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Post by mrcrazysalad on Sept 6, 2011 0:17:33 GMT -7
Ok, i really like this mod, but i have found Three glitches, ok ill make a kinda list.
Sometimes when you place a townhall down it still says you need to place it to put down a worker block. It can be fixed though by relogging
When builders go to build a building sometimes they dont build it all and just stop in the middle of it. I also found that it can take a long time for builders to go to build something. Im not sure if this is just my comp or that i downloaded it wrong, or that its a fault, if it isnt then forget i posted this, lol
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Post by Vega Sera on Sept 6, 2011 8:09:50 GMT -7
The first glitch I haven't personally experienced, so I'm not all too sure what to think on that.
The second one depends on what version of minecolony you're running. If it's RC12, your builders will stop building if they die or if it turns to night, but they dont automatically resume once they revive or day time comes. You have to break the build sign and order it again. They wont re-do the stuff they have already done.. If it's RC13 (the new experimental build) Your worker will require materials to build, so he'll go back and forth between the project building and his house to get materials, so it can make it take a very long time if your builder's house is far away. However in RC13 your builders will resume their builds after death or night.
By the way, your builders will often kill themselves by suffocating on the stuff they're building. Push them off to the side of the build area once they've started building to prevent this.
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Post by CoconutCurry on Sept 6, 2011 8:56:19 GMT -7
I've had the first glitch. Annoying as hell, but yeah. Relogging fixes it. I'm sure it's something the mod programmers are working on.
I've never had a builder suffocate himself, but I've had him hurt himself by placing a block in his lower half. It makes him jump or whatever, so he doesn't end up suffocating himself, but he still can suicide-by-job.
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Post by Vega Sera on Sept 6, 2011 8:58:52 GMT -7
Actually seems with RC13 that suffocating is in the upper half now. I've had it happen a few times to me with both builds, was really annoying in RC12 when he wouldn't auto-resume but I hardly notice it now unless I'm standing there watching him build (I like to watch them build, lol)
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Post by Arcticr33d on Sept 12, 2011 15:36:49 GMT -7
I have found a glitch with the farmers and lumberjacks recently. It seems they wont take the tool that is placed in the bottom right hand side of their chest. They will tell you they need the item but when you look in the chest they still have it. Haven't had this problem with miners though.
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Post by rscott6666 on Sept 12, 2011 17:11:53 GMT -7
Yeah, i noticed this too. Should be a quick fix.
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Post by Arcticr33d on Sept 13, 2011 1:24:29 GMT -7
I don't know if this would be considered a "glitch" but my delivery man refuses to use any other chest to store stuff other than his main one. He just throws all the stuff on the ground and it disappears. So I've been clearing the useless stuff out for him.
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Post by rscott6666 on Sept 13, 2011 3:55:54 GMT -7
Heh. That was a quick fix to the earlier bug. Earlier, when the d-mans chest got full, it crashed. Now we just drop it on the ground. I do intend on him finding another chest to store it in.
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Post by Vega Sera on Sept 13, 2011 6:51:59 GMT -7
I've noticed there's a ton of space in the warehouse to place chests and double chests. We could even place these manually as long as he's capable of recognizing they're there. Maybe give him a message when he walks by the player "My storage chest is full, could you find me some more chests?
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Post by Arcticr33d on Sept 13, 2011 10:44:58 GMT -7
Yeah, at first I thought maybe he needs it in a certain place first but I placed chests in every open spot i could find and nothing. I ended up destroying his house and moving it. Of course, now I know that wouldn't have fixed it anyway lol.
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gnome
New Member
Posts: 9
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Post by gnome on Sept 13, 2011 21:55:27 GMT -7
All citizens ignore the most right-bottom slot of chests. Is it bug or feature?
Pathfinding algorithm have trouble with fences. My builder often get stuck jumping in circles near long fence lines, trying to get through it. Good punch usually solves this problem, but it is a problem anyway.
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Post by exelbirth on Sept 13, 2011 22:06:15 GMT -7
I've had a minor pathfinding problem with my builders. I started having them build a few houses on a cliff nearby their huts. They either sat at the bottom of the cliff trying to jump to the top of it, or sat at the top of it staring down at their huts.
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Post by rscott6666 on Sept 14, 2011 5:24:46 GMT -7
Usually it seems they are 1/2 a block off from where they need to go. i started looking at it but then got distracted. Pathfinding is currently limited to about 50 steps, though they can walk the first 50, then the next 50. I am thinking of doubling it. The downside is that it may take longer for the computer to compute the path and the game starts to stutter.
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Post by Vega Sera on Sept 15, 2011 13:32:56 GMT -7
Usually it seems they are 1/2 a block off from where they need to go. i started looking at it but then got distracted. Pathfinding is currently limited to about 50 steps, though they can walk the first 50, then the next 50. I am thinking of doubling it. The downside is that it may take longer for the computer to compute the path and the game starts to stutter. You could add that to the properties file so that it's customizable.
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Post by Peter on Oct 3, 2011 4:59:17 GMT -7
Talking of stuttering, once my town gets to the larger sizes (12-16 inhabitants..) my FPS drops alarmingly down to 3-4 FPS (usually running mid 20's) - is this the mod keeping tabs on all the inhabitants??
Anyway of streamlining the code?
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