Search found 1778 matches

by RabidZombie
Thu Sep 27, 2012 5:58 pm
Forum: Community Members
Topic: Linux Build?
Replies: 21
Views: 521

Despite gsuberland's unhelpful comment, Wine actually works extremely well (tested with 1.5.13). I thought there were lighting bugs, but as it turns out, they exist in the Windows version too.
by RabidZombie
Thu Sep 27, 2012 5:56 pm
Forum: Community Members
Topic: Predicted by Uplink?
Replies: 2
Views: 189

I believe an Uplink mod referencing prisons is required.
by RabidZombie
Thu Sep 27, 2012 5:54 pm
Forum: Community Members
Topic: Early Modding Support
Replies: 14
Views: 276

I fiddled around and added a couple grants. That seems to be a simple interface there. Just 2 files to keep track of. With a bit more work, we could add a scenario or two before PA goes gold. Seeing as the grants are handled in LUA I wonder what else we can uncover and manipulate with some LUA code...
by RabidZombie
Thu Sep 27, 2012 4:38 pm
Forum: Community Members
Topic: [Bug] Foundation extension counts as separate foundation
Replies: 26
Views: 686

There was another thread about foundation woes.

IMO, foundations shouldn't come with walls, getting rid of this silly requirement.
by RabidZombie
Thu Sep 27, 2012 4:09 pm
Forum: Community Members
Topic: [Bug] Scroll shouldn't zoom when list is focused.
Replies: 1
Views: 40

[Bug] Scroll shouldn't zoom when list is focused.

The mouse wheel scrolling currently zooms in/out, and scrolls up and down on lists. At the same time. This might be part of a larger effort of fixing input focus issues. For instance, it might be that Up/Down arrows and page up/down should scroll lists as well (and then they shouldn't move the view ...
by RabidZombie
Thu Sep 27, 2012 3:59 pm
Forum: Community Members
Topic: (Suggestion) Why a wall if a fence is better?
Replies: 21
Views: 1051

Could be that prisoners will be able to cut holes in fences in the future. Would make for a pretty cool trade off between price and security.
by RabidZombie
Thu Sep 27, 2012 3:55 pm
Forum: Community Members
Topic: [Bug] Electrical cable can be placed on electrical cable
Replies: 4
Views: 83

gsuberland wrote:See Known Issues on the wiki.


I see it, but I don't see why you've linked it. The bug isn't mentioned there, nor is that list of bugs official. In fact, Chris specifically said to report all bugs here.
by RabidZombie
Thu Sep 27, 2012 2:53 pm
Forum: Community Members
Topic: [Bug] Possible to 'pause' introduction cinematic
Replies: 1
Views: 58

Confirmed. This confused me at first.

The fact that pausing caused prisoners to be dropped off else where, and the workmen to stop should probably be reported as separate bugs though. I'm going to do some further testing.
by RabidZombie
Thu Sep 27, 2012 2:50 pm
Forum: Community Members
Topic: [BUG} Prisoners go nude to walk through shower room.
Replies: 17
Views: 460

This seems reasonable.

They wouldn't want to get their clothes wet, would they?
by RabidZombie
Thu Sep 27, 2012 2:49 pm
Forum: Community Members
Topic: [Bug] Possible to build on road.
Replies: 1
Views: 54

[Bug] Possible to build on road.

You can build on the road. Maybe you should only be able to build on and move objects to or from in a specified area, ala The Sims or Roller Coaster Tycoon. Being able to purchase rights to build on land when you're running low on space might make for an interesting mechanic. Steps to reproduce: 1) ...
by RabidZombie
Thu Sep 27, 2012 2:37 pm
Forum: Community Members
Topic: [Bug] Moving an unpowered object leaves many unpowered icons
Replies: 2
Views: 44

Interested, you say?

Well prepare to have your desire for knowledge quenched!!!

Just having a power source on the map seems to get rid of them.

Though you still get far more of the icons than you should while it's moving:
http://steamcommunity.com/sharedfiles/f ... d=99339861
by RabidZombie
Thu Sep 27, 2012 2:31 pm
Forum: Community Members
Topic: [Bug] Electrical cable can be placed on electrical cable
Replies: 4
Views: 83

[Bug] Electrical cable can be placed on electrical cable

Electrical cable can be build ontop of already existing electrical cable. Steps to reproduce: 1) Queue some cable to be build. 2) Wait for workmen to finish. 3) Place more cable in same position. Expected: To not be able to place more cable. Result: Cable is places, money is spent. Notes: Can't seem...
by RabidZombie
Thu Sep 27, 2012 2:28 pm
Forum: Community Members
Topic: [Bug] Moving an unpowered object leaves many unpowered icons
Replies: 2
Views: 44

[Bug] Moving an unpowered object leaves many unpowered icons

Moving an item that is currently unpowered and has the flashing bolt icon causes every tile it touches to get that same icon. Steps to reproduce: 1) Place a CCTV camera 2) Queue for the CCTV camera to be moved. Expected: - The unpowered bolt icon to appear only over the CCTV camera Result: - Every t...
by RabidZombie
Thu Sep 27, 2012 1:52 pm
Forum: Community Members
Topic: [Bug] Moving objects doesn't test collision/grid alignment.
Replies: 1
Views: 39

[Bug] Moving objects doesn't test collision/grid alignment.

Making a workman move an object can result in very broken placement. They'll completely ignore if there is another object in the way. They'll also ignore the grid. Steps to reproduce: 1) Click on an object 2) Right click either: a) an empty tile b) a tile where the object shouldn't be able to go Exp...
by RabidZombie
Thu Sep 27, 2012 1:43 pm
Forum: Community Members
Topic: Tutorial design flaws
Replies: 10
Views: 399

Given the massive potential of scripted event fucking up, it might be worth making it only possible to build what you need to build to finish the current active objectives.

It also might be worth making it impossible to dismantle/dump objects vital to the scripted events workingness.

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