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Messages - TheRokbyters

#1
Bugs / A17b Malaria voodoo
June 14, 2017, 04:29:19 PM
So, my colony gets hit with malaria... 3 colonists get sick.  Great! I have 3 medical beds set up, I send each of them one at a time to their new bed, and then I go to grab my medical person to take care of them.  Before she is done medicating the first two, the third gets up, and walks out of the hospital.  I check his medical health tab... no malaria.  Ohh crap.. did I grab the wrong one?  Nope.. only 2 users with malaria.   Shrug it off as "man I could have sworn".   Randomly, I started getting malaria spread notices, and its him!  He suddenly has it, at normal starting stage (60% on Malaria progression), but with the same immunity level as my people getting regular medical treatment.  He even developed immunity, without having the disease until it popped up.

Later in the same game, 2 of the 3 who didn't get Malaria before get it now (Note, different people.. not same ones).  Sure enough before they even get medical treatment, one of them just gets up and wanders off without malaria showing.  I am assuming he will also randomly get notices and will follow the same basic pattern.

My first thought was mods, but then I looked at what I had installed...

HugsLib
More Trade Ships
EdB Prepare Carefully
Refugee Status - A17

None of these have anything to do with medical conditions (that i'm aware of) or modify much at all in terms of current game play.

My colony is in Temperate Forest, on tribals, Cassandra Classic, Rough difficulty in mountainous terrain with a coast on the west side, a stone road, and on the largest map size.

Anything else you guys wanna know/see/try to test this out, please let me know.
#2
I haven't seen anything "break" or any notice that it has broken (except for a battery from time to time).  I would think it would tell me if anything major broke down that required components..... especially for it to eat 7 of them in a day with no construction projects looming, and no obviously broken tech (again, may just be missing something).

As for the batteries, so I should keep them cold?  Is there an easy way to switch them over from on grid to off grid?  Right now they are going from my energy generation area to my batteries, and then all my colony electricity feeds off the batteries (which are in a "utility shed")...

Also, the "explosions" haven't been my batteries as much as they have been random events in the house... not sure if specific items like lamps or just spots in the wall because by the time I notice, its too late to see what might have been there.... will check if maybe it isn't shoddy lamp quality or something....
#3
So, my tribe, despite lots of adversity, has made it to the point of having energy, cooling, and a good backup battery system.

I have a couple of things that have happened that have made me scratch my head....

First, I constantly buy components from wandering merchants... but it seems every time I do, and I put them in storage, they magically vanish later.... I only notice because I am intentionally avoiding using any components and saving them so I can build a geo-thermal vent.  Is there something (besides obvious damage they take from being outside) I am maybe missing that requires components as a constant repair item?  Am I missing something else?

Also, I had a question about some explosions that have happened inside my home "due to electricity".... what did I do "wrong" that these events have happened?   Did a "meh" worker build the wire and thats why?  Does the game just randomly do this regardless of your feelings on a random basis?  I have yet to find any text in the game, or anything else anywhere to explain why stuff has blown up.
#4
I came across my first one of these as well, though it was the buffalo hybrids.  Having seen no one, and having seen no animals, they instantly ran to my base, and broke down a wooden door almost instantly. 

The issue is that this happened pretty early on, and thankfully I was able to handle them (mostly) once they were indoors due to well trained and coordinated animals + tribe... but still... had I not had 5 people, and 6 attack animals (wolves, wargen, and a boomalope that tramed itself) I would have lost everything.

I feel like the event was very interesting, and I like the concept.... but if they are going to hunt humans, they need to look for signs of humans before going bezerk, not just walking strait to your base and zerging the door.
#5
General Discussion / Re: Tribal food shortage?
July 25, 2016, 09:24:09 AM
Ok, what I have found on tribal is that the most important thing you can do early is set someone to forage, and someone to hunt before the second day gets going good, because 5 people plow through what paltry supplies you start with.

Typically, I demand they make pemmican when available, and simple meals when not until I can get up to refrigeration.  Once I have gotten up to refrigeration, I remove pemmican from the menu at all, and tell them to make the best meals they can, and simply keep a walk-in freezer.

If having material available isn't doing it for you, you need to set someone with a priority on cooking.  Go into the work tab, and if you haven't, select the x at the top left (custom priority is what I believe it is called).  Once you have selected that, the check boxes go to numbers.  Set someone as a 2 for cooking, and keep everything else (outside of critical duties like fire and medical) above 2.  This means when there is food, they will work with it.

I haven't seen my tribe intentionally eat raw foods over prepared foods... but I have seen them run out of prepared foods faster than expected, or the prepared food spoiled.