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Messages - avancouw

#1
This has been going on for a long time. Attack animals when selected to should follow their master on hunting & taming errands. Yet they also for some reason follow their master for mining errands, when they should be resting at home.

This really seems like a bug to me, as no other errands other than mining trigger a similar behavior, and it's never useful - it only has downsides. An injured animal that's bleeding, if its master is mining it'll stay at their heel and die from blood loss instead of going back to bed so someone else can treat it with medicine. This behavior also isn't consistent with what the tooltip says.
#2
Quote from: Canute on July 17, 2021, 04:16:36 AM
Basicly it is a good thing when the animal follow all the time the master is outside

But they don't follow if I send my pawn to cut trees, or sow crops, or haul, or literally anything else.
Only hunting, taming, and mining. Mining is the odd man, the one of these 3 that doesn't fit.
#3
Quote from: Honestly Sassy on July 16, 2021, 05:08:49 PM
So I haven't trained alot of animals like that, usually I just keep livestock, But why not just unassign them from their masters if they are going to be going out to mine, or keep them in a zone?

The animal is assigned to a zone. Why not unassign them if their master isn't hunting, you say? Why not do any extra piece of unnecessary micro? What if you had to say, manually drop your pawn's gun every time they weren't in combat? That'd be terrible.

Edit: making sure none of your animal handlers have mining assigned is one way to do it, but, even that kinda sucks.

Animals shouldn't be following on mining errands, the tooltip says they follow while hunting and training.
#4
This has been a thing since at least the royalty launch, maybe before then.

Is there a reason why animals assigned to "follow master during field work (hunting or taming)" also follow the master while they're mining? It's really incredibly unintuitive. I've sometimes had animals fall over from exhaustion or malnourishment during mining tasks. They should go back home instead.
#5
Bugs / Impossible to wrangle "roaming" livestock
July 10, 2021, 03:30:00 PM
I bought a pair of donkeys from a slave trader, and immediately began building a pen. My pawn is a little scattered though and it took him a bit to get the work done - by then my donkey had already thrown a warning about wandering off the map. Donkey 1's status is listed as "roaming" and I cannot wrangle him back to the pen.

The warning the game showed me was  "Donkey 1 has started to roam away! He will leave the map unless an animal handler ropes him back to a pen."
The tooltip message is "Cannot rope donkey 1: animal busy".
I have a fenced pen with a pen marker.
Something at least very unintuitive about this design, or, something isn't working right.

Here's my savefile.
https://drive.google.com/file/d/1K47Qs4p8eJSeTuvU4hiXcvk1czKgUhRu/view?usp=sharing
#6
The only mod I have that changes creatures is the vanilla expanded series. I seem to have two different variants of guinea pigs in my games - one variant is smaller and slimmer (more like a chinchilla) - the other variant has that rolypoly look that seems more realistic to me.

And I've noticed sometimes dead guinea pigs don't have art:

https://imgur.com/a/8RgByoV

Also I seem to get two different kinds of "guinea pig fur" - that won't stack together with each other.

Thoughts? Is this a vanilla expanded bug, or something else?
#7
General Discussion / Pawns that meditate for no reason?
September 12, 2020, 10:19:43 AM
Every once in a while I have a pawn without any psy, who is at full recreation, but still stands around meditating. It's not every pawn, just an occasional one and I haven't been able to figure out a pattern. Sometimes even if I draft this pawn and then release them, they return immediately to meditating. How frustrating!

I'd like to say this also happened when I had a very short mod list, but, that was then. 'I summon up remembrance of things past, I sigh the lack of many a thing I sought'

Modlist:
Harmony / Hugslib
Common sense (though some of the behaviors introduced by common sense are not quite so common, it is still for me a must-have just because of the "cleaning as I do other work" aspect)
CM Color coded mood bar
Old flake texture
Simple sidearms
Rimhud
Prepare carefully
Trading control
All 30 vanilla expanded mods

Is this just a thing for everyone, is there something I can do about it? Or is it something to do with my setup?
#8
It's partly a thought about realism and partly a thought about gameplay.

Dealing with them is annoying. I have to let them die and suffer the mood penalty, or rescue them even though they're probably not a "good" pawn.

Now on realism, psychosomatic paralysis isn't exactly a common thing. It will be more common for drops because people with psychosomatic paralysis are probably going to be "accidentally" sent to the wrong place.

