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Messages - TheDeamon

#1
Quote from: G-Fiti on July 24, 2021, 02:48:18 PM
As the title says. It seems this is might intended?? It doesn't make any sense though.

The reason you want young animals is so you can slaughter the adult ones and replace them with young ones once they are grown up.

Right now you can't use the limit on young animals intuetively. Set it too low and you never have new adults to eventually replace the existing ones.

Probably could use a toggle for the non-adult and pregnant animals to allow us to invert the order of being slaughtered. So we could have it slaughter the youngest, and the least advanced pregnancy respectively.
#2
Bugs / Re: [1.3.3069]Can not give Caravan Medicine
July 24, 2021, 03:23:01 PM
Quote from: zgrssd on July 24, 2021, 03:08:30 PM
The addition of automatic Travel Supplies is nice.

However for some reason it insists on 0 Medicine.
And I can no longer manually assign Medine.

This is especially bad as this was going to be a rescue operation. So I expect injury!

You should be able to turn off the automatic supply feature(the stuff it added will still be there), and then you can make your own manual additions and subtractions.
#3
I think this is more of a feature request than anything else. I held off on the polyamory marriage as I was strongly suspicious that what you described would happen. ("Not fully implemented just yet")

We're going to need bigger beds, or other provisions, like you alluded to, for "linked beds" in order to make that work. Option three if so long as the relationship is "one to many" and not "many to many" they just provision for the poly pawn to be assigned to multiple beds and that pawn decides which bed it will hop into by whatever logic the devs decide to give it.
#4
Quote from: ralliart2004 on July 23, 2021, 11:15:17 PM
This completely ruined my play through. 4 of my 6 colonists' body parts are missing/shattered and prosthetics sticking out of every orifice.  The one person I can use to fix every one has 1 missing leg. 1 left arm with prosthetic 1 left shoulder shattered 1 right shoulder shattered (idk why 2 left...) but 0% manipulation. You fucked my colony. I even reverted to older saves and older versions to still have this outcome remain. I am out. Maybe test longer. Leaving a bad review over this patch.

It can be fixed if you're brave enough to venture into editing save game files. I was visited by this bug a couple nights ago. It incremented the index reference for certain body parts by 2, and once it fixed itself, the increment reverted back to what it was. So depending on when you added the prosthetics, you either add 2, or subtract 2 from the index to fix it.

For example, in the case one colonist to experience the bug, they had a prosthetic left hand(index 27 is normal), which had been attached to their Left humerus mysteriously(index 25) according the game. Saved the game, found the relevant spot in the save file, swapped the 27 for a 29, and problem fixed for part of the night.. Until the game decided to fix itself, and I suddenly found the prosthetic hand was now attached to one of the pawn's fingers (index 28-32 and 39-43 for the respective hand/fingers) so had to save, load the file back into the editor and swap the 29 for a 27 once again.

Obviously with how those save files are setup, there were additional corrections that had to be made regarding relevant missing fingers in that specific case, but with the wiki to guide you, you should be able to work out what you need to do. Luckily "addedpart"(augmentations) section is immediately above the "missingpart" listing in the save file for the individual pawn in question. You just have to find the pawn in the save file first, then scroll down some distance to get to the added/missing body parts.

https://rimworldwiki.com/wiki/Body_Parts
#5
I have the combination, no Royalty Expansion, but I do have the Ideology expansion.

I am seeing almost the same behavior, but if you are patient, once they arrive at your base you should b able to interact with them.

I've also noticed it with some of the traders, but not all of them. Some I can trade with as soon as they enter the map and are announced. Others I have to wait for them arrive at wherever the game decides the caravan assembly point is at the moment.