoints, and when you snap things together in the wrong way, removing just one thing that *looks* like it's perfectly connected to everything else, can collapse huge swathes of your structure. References:
  16. Aha! That's a good find, have to keep that in mind if I have similar issues. Glad to hear the feeding trough isn't wonky, though!
  17. An additional issue that makes this stupidly frustrating, is that you can't build pillars under triangle pieces. So I can't even build a pillar under 1 and 3, then remove 2 and re-orient it, because pillars don't snap to triangle pieces either.
  18. If the feeding trough is the same buggy version as in Ark, the fact that they messed with the respawn distance from foundations means that your feeding trough is now the one suppressing things in a much larger range. Remove the trough and see what happens.
  19. Foundations (floors) and Ceilings have incomplete snappoints. This means that something that looks like it's connected, often isn't. It causes square pieces to only be able to snap in one way, depending on which side of something else it's snapping to, and it causes triangle pieces to snap only at their 'bottom' edge, causing builds to collapse when removing the wrong ceiling piece. Right. Here goes. 2 is placed first, and it can only be placed in this orientation, since the 'sides' 1 and 3 are missing at that point, and the only 2 snappoints valid for it are the bottom of the triangle on top, and the side of the ceiling below, so it's not possible at all to rotate it 90 degrees from its current rotation, due to there not existing any snappoints to do so. Then 1 and 3 are placed, which have one snappoint each, at their 'base', thus connecting it to 2. However 1 and 3 do NOT connect to the other ceilings, marked with X. This all means that if I want to rotate 2 by 90 degrees, I'm going to have to pick it up, then re-orient it to snap to 1 or 3 to get it to rotate. However that doesn't work, since the moment I pick up 2, 1 and 3 both collapse, due to have no connection to anything but 2. The same issue exists when wanting to orient triangle pieces all pointing 'inwards' of a circle. It's not possible to do this, because the 'sides' of the triangle pieces don't have the snappoints to enable you to do this. Please fix this, because it's counter intuitive, plain dumb, and seriously degrades the stability of any building. The same thing happens to floors as well, which means that for foundation purposes you can accidentily create completely separated foundation segments, which then will not allow you to build over them since there's no actual wall connection.
  20. I'm on an island in J11. Some more: - Dandelion gives Parsley - Strawberry gives Bilberry It all makes no sense whatsoever..
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