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Topics - avancouw

#1
This has been going on for a long time. Attack animals when selected to should follow their master on hunting & taming errands. Yet they also for some reason follow their master for mining errands, when they should be resting at home.

This really seems like a bug to me, as no other errands other than mining trigger a similar behavior, and it's never useful - it only has downsides. An injured animal that's bleeding, if its master is mining it'll stay at their heel and die from blood loss instead of going back to bed so someone else can treat it with medicine. This behavior also isn't consistent with what the tooltip says.
#2
This has been a thing since at least the royalty launch, maybe before then.

Is there a reason why animals assigned to "follow master during field work (hunting or taming)" also follow the master while they're mining? It's really incredibly unintuitive. I've sometimes had animals fall over from exhaustion or malnourishment during mining tasks. They should go back home instead.
#3
Bugs / Impossible to wrangle "roaming" livestock
July 10, 2021, 03:30:00 PM
I bought a pair of donkeys from a slave trader, and immediately began building a pen. My pawn is a little scattered though and it took him a bit to get the work done - by then my donkey had already thrown a warning about wandering off the map. Donkey 1's status is listed as "roaming" and I cannot wrangle him back to the pen.

The warning the game showed me was  "Donkey 1 has started to roam away! He will leave the map unless an animal handler ropes him back to a pen."
The tooltip message is "Cannot rope donkey 1: animal busy".
I have a fenced pen with a pen marker.
Something at least very unintuitive about this design, or, something isn't working right.

Here's my savefile.
https://drive.google.com/file/d/1K47Qs4p8eJSeTuvU4hiXcvk1czKgUhRu/view?usp=sharing
#4
The only mod I have that changes creatures is the vanilla expanded series. I seem to have two different variants of guinea pigs in my games - one variant is smaller and slimmer (more like a chinchilla) - the other variant has that rolypoly look that seems more realistic to me.

And I've noticed sometimes dead guinea pigs don't have art:

https://imgur.com/a/8RgByoV

Also I seem to get two different kinds of "guinea pig fur" - that won't stack together with each other.

Thoughts? Is this a vanilla expanded bug, or something else?
#5
General Discussion / Pawns that meditate for no reason?
September 12, 2020, 10:19:43 AM
Every once in a while I have a pawn without any psy, who is at full recreation, but still stands around meditating. It's not every pawn, just an occasional one and I haven't been able to figure out a pattern. Sometimes even if I draft this pawn and then release them, they return immediately to meditating. How frustrating!

I'd like to say this also happened when I had a very short mod list, but, that was then. 'I summon up remembrance of things past, I sigh the lack of many a thing I sought'

Modlist:
Harmony / Hugslib
Common sense (though some of the behaviors introduced by common sense are not quite so common, it is still for me a must-have just because of the "cleaning as I do other work" aspect)
CM Color coded mood bar
Old flake texture
Simple sidearms
Rimhud
Prepare carefully
Trading control
All 30 vanilla expanded mods

Is this just a thing for everyone, is there something I can do about it? Or is it something to do with my setup?
#6
It's partly a thought about realism and partly a thought about gameplay.

Dealing with them is annoying. I have to let them die and suffer the mood penalty, or rescue them even though they're probably not a "good" pawn.

Now on realism, psychosomatic paralysis isn't exactly a common thing. It will be more common for drops because people with psychosomatic paralysis are probably going to be "accidentally" sent to the wrong place.

But not to the point where every single colony I make gets at least one of these drops. It's just not gonna happen.

Summary: I prefer more "allied" drops and more "enemy" drops than abasia drops. I've already adjusted my preset accordingly, just wondering if anyone else thinks the default is a bit off.
#7
It can be a highly unfair turn of events for a bunch of beavers to arrive and immediately eat your anima tree, without even time to react. Random event requires abandoning the base/map and finding a new home? Even more unfair than immediate toxic fallout in the colony's first season.
#8
Mod bugs / [1.1.2565] Single beer can't be hauled
March 07, 2020, 07:25:41 PM
edit: I'm in the process of completing this post. Need to reproduce one more time and attach a savefile -

I keep running into just this one bug with pathing and errands. It always seems to happen right after fighting in a raid when my pawns are cleaning up the battle area. If there's a single beer on the ground, they do this dance.

Sometimes they also just pick up the beer and their status changes to "standing" - they sit there indefinitely and do nothing until I draft and/or force a priority.


I have a very short mod list
Harmony
RimHud
HugsLib
Prepare Carefully
Simple Sidearms
CM Color Coded Mood Bar