[67.2] The Bugs that I've encountered so far...

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Mr. Bushido
Posts: 13
Joined: Sat Apr 19, 2014 3:16 am

Thu Apr 24, 2014 3:50 am

Hello everyone!

Lets get this started, I'm running a fresh install of 67.2 and this is what i have encountered so far:
(included are well known bugs, please don't kenshi smash me, these are reported all in one because i wasn't able to find all of the posts and was quite frankly didn't want to read every thread, some are labeled as obviously known and added because they are something i have encountered. <3 If i've included something so obviously known and didn't label it as such... sorry not intentional.)

1. In my messing around i found out that if you set a destination with your character (who has a backpack loaded down with goodies that slows him down greatly) you can simply click and hold the bag in your inventory and after about 5 seconds the game thinks that there is no weight in your inventory and sets the burden and running speed levels as if that bag did not exist. Basically the hand of God can help your bogged down Kenshi's by holding the bag for him. The game tics after a bit and the bag automatically reequips, and the weight goes back to normal as it should. But you can repeat this as much as you like.

2. Step one buy a home, step two build a cage in your home to house bounties, step three build a bed in the home. Now whenever there is a prisoner INSIDE the cage, anyone in the house will want to attack him and can(knocking him out) and gets stuck wanting to attack whether he is conscious or not.
Anyone sleeping WILL NOT sleep in the same house if a prisoner is there UNLESS the door is set to CLOSED AND LOCKED. Once the door is locked no one is aggressive towards the prisoner. Now this doesn't happen all the time, but every now and then its permanently like this until a restart.

3. Certain buildings do not want to be upgraded through the menu and force a tear down, I've had this happen with stone mine 4-5, ore mine 3-4, stone processor 1-2-3. (unsure if this is intentional as it is with the tech bench 1-2 where it has a new model)

4. Container "jobs" do not work, making some of them useless ie. water tower. At level 3, a well produces enough that there is always surplus if running only one farm, but it uses no labor so there is no one to haul water. There is a "haul" option on the water tower but the actor will simply stand at the tower and perform a working animation and will do nothing(this is the same with ALL containers)

5. Duping bug is well known but thought that i'd mention it anyways.

6. The new standing up animation is great, but can be skipped if you perform a command during it, forcing the actor to automatically snap out of it and do whatever it is you want.

7. Flying actors is also known but needs a mention. (ie, pick someone up and putting them down may result in high speed acrobatics)

8. FREE STUFF! so yeah, doesn't happen every time, and i can't figure out the trigger but I'm assuming is memory related, but 'half of the time' talking to any traders results in them throwing something from their inventory onto the ground that is free to pick up by the player.

9. Building an outpost (ie anything... everything...) is great! but if you build more than 1 building at a time in your first attempt, like if you place a stone mine, processor, generator, and a small shack, each building triggers a first wave of attacks. I've had a dust boss, dust raid x2, and what i think was a hungry raid that got destroyed by the dust people at the same time... BUT if i reload my save and only build one building at a time i only get one attack, after i defeat it i can peacefully build until the random timer tics for a new raid. this MAY OR MAY NOT BE A BUG, i need more testing but initially this seems like whats happening ( 3 attempts)

10. pathing...really sucks sometimes but from what i understand it's the next big thing being worked on, in any case, its a bug and I'm reporting getting stuck in walls and in mountains ect.. :p

11. There was a strange bug i encountered that didn't let the buildings in a town exit interior mode, they would all show up as black as if i was in another building. the one building that was visible inside i had no one in there for it to trigger interior view mode. This happened to me twice, but both times hungry bandits raided a town (eyesocket) and entered buildings and died inside them( along with knocking me unconscious) running away from the town didn't fix the issues, it wouldn't happen at every town, but if i came back it would still be in interior mode.

12. Invisible walls. Sometimes i would come across a line in the desert that i simply could not cross, quick save/reload wouldn't fix it, I'd have to restart the game. this also happened once to me at clownsteady, where all the villagers and guards there also where affected and couldn't get back into town, the were all lined up in a neat line outside town. Also happened in Heft and the surrounding wilderness near it.

13. You shall not pass. sometimes doors into the round buildings are bugged and will not allow anyone to enter or exit, but if someone is at the door inside and outside, you can pick up the other actor and move them into or out of the stuck area that way. on player owned outposts you can fix this by simply closing and opening the door again, but there have been cases where i couldn't even fix it that way. a reload or restart is sometimes necessary so it may be a memory related issue.

