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Messages - PPanda0421

#1
Haha it happened again but without a psychic ship! This time *all* my pets turned manhunter. But now I was to control the situation. Lost a colonist to friendly gun fire but he just joined so its no big deal.

Edited: Oops I realized what I did this time. My colonists were in a fowl mood so I tried to activate the pulse soother device. I didn't realize until this later when I saw all the manhunter animals just lurking outside my doors that I accidently activated the device that turns all animals manhunter. So this was my mistake.
#2
@Goo Poni Yes it was a psychic ship... the one that causes the mood debuff and gets worse if you don't do anything about it. The failed-taming turned manhunter sometimes occurs and if there are others around they'll also turn on you. I've seen that occasionally.

@mrm and b0rsuk I bought the psychic animal pulser a while back just for emergencies/backup. Can't wait to use it! While we're telling stories, earlier in the same colony I had a visit by 3 thrumbos who just roamed outside my base. Then randy sent me 10-15 melee/shield-wielding pirates. There was no way my trap system would thin their numbers and my mortars won't do that much damage to them because of their shields. Instead when the pirates came close to my base I shot one of the thrumbos. All 3 then proceeded to attack the pirates. The thrumbos took them all out and then came after me. I easily disposed of the thrumbos since they were moderately hurt and got a lot of pirate loot after that (not to mention 3 thrumbo horns) lol.

Anyways I only had 2 survivors left (out of 12) so I reloaded that game before the manhunter event and took care of the pyschic ship early on. I put too much time into that colony to start over again and there was no way my 2 survivors could defend against any new raids as my colony is worth a decent amount.
#3
Playing on Randy Extreme difficulty I faced something I've never seen before even with over 700 hours of gameplay! All my 23 pet huskies suddenly turned manhunter on me and
pretty much wiped out my colony! Since they are my pets they can freely open/close doors and my turrets do not attack them! I think this is a bug as pets should not be able open your doors after becoming manhunters. In addition turrets should now regard them as enemies.

Backstory:
I had 23 pet huskies, 17 of which were fully trained to the brim and 6 were puppies. The 17 had unrestricted access.
Randy threw a Poison Ship (the drone one) right smack dab in the middle of my base.
I prepare for it. I had just survived a tribal attack of 20+ pawns immediately followed by a pirate attack of 10+ pawns and was just cleaning up.
A few days later he/the ship turns my huskies manhunter. I am totally caught off guard so I try to take them out (even locking the doors). To my horror the manhunter huskies *can* open all my doors and my turrets DO NOT attack them!
I consider myself a veteran player but this was a massacre, lol! Btw, my colonists wore armor vests and were armed with assault rifles but wow....

#4
@oregnaor It doesn't matter how complex the colony is, hauling should still work as it is intended. If we train an animal to 8/8 hauling, it should be hauling. If it is set to unrestricted, it should be able to haul from anywhere on the map (obviously with the items/corpses unforbidden). We should not have to design our colonies to make the hauling mechanics work. I also play on the largest map sizes and I have seen lots of issues with hauling, though the issues themselves might be zone-related.

@Winnsanity You're missing the point. Animals hauling is a feature and we expect it to work. Suppose there is an issue with ranged combat, what  you're saying is like saying 'Don't use range combat, only melee your enemies.'
#5
To the OP, yes I have seen this issue where the animals are set to 'unrestricted' and they don't haul items from a few screens away in a few of my A15 games. I briefly mentioned this issue in my 'Animal Starvation / Zone' thread in the 'Bugs' forum. Perhaps they are related. I had huskies, retrievers and boars, all able to haul (with zones set to 'unrestricted) and they didn't haul fresh unforbidden kills.

Zones is an issue, but apparently the developers are working on more important things.
#6
Bugs / Re: Animal Starvation / Zone Issue
September 14, 2016, 01:28:48 AM
Hi,

The saved games (even after being zipped) are still too big to send as attachments and I'm not going to create a dropbox account just for this purpose. Do you have a place where I can upload them?
#7
Bugs / Re: Animal Starvation / Zone Issue
September 13, 2016, 04:12:40 AM
Ok, I disabled all mods and created a brand new vanilla game. The issues still occur in vanilla A15. I enabled God mode, created meat piles, zones, restricted the packaged meals, and  increased hunger on the husky and waited.

Scenario 1: Zone labelled '_hasFood' has two areas. One area has the food, the dog is in the other area without the food. As you can see the dog stays in that area and doesn't move to the other area within '_hasFood' that actually has the meat. After that I linked the two areas together and dog then went to consume the food.

Scenario 2: I placed the food in 'Home' zone in the upper right corner and set the Husky to be 'Unrestricted'. The Husky stayed where he was and didn't go to the meatpiles. The humans eventually went there after I forbid the meals.

I have the saved games if you want them.

PS - Earlier in my messages when I said 'unlimited' I meant 'Unrestricted', oops.

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#8
Bugs / Re: Animal Starvation / Zone Issue
September 13, 2016, 02:50:50 AM
Hi sorry for the late reply. As I said before it also occurs when the animals are set to 'unlimited' zone, so the world is the entire zone.
One of my animals whose zone was set to unlimited was near the middle of the map and just stayed there, even though I had tons of meat, veggies, meals in my base. I saved the game for this but I'll have to go and find it to take screenshots. Most of time if I change the animals' zones they recognizes the 'update' and go and find/eat the food. You might be on to something about the wandering/current task though.

Another scenario is when the zone which has areas that are not continuous the animals do not automatically move to other areas in the zone to search for food. I've tried a few different things for non-continuous scenario. The one that seems to work all the time is deleting the area which the animal is currently in, it'll then move to the other area and eat the food.

Ok, I'll create a vanilla game to see if the issue is with the mods and I'll post my findings.

PS - I don't know if this is related but I have a bunch of animal haulers which are set to 'unlimited' and are not hauling dead animals from across the map. The dead animals are NOT set to forbidden.
#9
Bugs / Re: Animal Starvation / Zone Issue
September 11, 2016, 08:19:27 PM
Yes, I have veggies, meals and meat (including corpses) in the stockpiles in those areas. They have the appropriate food available.
#10
Bugs / Animal Starvation / Zone Issue
September 11, 2016, 12:52:46 PM
Hi new user/first post here.

I don't know if anyone has seen this bug but my animals are starving even when I have plenty of food lying around and the food is within
their zones. For example:

1. Zone: Unlimited, I have plenty of food. My huskies/retrievers/pigs/etc are on the other side of the map and just stay there, starving.
2. Zone: Custom with 2 areas but both are defined within the SAME zone. One has food and the other without food. The animals stay in the area without food. They don't move to the one with the food.

To get around this I manually created new zones and assign the animals the new zones although this doesn't always work.
Perhaps new/updated zone event (to the animals) might not be updating all the time. Also, I find it happening more often when I have more pets.

I am running A15 with the following mods in the following order:

Expanded Prosthetics and Organ Engineering
Mad Skills - Tiered
Vegetable Garden
RT Fuse

Thanks.