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Topics - HomelessAbe

#1
I used a resurrector mech serum to bring back a colonist who recently died, and he happened to be stricken with blindness, which I know is one of the potential side effects. However, having bionic eyes, it seems a bit odd that they would be afflicted by that. Also since it's -100% sight on each eye, and bionic eyes are 125% sight, that brings his total down to 25% and still able to see, so not truly "blind" anyways. I'm not sure if that's the intended behavior or not, but here is where things got interesting.

To treat him, I figured I would just replace what must be his ruined bionic eyes with new ones. I gave the surgery order, and the first "bad" eye was removed and a replacement put in. Then the "bad" one that was just removed was used to replace the other "bad" eye, thus curing the problem. The second "bad" one that was taken out was then just put back in storage like there wasn't anything wrong with it.

To me, the issue is that either bionic eyes should not get blindness as a resurrection side effect (maybe force it to roll for something different instead), or if they do, when I go to replace them, I shouldn't be able to get them back in perfectly working order like I did. Essentially, there's no penalty/cost for having to treat them, other than the meds used for surgery, since there's no net loss in bionic eyes.

I attached a screenshot just showing that my colonist with the side effects.

To reproduce:
-Resurrect dead pawn that has bionic eyes with mech serum
-Assuming blindness side effect occurs, add bill to "install bionic eye" for both left and right eye
-Watch as first "bad" eye comes out, then is reinserted to replace the other "bad" eye, with no blindness issues on reinsertion

Thanks.
#2
I had a pawn that had a nuclear stomach installed get food poisoning. In the item description for the nuclear stomach it says that it isn't susceptible to food poisoning. If it matters, the specific cause was from a dirty cooking area. Attached screenshot showing the message at the top indicating food poisoning, along with the affected pawns health tab.

Assuming it's reproducible, I'd say install nuclear stomach in pawn, don't clean the cooking area, wait for a bad meal to get cooked, and wait for the pawn to eat it.

Also on the topic of stomachs, is it intended behavior for the detoxifer stomach to get gutworms? The standard bionic stomach never got affected by them, and it seems a little odd that out of any of the stomachs that the detoxifer one would still get afflicted by that.

In any case, thanks for looking.
#3
Not sure whether this possibility is intended, but I had the royal tribute collector come visit my colony, and one of the members of their group arrived in an instantly downed state due to pain shock. I rescued him and kept him fed in bed, but once he was ready to leave he got out of bed and was immediately down again due to the pain from a scar he had going over the small threshold allowed for him due to the wimp trait.

Since I couldn't operate on him to install a painstopper, and didn't want to waste a healer mech serum on someone who isn't part of my colony, I was kind of stuck with him, unless I wanted to hurt faction relations by letting him starve to death or capturing him and sending him back via drop pod. (I ended up editing my save file to remove his wimp trait)

Like I said, not sure if intended behavior or not, but just seems odd since I'd figure "realistically" they would want that guy to stay home, instead of having to carry his worthless self with their group the whole time. Either way, probably pretty rare as far as the RNG goes for it, but figured it would at least be worth a mention.
#4
Hello,

Playing recently I went to make a caravan by sending my group via drop pods to another faction base to trade. Normally once the pods go off, the colonist bar at the top splits into two groups, one for the caravan, and the other for the people still back at base. However, once the pods launch, there is no grouping for the people that went on the caravan, and only the people remaining at base still show on the colonist bar. I can select the caravan and issues orders to it by finding it on the world map though. One thing of interest, is when the caravan is sent off, instead of the "lead" pawns name with caravan (i.e Mindy's Caravan), it has a '2' appended to it (Mindy's Caravan 2), when I've never normally seen that.

The big kicker though, is after saving the game and reloading, the entire colonist bar disappears. Not even the people remaining at base still have a bar; the top of the screen is entirely blank. I tried reloading the save with no mods active, and the colonist bar was still missing. I also loaded the save I made immediately prior to making the caravan after disabling all mods, and the same thing happens after launching.

Here's link for a zip file with the save files for both immediately prior to launching the pods (with everything loaded up and just awaiting launch) and the save file after they had landed and moved around a bit, if anyone wants to poke around with those: http://gofile.me/2cFeN/dD41UsEF4
#5
Bugs / [1.0] Incorrect pawn stats
July 29, 2018, 03:39:45 PM
Storyteller: Phoebe
Difficulty: Survival Struggle
Biome/hilliness: Temperate Forest, Small Hills
Commitment mode: No
Current colony age (days): 1373
Hours played in the last 2 days: 8
Complete mod list: No mods

I noticed this awhile ago and forgot to bring it up, but the records on my colonists all have the same discrepancy. Namely their time spent as a colonist is incorrectly recorded as their time spent as a prisoner, and the stat listed as time spent being a colonist is some arbitrary number that I can't determine. What's interesting is that number stays the same across all colonists. I have noticed it change before, but as far as what type of event changes it I have no idea, and it changes it for all colonists. Included pictures of two separate colonists records for comparison and graphs.

[attachment deleted due to age]