14. Stuff sometimes disappears from bags or traders when you hit the auto arrange button... ive lost several pieces of armor stored in bags this way...( just happened now actually, ive got the game running in the background double checking my bugs... lost a samurai helmet i looted, poof disappeared once i clicked auto arrange in the character box)

that's all i remember so far, im digging through my screen shots to see if i can't pair anything up with any of the bugs... :)

Edit:

15. So i just found another bugshi, so holy paladins are the squad leaders of the holy order, like the samurai lord leads other samurai, he walks, they follow on him, if one is to pass out in combat and you grab him up, all his guys will follow you(him) so long as you have him picked up...

next up in the same instance of bug hinting is this neat little feature.. so i was at a fair distance when he got knocked to the ground( the paladin) so i right clocked him and told one of my guys to pick him up, BUT he stood up and started to fight again after i gave the order. Didn't matter to my gal, she ran over there and picked him up like she owned him...

anyways after a while another paladin comes buy and snatches him from your arms, which leads me to believe that i can do the same back... off to test... :)

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EternalAmbiguity
Posts: 40
Joined: Mon Jul 15, 2013 6:08 am

Thu Apr 24, 2014 7:36 am

Just want to point out, that for containers, you don't assign characters to the storage, you assign them to the thing producing the materials. If you assign a character to the well, when it gets full they'll move the water to the tower. Same for automated systems like the stone mine or stone processor.

Also, are you encountering the memory leak? I haven't had much time to play lately but that was always my big hangup.
Jack of all trades, master of none.

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Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Thu Apr 24, 2014 5:36 pm

Issue 9 sounds like something I could have fun with. Issue 3 is intentional. As I recall the upgrades from those levels changes the model. For example, I know stone mine 5 is larger than stone mine 4. And I think the stone processor gets an added wheel thing to the top of it at that level. Basically its forcing you to place a new one because just upgrading to a larger model could otherwise result in collisions and impossible placements.

Edit: issue 7's key is when the person being carried is unconscious. If they are conscious, then they will get put down as normal. The problem gets even worse when someone holding an unconscious person gets knocked out. This will result in bodies getting stuck on top of the skybox. (Don't worry if this happens to a character, you CAN get them down with clever use of the pause and pick up features.)

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PnzrNorm
Posts: 1182
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Fri Apr 25, 2014 12:53 am

Lists of bugs tend to get ignored by the majority of the community.

We would prefer if each unique bug had its own separate thread.
This allows to search through the forum more easily in order to append information on to existing bugs rather than making new threads with more lists of bugs.

The Kenshi forum rules states this in another manner.
They can be located here:
http://www.lofigames.com/phpBB3/viewtop ... f=9&t=1927

Now, I will actually read the OP's post and respond accordingly. :)

Mr. Bushido
Posts: 13
Joined: Sat Apr 19, 2014 3:16 am

Fri Apr 25, 2014 1:09 am

EternalAmbiguity wrote:Just want to point out, that for containers, you don't assign characters to the storage, you assign them to the thing producing the materials. If you assign a character to the well, when it gets full they'll move the water to the tower. Same for automated systems like the stone mine or stone processor.

Also, are you encountering the memory leak? I haven't had much time to play lately but that was always my big hangup.

While i can see the fact that it may seem appropriate to not assign character to storage atm, but there is in fact a "haul" option on the storage containers. This would mean that it's intended purpose is to be a job, where the actor would distribute resources or collect them when necessary. especially in the case of automated buildings, it would be more logical to set a worker at the storage point where he can gather from multiple automated mines or wells and consolidate materials rather than have a person at every supposedly automated job site. in any case shift clicking a container building does give it a job, but i suspect that it is either broken or not implemented yet.

Yes, i get super crashes, every hour or so, maybe longer, they were fairly frequent when i had my population sliders cranked up. so it's definitely memory related.
PnzrNorm wrote:Lists of bugs tend to get ignored by the majority of the community.

We would prefer if each unique bug had its own separate thread.
This allows to search through the forum more easily in order to append information on to existing bugs rather than making new threads with more lists of bugs.

The Kenshi forum rules states this in another manner.
They can be located here:
http://www.lofigames.com/phpBB3/viewtop ... f=9&t=1927

Now, I will actually read the OP's post and respond accordingly. :)
forgive the newbness, but i thought that it may have been less annoying and spammy looking if i had created only one thread and not 15 :) in any case i will be posting new bugs in their own threads next time.