But not to the point where every single colony I make gets at least one of these drops. It's just not gonna happen.

Summary: I prefer more "allied" drops and more "enemy" drops than abasia drops. I've already adjusted my preset accordingly, just wondering if anyone else thinks the default is a bit off.
#9
You need a couple smoke launchers and melee weapons to handle this drop so early. Or at least that's one way to go about it. Vests and rifles just aren't going to cut it.

And in general don't stockpile liquid wealth, it's very important to keep trading things that are sitting in your warehouse un-used. Even if it's just cloth, leather & food sitting around, they're not doing any work for you but they are making events more challenging. Trade extras away and buy things that strengthen your colony, especially things you can't research yet. Neuro trainers, psylinks, bionics, advanced weaponry, advanced armor.

If you're caught out just own it and abandon your colony.
#10
Quote from: cultist on July 15, 2020, 10:06:58 AM
Quote from: darkwarrior1002 on June 24, 2020, 04:42:04 PM
As it is now, these pawns will take whatever drug they can access on the map, regardless of whether or not they've achieved chemical satisfaction. This includes drugs that are forbidden as well as drugs not assigned to them in their policy.

I've never seen this happen.

Pawns on a mental break will ignore various schedules and restrictions, but this is the same for every pawn. My "chemical need" pawns obey any schedule I give them as long as they remain under my control. They're not happy about it, but they don't go on drug rampages unless they're actively having a mental break. By the way, you can also stop this by making the drugs inaccessible (use walls, doors won't work). You can also destroy unwanted drugs using a campfire.

Mod conflict maybe?

My fascination pawns will obey their policy until they get a chemical need, then they'll break policy to address it. Note: to test this just put a chemical fascination pawn on "no drugs" and watch what happens.

So what I do is allow some fairly harmless drugs for recreation (beer, ambrosia, psychite) and restrict things I don't want them using (hard drugs & yuck, smokeleaf).

This works the way I want it to. They leave the bad drugs alone.

My mod list is pretty basic:
Harmony, Hugslib
Common Sense
Color Coded Mood Bar
Old Flake Texture
Simple Sidearms
RimHUD
Prepare Carefully
Trading Control
#11
Quote from: RicRider on August 17, 2020, 08:44:25 AM
Canute, I find your posts insufferable sometimes. This isn't a pissing contest, but thanks anyway for the insult, I'll take that into account every time I interact with you now, which I will do with great displeasure.

I don't get it.

Quote from: Canute on August 17, 2020, 06:04:11 AM
More clever would be
Meals from current food policy for 3 days > survival meal.
Together with a special caravan food policy.



This is a good idea. Pack 3 days of standard food then pemican+survival meals.
#12
General Discussion / Re: New Blight = dumb
August 18, 2020, 06:10:01 PM
Sounds like a new opportunity for a mod, get going *clap clap*
#13
General Discussion / Re: The Earth Debate Continues
August 18, 2020, 06:07:16 PM
Megasloths aren't from earth. They're some kind of genetic experiment or mutation, or maybe they aren't sloths at all. But in the lore, they went extinct from earth at some point?

On a different note. It's not a stretch that early colony ships brought wildlife to colonize as well, so it's not a problem for a lot of the fauna to be earth fauna. Also just how few types of animals are on this planet really could be a point of evidence for "not earth". But, also, "it's a game."
#14
It can be a highly unfair turn of events for a bunch of beavers to arrive and immediately eat your anima tree, without even time to react. Random event requires abandoning the base/map and finding a new home? Even more unfair than immediate toxic fallout in the colony's first season.
#15
Mod bugs / [1.1.2565] Single beer can't be hauled
March 07, 2020, 07:25:41 PM
edit: I'm in the process of completing this post. Need to reproduce one more time and attach a savefile -

I keep running into just this one bug with pathing and errands. It always seems to happen right after fighting in a raid when my pawns are cleaning up the battle area. If there's a single beer on the ground, they do this dance.

Sometimes they also just pick up the beer and their status changes to "standing" - they sit there indefinitely and do nothing until I draft and/or force a priority.


I have a very short mod list
Harmony
RimHud
HugsLib
Prepare Carefully
Simple Sidearms
CM Color Coded Mood Bar