Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for the mechanoids not attacking operatives, this might be a bug, but it also might be a deliberate balance decision.
Many places make note of mechanoids being harmful to colonists, such as the in-game description, and the briefing of Batutuuli and Vaatz, (as well as unused voicelines for each colonist for an unused 'bleeding' game mechanic which I think might be related to mechanoids.)
However, I don't know how that would work without making the game unfun to play. Vaatz especially would be significantly harder if the mechanoids targeted Venus, so the devs may have removed this ability at the last minute in order to make them less annoying.
This wouldn't be the first time that a game mechanic has been removed at the last minute. Other examples include bio-labs creating photocyn/pyrocyn, androids going insane, and zoo exhibits breaking, allowing aliens to escape.
As for the other glitches you mentioned, I disagree that they qualify as bugs.
To clarify: many colonists have voice lines that imply they hate studying, but they are actually neutral or gain entertainment from doing so (such as Dean and Ashia). I always interpret this as them being sarcastic or lying about their enjoyment to seem cooler.
I don't necessarily think that Nailer's enjoyment of studying goes against his character. (I always interpreted that as being a reference to how studying is one of the few activities permitted in prison, so he's learned to enjoy it.)
Hi, thanks for your responses. I think the bio-seeder not responding usually happens when the vegetation object limit is reached, an no new plants can be generated (updated the 'Upper limits' section to include this). Also mentioned the space bike bug, that's a really common and annoying one, thanks for pointing it out!
I've also included a point about animations error in the 'neutral' category.
I hadn't noticed the thing about restaurants and mess halls at all, great catch!
- The bio research lab can get stuck where it only does the animation inside but stops planting
- Operatives won't use the restaurant if you have both restaurants and mess halls. They will always go to the mess hall, even if the restaurant is closer and they enjoy eating there. Has anyone else ever noticed this?
- The scavenger keeps doing its walking animation even when it stopped moving
- the fact that you can't give an operative orders while they are riding a space bike
- the fact that Mechanoids don't attack operatives. I think it's pretty clear that they are supposed to, especially from the mission briefing of Batuuli ("Power failure").
- the fact that Nailer enjoys studying. This can only be a bug because it goes against his character and his dialogue.
It's a shame there never was a patch to fix the bugs---especially the exhibits and Mechanoids---and that the game is not moddable :(
I have a beneficial "glitch" to contribute here. Hopefully it is helpful to someone.
If there is a tourist port, hotel(s) and sufficient stars, the tourists will arrive. If you don't place an air lock on any of these buildings, they just roam around in the locked area and leave after a few days. They still pay 1000 per tourist though. This is especially helpful in the missions where you need 10 stars, as tourists are unable to use your biodomes and hence don't cause litter.
1. You can go into any saved game or any mission with an invasion.
2. Wait for the invasion to be detected by the radar. (The radar isn't actually necessary for this glitch, it just helps to determine when exactly the invasion arrives.)
3. Then quit to the menu and either create a new map or load a map.
4. The invasion which would have spawned in the mission instead spawns in the level editor.
I think this happens because the invasion gets loaded into memory, but the memory isn't cleared when you quit to the main menu. The invasion then spawns at the next available opportunity, which in this case is the level editor.
I've also updated the guide, thanks for the help!
On 2/3, I still wonder how you can edit a mission you've already started playing and saved. Or is that only for my own missions? I didn't know it was possible at all, so I am confused...
Thanks, it helps! :) The folder I put the maps in was wrong, now the maps appear in the editor. :) (Both maps and campaigns folders exist in in Documents\... on C: as well as the directory Steam put the game in.)
(Maybe list the biodome glitch in your guide here? I only mentioned it because I didn't see it here already.)
-For the steam workshop glitch, that was on my old windows7 PC which couldn't upload to the workshop for some reason. I'm able to upload now from my new PC, I have no idea if that glitch was windows7 specific, or just my old PC being unreliable.
-Unfortunately, you can't edit default campaigns, since as far as I can tell, quite a few of them have behaviours not supported by the editor (for instance, in the main campaign, a message will sometimes play if a colonist goes insane or if oxygen drops too low - there's no way to replicate this behaviour using the editor). Maps can be copied just fine, although you do have to rename them for them to show up. Are you sure you're copying them to the correct place? The directory is in Documents\Space Colony\maps.
Hope this helps!