If you have conflicting hair or beard xenogenes, such as both No Beards and Burly Beards, or No Hair and Long Hair, colonists will get stuck in a loop at the styling station when they want to change their appearance due to not having any hair or beard options. They will ignore low food and sleep to continue attempting to change their appearance. Forcing a different task, such as hauling, results in the colonist immediately going back to the styling station after completion of the forced task. Scheduling options have no effect (ignores sleep and work hours). Turning on dev mode and removing the conflicting xenogene(s) will resolve the issue.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1
#1
Bugs / [1.4.3525] Conflicting hair/beard xenogenes causes loop at styling station
October 22, 2022, 07:53:54 PM #2
Bugs / [1.3.3287] Two imprisoned colonists hate each other for being imprisoned
March 07, 2022, 08:04:34 AM
When you imprison a colonist, that colonist will get -25 social score against everyone in the colony ("Imprisoned me"). When you imprison a second colonist, that colonist will get -25 social score against the guy who was already imprisoned even though he of course couldn't have been been involved in his imprisonment. Likewise, though somewhat more believable, the first imprisoned colonist will continue to have -25 social score against the newly imprisoned colonist for being imprisoned.
They were both betrayed by their colony and imprisoned. You'd think that'd be a somewhat bonding experience. Instead, they hate each other for belonging to the faction that imprisoned them, their own faction.
They were both betrayed by their colony and imprisoned. You'd think that'd be a somewhat bonding experience. Instead, they hate each other for belonging to the faction that imprisoned them, their own faction.
#3
Outdated / Re: [A16] Repower - Machine Idling and Power Rebalancing
February 22, 2017, 07:31:47 PM
Is there a way to auto-expand this mod to affect other mod buildings? For example, things that don't have a pre-defined idle/active power consumption default to 10W idle and 4x normal usage watts.
Pages1