Some Bugs I've noticed in Experimental

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Sirshadowking
Posts: 3
Joined: Sat Jan 10, 2015 12:43 pm

Sat Jan 10, 2015 2:19 pm

Since updating there have been a few bugs that I have noticed that are different from the stable edition. (I have both installed different drives)
:D The stable is actually pretty stable I do not have any problems with random crashes etc. The only thing i noticed was mainly pathing (I think that is what it is called) And alot of items not having images (to purchase).

:D Things that will probably be fixed as we go on.

:idea: In the experimental alot of things became buggy (prob why called experimental. The crashing between towns maybe happened once since I have played....so here we go

(this is with imported characters also)
Thank you again; as these things are explained or updated I will updated

BUILDING BUGS
----------GENERAL------
---When engineer job is to far from (check image) from storage would not continue build; would need to manual place closer and then it will continue build process
---I would have to click around build object multiple times before engineer would recognize build object
----------WALLS----------
---building large set at one time would crash game
--- Maybe pathing issue but character would not start wall building after placing have to place around wall then character will find build after finding perfect spot
--- Character after initial placement would run away from incomplete wall towards unknown object would have to force move back to area where it will not complete build
--- Building multiple walls would create stutter until "loaded" (it would seems as if the game was saving each individual wall that I want to create and then go back to normal)
RESEARCH BUGS


EXPLORING BUGS
--- noted random bandits stuck in hills and after a few minutes of play a collection of random bandits

CRAFTING BUGS
--- WELL 2--- could not assign job on right click would have to hard right click and loot from drop down
--- Characters would not work jobs again due to first issue if on farm would have to manually supply from well or water tower.
--- Characters in stable would pull from water tower to farm no longer the case have to manual loot the entire water process.
--- FARM --- when I would manually loot items i would exit item pages character would remain in kneel and I can no longer access FARM item have to click out and then back into farm item screen (through loot option)
IN TOWN BUGS
--- locked in shop would have to break out
--- pathing issues to get into buildings
--- store signs covered by open doors

OUT OF TOWN BUGS
MISCELZANY
------- Cloth Shirt; has no place holder(1kg;300;60) in the wandering Cloth Trader of The Holy Nation
-------- When trading or attempting to trade with wandering Cloth Trader would receive error that out of trading range (on reload persisted but trader would no stop)
-------- During trade if in the middle of job character would run away from trader and try to go back to job currentyl working
-------- windmill spinning ultra fast (was slow but suitable in steady build)
-------- On reload characters (random) would be aimless
-------- A leviaton (sp?) followed character sideways (in the cannibal area)
----------Included Images----------
2015 01-10 -00005 (image showing distance from mining base to farm base)


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Processor: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (8 CPUs), ~3.6GHz
Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_r3.140827-1500)
Memory: 12288MB RAM
Card name: NVIDIA GeForce GTX 660
Display Memory: 4037 MB
Dedicated Memory: 1989 MB
Shared Memory: 2048 MB
Driver Version: 9.18.13.4709
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big_i
Posts: 3
Joined: Tue Jan 20, 2015 4:22 pm

Fri Jan 23, 2015 3:35 am

I have noticed that all the issues you've labelled under "crafting" seem to be automation or permanent job issues associated with buildings under the "farming" tab. Below is a detailed description of my observations.

For example: I tell a person to mine stone at a mine. That person fills the nearest stone storage box when the output storage for the mine is full. This is typical behavior and is consistent among the buildings under the crafting and mining tabs. However, the buildings under the "farming" tab don't work this way. I tell a person to work a farm, but that person will not seek water to fill the farm, nor will they take the wheat from the full output store to a wheat storage box or grain silo. Finally, the strange thing is that, while I can't assign people working "farm" equipment to do anything complicated, a smithy (weapon or armor) will run all the way from their station to a fabric loom to pick up fabric. What the smith is doing is typical behavior, but I cannot make the person working the loom deposit fabric into an appropriate storage box.

Sirshadowking
Posts: 3
Joined: Sat Jan 10, 2015 12:43 pm

Fri Jan 23, 2015 11:30 pm

Pretty much spot on. I can not attest to the other crafting because I have been concentrating on finding some way to get the farming aspect working. Seeing if maybe I was doing something wrong. But yes the mining works seamlessly, farming is a chore and everything else I have not tested. I have not played the experimental version since a week after posting due to the frustrating part of not being able to also get the walls up correctly. I am currently waiting until a major update that addresses these issues or until it comes out of experimental. I read the most recent dev post and they addressed the concerns; that it is in fact being worked on; so I'll just be patient and start a new crew instead of importing also. IF.......IF there is some workaround that you have found then I may be inclined to continue. LOLZ. But yes that is pretty much what I am seeing also.

Dhalse
Posts: 30
Joined: Thu Jun 06, 2013 1:54 am

Sat Jan 24, 2015 9:03 am

I have verified these same issues stated by Sirshadowking and big_i.
In both instances I have wiped and reloaded Kenshi and have used a clean new game and previous saved games to the same effect in versions 0.71.2 and .3

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