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PnzrNorm
Posts: 1182
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Location: Steam: PnzrNorm

Fri Apr 25, 2014 1:33 am

You seem to be new to Kenshi, and for that, I welcome you and wish you eventful adventures! :D
Mr. Bushido wrote:1. the hand of God can help your bogged down Kenshi's by holding the bag for him.
I don't recall this bug having a thread for itself, but I believe it has been known about for some time (hence the game snapping the backpack back, however this snapping motion is also the cause of some cases where an item you're attempting to drag will snap back to its original location almost immediately; all of it seems to be related).

Mr. Bushido wrote:2. Step one buy a home, step two build a cage in your home to house bounties, step three build a bed in the home. Now whenever there is a prisoner INSIDE the cage, anyone in the house will want to attack him and can(knocking him out) and gets stuck wanting to attack whether he is conscious or not.
Anyone sleeping WILL NOT sleep in the same house if a prisoner is there UNLESS the door is set to CLOSED AND LOCKED. Once the door is locked no one is aggressive towards the prisoner. Now this doesn't happen all the time, but every now and then its permanently like this until a restart.
Interesting find.
I believe this one may be two separate bugs, unless either issue does not occur unless both the prisoner's cage and the bed are constructed within the same house.

I also believe this to need its own thread simply because buying a house inside NPC towns is such a large part of the game.
For that, it deserves some importance (but not too much :P).

Mr. Bushido wrote:3. Certain buildings do not want to be upgraded
As previously noted, this is an intended aspect of the game because some buildings change models from one level to the next.

Mr. Bushido wrote:4. Container "jobs" do not work)
Another previously noted one, the Haul Job does not function currently, and the char should instead by assigned to the structure that produces the goods.
This is true for everything with a Storage Box.

Mr. Bushido wrote:6. The new standing up animation is great, but can be skipped if you perform a command during it, forcing the actor to automatically snap out of it and do whatever it is you want.
I don't believe this has been reported yet, either.
Then again, I haven't tried to make it happen. xD
Make a new thread for this, please.

Mr. Bushido wrote:8. FREE STUFF! so yeah, doesn't happen every time, and i can't figure out the trigger but I'm assuming is memory related, but 'half of the time' talking to any traders results in them throwing something from their inventory onto the ground that is free to pick up by the player.
I believe this was reported before, but it may be from a few versions ago.
Not all of the items that are dropped can be picked up, I've found.

Mr. Bushido wrote:9. each building triggers a first wave of attacks... BUT if i reload my save and only build one building at a time i only get one attack
Unsure of the Assault mechanics, but I would definitely label this as a bug since (at least as far as I know) there should only be one Assault at a time, lest there are multiple opposing factions fighting each other before arriving at your outpost, thus devaluing the Assault portion of the game.

Mr. Bushido wrote:10. pathing...really sucks sometimes but from what i understand it's the next big thing being worked on, in any case, its a bug and I'm reporting getting stuck in walls and in mountains ect.. :p
Getting stuck on walls and mountains?
Sure pathing is not close to finished, but I don't recall anyone complaining about becoming stuck on walls or mountains.
Could you provide more info. please? (just about the walls and mountains, anything relating to gates and doorways to buildings is already known)

Mr. Bushido wrote:11. There was a strange bug i encountered that didn't let the buildings in a town exit interior mode, they would all show up as black as if i was in another building. the one building that was visible inside i had no one in there for it to trigger interior view mode. This happened to me twice, but both times hungry bandits raided a town (eyesocket) and entered buildings and died inside them( along with knocking me unconscious) running away from the town didn't fix the issues, it wouldn't happen at every town, but if i came back it would still be in interior mode.
I have seen this happen to me before, but the issue fixed itself when I moved a char inside a building and exited again.
Can you effectively reproduce this in one of your games?
If so, could you upload a .zip of your save folder?

Mr. Bushido wrote:12. Invisible walls. Sometimes i would come across a line in the desert that i simply could not cross, quick save/reload wouldn't fix it, I'd have to restart the game. this also happened once to me at clownsteady, where all the villagers and guards there also where affected and couldn't get back into town, the were all lined up in a neat line outside town. Also happened in Heft and the surrounding wilderness near it.
This issue used to occur in an older build whenever you used the Quickload (F9) feature.
If this does not cause this issue, can you find out what the procedure is to cause this to occur?

