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Topics - Bancheis

#1
Bugs / W[0.12.911] Bug with doctoring priority
August 29, 2015, 01:40:24 AM
I was requested by developer ison to post a new topic if I ran into this problem again in this post https://ludeon.com/forums/index.php?topic=15329.0
Attempted to attach save file, but the file is too large even when compressed with 7zip. Can send it if needed.

1. What the circumstances were.

Multiple colonists with doctoring set to highest priority will remain in bed while sick.

2. What happened.

All 4 of my colonists with doctoring ability are sick (1 with sleeping sickness, 3 with malaria). All of them are bedridden, and will not get out of bed to treat the sick colonists or even to eat when starving. I used the draft action to get them out of bed. When released they went back to resting, even when they have already been treated but have not treated the others.

3. What you expected to happen.

I expect my doctors to follow the priority list, and doctor before they rest as a patient. Also, I don't expect someone with sleeping sickness that can last a long time to stay in bed after they have already been treated. I do expect them to run back to bed when they need treatment again.

4. How we can reproduce the bug. This part is important! We need a set of steps which we can follow to get the same results you're seeing. Ideally you'll test these steps to make sure they work from scratch.

Set doctoring and patient priority to 1 or any matching priority between the two that is before the other duties. Give all doctors some sort of illness, malaria for example. Attempt to have them automate as intended, draft them to cancel their other duties. They will immediately run back to bed, first to a medical bed if available or their normal assigned bed if not. They will not get out of bed to eat if starving, or perform their doctoring job.
#2
I want to first say I am not sure if this is a bug, but I recall it working differently a few versions ago. Still, my recollection could be mistaken, and I could be thinking of something else.

When colonists are set to highest priority as patients they will stay in bed even after they are treated for diseases, like malaria or the plague, until it goes away. Even if I ready them and let them go, they will not eat food even when starving, and will go back to rest regardless of their rest level. If you change patient to a lower priority, they will go eat or do other things. I have tried setting all their priorities to 1, then 2. They respond the same way so long as patient has highest priority. I suppose they are prioritizing properly since they are still sick even when treated with medicine.

As I mentioned first, I could have sworn that they would go back to doing what they were doing after they were treated. I recall having to tell them to "rest until fully healed" before to make them stay in bed. That is helpful for those with severe wounds, or the seriously ill who have a chance of dying. But for some of the diseases that last multiple days, this can be troublesome. Especially when half or more get it at the same time. More often than not, this leads to someone breaking from being joy deprived.

The only thing I have noticed that seems to be out of priority order is doctors do not treat patients when they themselves are patients, even when their doctoring skill is set to highest priority, which it always is for me. I will keep an eye on this, and see if I am just mistaken. Perhaps someone who has more free time to test this can shed some light on it?
#3
Ideas / Recovering from broken/dazed states
August 23, 2015, 10:35:19 PM
This new system where pawns start stripping and dropping things when broken is rather hilarious. Hunter saw too many corpses. And there go his pants. Hilarity aside, it can be quite annoying. I find myself having to babysit each colonist that breaks to find out where they dropped their stuff, because it becomes forbidden as soon as it hits the ground. If they are not inside the colony at the time, like hauling stuff far away, I might never recover their items or even see them drop.

I would like to suggest the idea that pawns remember where they dropped their items, and go to recover them after coming back to their senses. Perhaps put a limit to this such as item quality and durability being a factor. For example, if I threw my legendary sword or designer clothes on the ground in a fit of rage, I would most certainly go back to pick them up after I calmed down. People have pride in maintaining their valuables and like to show them off. I think it would make sense to have the pawns follow suit.

That said, perhaps a secondary suggestion for the newer traits like jealous and ascetic. Tie them into their equipment, where they affect moods slightly. Someone is jealous of the amazing weapons a fellow brawler has, or greedy and wants it for themselves. Ascetics may abstain from having anything too good, for whatever their reason is - religious or whatnot.