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Holographic pawns keep permits after being revived and are still able to use them - My count is still able to use all of his permits now that he is an hologram, despite losing his title on death, the permit page shows -5 permit points
Holo pawns drop holo laser when downed - Holo pawns can no longer used their ranged attack after being downed, seems like they drop it like any pawn would drop their weapon when downed. I circumvent this by despawning and respawning the holo pawn which seems to give them a new laser. I do wonder if the dropped hololasers despawn or are still there invisible but cluttering the game.
Portable hologram relays have quality, which means my crafter will make legendary ones valued almost 4000 silver. This seems easily exploitable if you want to sell them or a hassle wealth - wise if you want to use them.
Holographic pawns do not seem to suffer from skill degradation, my crafter and doctor holo pawns respective skills sit at 20 and do not seem to go down naturally.
I would encourage you to post these issues on git, but they don't seem to have one.
I believe they track issues using this google sheet, so you might have some luck posting them there.
https://docs.google.com/spreadsheets/d/10_vYUf1fI5b1u_rjUBuIMx5pw7ZW_JIaF2aEuG6h57Y/edit#gid=0
While I'm here, I'll also state that the hologram pawns emit light*, which is a pretty annoying thing to have with a tunneller / darkness meme. This could be considered by design, I suppose.
Edit: I have patched this here: https://steamcommunity.com/sharedfiles/filedetails/?id=2581525030
Btw if you or anyone else encounter any bug with their holo pawns related to mental breaks like the ones i reported, 7 quick doses or virtual beer from the casket will down the pawn and fix the issue, not elegant and you might end up with alcoholic holograms but its better than the game bugging out!
Another note on the hologram emitting light; while that my patch makes it darklight, it's still light of a kind. The pawns like it, but this does mean that nutrifungus will be continue to damaged by your pawn walking near them (and preventing sowing while the pawn is nearby), so I zone him out of the area (as he is a grower).
Presumably, the combat in darkness buff that the darkness meme grants is also ruined, regardless of if it's darklight or regular light. Also, if you are running CE, well, your hologram is making a nice target (and doing the same for all your allies within 8 tiles).
This causes so many tiny little issues in a darkness run that I may have to look into an option to disable the glow entirely. This is easy to do by itself, I just don't know how to properly add the option to toggle between light, darklight, and no light.
I´m pretty sure many buildings like heaters, produce tiny amounts of light that with the wrong placing , can ruin a pawns day. I think some production buildings might shed light too (machining table?) Also, even under a roof when outdoors i noticed pawns getting the debuffs from normal light during day hours, so until i get a better handle of how to maximize the time in darkness / darklight i´ve put off the darkness runs.
*For buildings that emit regular light, just having a stronger source of darklight nearby (e.g. lamp) overrides the white light, because the darklight is stronger.
Good to know about lamps overriding smaller sources, thanks for the tip!