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Messages - Kelenius

#1
When a colonist uses a biosculpture pod, they are "frozen" until the cycle finishes. This includes any drug tolerances they might have. As a result, if a colonist takes a drug shortly before entering the pod, they will still have tolerance to it when the cycle finishes. However, drug schedule set to taking drugs every X days only checks how many days passed since the last dose and isn't frozen. This means that a colonist can take a drug, get into the biosculpture pod, get out, and then take a drug again, and develop an addiction even if the drug schedule should make it safe to take.

I assume that cryptosleep caskets would have the same problem, but I didn't test it.

This issue is a little tricky to reproduce, but a colony of colonists set to take psychite tea every 2 days (which is normally safe and will never cause an addiction) that uses biosculpture pods will eventually start developing addictions on colonists who have just finished a pod cycle.

Expected behaviour: biosculpture pods should freeze drug schedules as well. Alternately, there should be other methods for ensuring that colonists only take drugs on a safe schedule, like a setting to only take it when there's no tolerance, or to only take it when it's safe to take.
#2
Having venerated animals is supposed to give your colonists a mood bonus depending on total body size of the venerated animals per colonist. The tooltip states that you should get +1 mood for a total of 1, +2 for 2, +3 for 4, +4 for 6, and +5 for unspecified "tons". However, the actual effect is always one stage higher than the tooltip says: +1 is skipped entirely, you get +2 for 1, +3 for 2, +4 for 4, and +5 for 6.

Here is a save file with easy reproduction: https://drive.google.com/file/d/1-TUW49winKK980LDpZ-Xyaeb2PoOokN4/view?usp=sharing

You can see that there is one colonist with an ideoligion that venerates rats and 10 tame rats (body size 0.2). This gives a total body size of 2 for 1 colonists, and should give +2 thought; however, the actual thought is +3. If you release one rat [1.8], the thought becomes +2. Continuing to release rats, +2 is maintained until there are 4 rats left [0.8], and the thought completely disappears.

I've got similar results with tame alpacas, which have body size 1, but rats show it more granularly.

Expected behaviour: the tooltip should match what is happening in the game. If the tooltip is intended to be correct, then mood boosts should be changed as appropriate, and the tooltip should state how many animals you need for +5 (right now it just says "tons of animals"). If the tooltip is wrong, then there should still be a +1 thought for having more than 0 but less than 1 total body size per colonist.
#3
Quote from: Canute on November 18, 2021, 11:01:48 AM
Just a question to you, what do you await ?
You disallow that your colonist would instantly die, but without heart ...

It's only supposed to prevent colonist kills from attacks, it doesn't make them immortal. Removing a vital organ should still remove the organ and kill them.
#4
If you are using a custom storyteller setting with colonist instant kills reduced to 0% and attempt to harvest a vital organ from a colonist, they do not lose the organ and are not killed. Instead, the organ is reduced to 1 hp. You still get the organ item. Non-colonists are not affected and euthanizing works normally. It is possible to harvest the organ again once the wound is healed.

Here is a save file with easy reproduction: https://drive.google.com/file/d/1-MDeCO8JTDSffZFtNC8qqXpojw7S7i9U/view?usp=sharing

1) Undraft Brasa. She will harvest Cherrosai's heart.
2) (Optional) Reload the save file and change storyteller settings's colonist instant kills to 100%.
#5
If a colonist is downed, imprisoned or returns from a caravan (not 100% sure on the caravan one), they get the debuff immediately, even if they've just taken drugs. It seems to get set to whatever is the lowest value it has ever reached on anyone in the colony.

Here is a save file with easy reproduction: https://drive.google.com/file/d/1-CQQNqeng8t8gDs_hL5OFFJ51GW-snfE/view?usp=sharing

1) Have all colonists drink psychite tea. They will lose the debuff and get a +3 buff.
2) Arrest or beat up Scottish. He immediately loses the buff and gets a -5 debuff. Other two colonists keep the buff.
#6
If you create an ideoligion with Animal Personhood + Cannibal, Animal Personhood forces meat eating to be at least disapproved. This "unlocks" cannibalism issue, and it acts as if you're not Cannibal, letting you set it to values that shouldn't be possible. It affects local factions as well, creating cannibals that aren't cannibals. A pawn with that combo will take both penalties when eating human meat.

Animal Personhood + Tunneler has a similar problem where it overrides insect meat precept. It's possible that there are other pairs of memes like that.