Mr. Bushido wrote:13. sometimes doors into the round buildings are bugged and will not allow anyone to enter or exit, but if someone is at the door inside and outside, you can pick up the other actor and move them into or out of the stuck area that way. on player owned outposts you can fix this by simply closing and opening the door again, but there have been cases where i couldn't even fix it that way. a reload or restart is sometimes necessary so it may be a memory related issue.
This issue can be fixed by Rebuilding the NavMesh (Ctrl + Shift + F11).
Use this tool whenever you encounter any pathfinding issues and see if that fixes it for you.

However, as you noticed, there are some buildings in some NPC towns that can never be accessed.
This is a known issue, and it will be resolved with the change to the new world map.

Mr. Bushido wrote:14. Stuff sometimes disappears from bags or traders when you hit the auto arrange button... ive lost several pieces of armor stored in bags this way...( just happened now actually, ive got the game running in the background double checking my bugs... lost a samurai helmet i looted, poof disappeared once i clicked auto arrange in the character box)
I believe this may have been reported before, but I can not say for sure.
I have also seen this, but it has been a daunting task to come up with a concrete procedure to make it occur other than "Click Auto Arrange".
If you find one, be sure to let us know!

Mr. Bushido wrote:15. So i just found another bugshi, so holy paladins are the squad leaders of the holy order, like the samurai lord leads other samurai, he walks, they follow on him, if one is to pass out in combat and you grab him up, all his guys will follow you(him) so long as you have him picked up...
Didn't think about doing this yet, because I've never been fast enough to pick up a leader before his squadmates Find and Rescue Leader.
I guess its kinda to be expected but silly to think about. :P

Mr. Bushido wrote:so i was at a fair distance when he got knocked to the ground( the paladin) so i right clocked him and told one of my guys to pick him up, BUT he stood up and started to fight again after i gave the order. Didn't matter to my gal, she ran over there and picked him up like she owned him...

anyways after a while another paladin comes buy and snatches him from your arms, which leads me to believe that i can do the same back... off to test... :)
I know the first part of this is true, chars will pick up bodies upon reaching them regardless of their present condition.
I'm not sure if there is a thread for it (although it seems to be of low importance).
Then an NPC does the same to you? I guess that's another thing to be expected since NPCs will Find and Rescue Leader (i.e. pick them up and continue onward) and will be hard to reproduce.

We hope you will continue to have eventuful journeys and continue to assist us with your bug reports. :)

Mr. Bushido
Posts: 13
Joined: Sat Apr 19, 2014 3:16 am

Fri Apr 25, 2014 2:15 am

i will be posting new threads for the bugs that you suggested that i do. currently im seeing if i can't fine tune some way to repeat some of these bugs reliably. Thanks for clearing up some of these issues, makes life testing them out much easier :)

as for the walls and mountains, i have in (quite a few) cases got a character stuck on a slope (latest one was at the tip of the mound that the city of Shark sits on. also its very likely that one or more of my characters will get stuck on top of city walls or inside them as they run by. they clip into it. some clip onto the platform and can run down after. others are stuck inside. fixing it usually means leaving them there and running very far away and then trying to recall them to my position. this works sometimes but i've had to resort to saving and loading the same with the reset squad positions option checked off. Now i am usually careful to not allow my characters to be in follow or bodyguard mode when entering cities because i've noticed pathing is... different... in that mode. so it does happen in normal game play situations. a city wall that i usually get stuck on is capan and clownsteady(just at the corner pylon) also have gotten stuck at the temple outpost walls(inside of it)

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PnzrNorm
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Fri Apr 25, 2014 2:26 am

Ah, so the pathing for Follow and Bodyguard is what caused these spots to occur.
Yup, that can happen. :P

Mr. Bushido
Posts: 13
Joined: Sat Apr 19, 2014 3:16 am

Fri Apr 25, 2014 2:29 am

PnzrNorm wrote:Ah, so the pathing for Follow and Bodyguard is what caused these spots to occur.
Yup, that can happen. :P
actually not in all cases, at first it was the cause, but i have had instances(most notably for me in the Temple Outpost) that i would have a character that got himself stuck in the wall while not using follow or bodyguard (as i now do not because i figured out what was causing my problems early on)

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