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Nails fighting a bug


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at this point Nails is the only one who does still attack though it seems to happen at the least convenient times(Nails is off in oil biome, Combat time! back to base)
So any ideas how nails is managing to push through a bug that prevents anyone else from engaging in combat?

already filed a bug report on the issue

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I got out of what appeared to be the combat bug by removing combat selection from everything and then doing only a few at a time.

I guess that combat that doesn't get ran right away gets put in your long list of queued actions and ends up never getting ran since it doesn't have a priority.

Dropped dupes will que it whenever they would go idle.  I've taken to building my combat masters onto a small ledge them dropping them as a group at the start of my gaming run for the evening.  Saves me some headaches though it is one in and of itself.

literally a bug of a bug from trying to kill bugs

yes, water locks kill off dreckos and hatches quite handily its a bit harder with puffts, have to use a layered water lock to get them to suicide, but for bugs, you have to store the eggs under water so they hatch and die instantly, and thats hard to do when your storing the eggs by the grill to convince the derps to "use these eggs first" and they keep hatching out and flying off to cause you lag and mischief...

Yeah I think it has to do with some priority bug.

I have noticed that they go on a combat spree of qued up combat sometimes If

1- I load a save.

2- toggle Combat off all dupes and then back on to high priority.

3- Wait long enough that they have nothing better to do?

Same issue with emptying pipes, and once even an auto-sweeper. (and toggling tiding or whatever on and off for all dupes fixed the sweeper wtf? )

 

Any dupe can do combat unless they have a specific flaw that prevents it.  No jobs are required for fighting.  The issue I am having is when no dupes at all do combat but there are multiple targets selected for combat and all dupes are cross trained in all jobs, with combat set to a higher priority than any other job.  At that point anyone with a ^ should be lighting the bugs up, as it were and yet I am getting people going idle instead of fighting.....

Instead only someone who has been "dropped" will initiate combat, and even then seemingly at a random priority...

Which in the case of the above would be Nails.

7 hours ago, Kabrute said:

Any dupe can do combat unless they have a specific flaw that prevents it.  No jobs are required for fighting.  The issue I am having is when no dupes at all do combat but there are multiple targets selected for combat and all dupes are cross trained in all jobs, with combat set to a higher priority than any other job.  At that point anyone with a ^ should be lighting the bugs up, as it were and yet I am getting people going idle instead of fighting.....

Instead only someone who has been "dropped" will initiate combat, and even then seemingly at a random priority...

Which in the case of the above would be Nails.

I've had problems with this as well.  I'll select multiple attack targets at priority nine, everyone rushes to kill the first one but then resumes the usual tasks as if no other targets were queued up.  One dupe might stick around and continue butchering the hapless little buggers, but everyone else ignores the attack order.  I've gotten around this by setting individual attack orders, waiting until the critter is dead and then putting in the next individual attack order.  

It's not too big of a pain unless I've forgotten to check in on things and had a population explosion.  Then it gets a little tedious.

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