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Messages - mayoculpa

#1
I've seen people elsewhere mention the icon will sometimes appear for them just moments before the visitors decide to leave the map, so the colonist they send has to be very fast to catch them before they do leave.

My visitors have been wandering around in front of my humble shack for a bit and I haven't seen an icon yet. My pawns have leg scars that slightly reduce their movement, so if that ends up happening here, I'm not confident I would be able to catch up to them in time.
#2
Quote from: Canute on July 24, 2021, 01:44:57 AM
QuoteA toggle button to turn off harvesting
I didn't played ideology so far, but isn't that what the allow cutting button is for ?

The allow cutting does not have that effect - that's the main point of this thread. Maybe it prevents the manual "Harvest" and "Cut plants" commands from the Architect menu from working? But when trees are in the grow zone and "ready to harvest," your growers will harvest them even when "allow cutting" is turned off. Even if the pawns believe that cutting trees is a warcrime and are tanking their own mood by doing so.

That's why I micromanaged it, following around my tree-loving pawns and manually removing the grow zone from under each tree as soon as it was sown.

So either the "allow cutting" toggle SHOULD work the way we all expected it to, or another toggle should be added that allows us to prevent the harvesting of trees within a growing zone. The way I did it works for a small colony with only one or two growers, but for most playstyles it's very inefficient.
#3
General Discussion / Re: Changes to Animals
July 24, 2021, 12:53:57 AM
I understand the logic behind it, but this change made me really sad. I think it was an overcorrection. The way it was before, every biome had its own unique animals which could fill every useful niche in my colonies. Now if I want guard animals, hauling animals etc I have VERY few options that have to be the same every time, every colony. I will miss my attack elk and my guard dromedaries and my various foxes. I loved them so.

I suspect part of it is that Ideology adds the option to have those kinds of tasks done by enslaved humans instead. Which I will not do. Having a stringently limited amount of working animals is just a loss of flavor and fun. I get that a lot of other players are overjoyed to have the opportunity to enslave people, but I would find that actively unpleasant. So, retrievers it is from here on out.
#4
I had sent a single pawn out on a caravan with multiple animals. He came back and had all of them roped at once, and was leading them to the pen. His movement was slow and laggy. I manually prioritized my other colonist to rope one of the animals he was leading.

After she took that one away, he walked a few steps further and then got stuck on a tile. His action still said for example "roping Alpaca 3 to pen 1" but he could not move. My other colonist was able to take all the animals back; after she did so his action updated to "Consuming pemmican." But he stayed stuck and unable to move until he collapsed from exhaustion. Draft / undraft and manually prioritizing him to perform various actions had no effect.

I will try to reproduce this. I am not sure if it happened only because a pawn returned from a caravan leading multiple animals at once (which otherwise doesn't seem to be possible), or if the issue was triggered by the second pawn taking one of those animals away.

A minor thing, but something else I had noticed from this save: My starter colonist's ideoligion values Ranching, but she doesn't seem to be getting the mood buffs / debuffs related to having tame animals nearby. The exception is venerated animals - the buffs from those work fine and dandy! :)

Moderator note:

This behavior has changed since this post.  I tested in 1.3.3087 and if you try to help rope caravan animals removing, it releases the caravan pawn and all animals.
#5
When I was doing a tree connection run, I had to shrink the growing zone to give all existing trees 1 tile of empty space around them in every direction. And also shrink the growing zone away from any tree I'd planted as soon as it was planted. Otherwise my pawns would "harvest" ready-to-harvest trees inside the growing zone, even though it was against their beliefs.

A toggle button to turn off harvesting would make it easier to avoid this, without having to micromanage shrinking the growing zones.
#6
I accepted a charity quest to give 2 meds to visitors. Both my colonists are capable of Social; one of them has an ideoligion that values charity. I had 8 industrial meds in my inventory, and they are not forbidden. (I also had 2 glitterworld and a couple dozen herbal, but the quest appears to want industrial.)

The quest message said to right-click on a specific visitor to give them the meds. Right-clicking on that pawn had no effect.

I expected the pawn to whom I was supposed to give the gift would have the gold question mark icon above their head, as caravan traders do. Very rarely in 1.2 I had seen visitors spawn with a "few items to trade" message, but no visitor had that icon, producing a similar situation.

This is the first charity quest I've gotten with Ideology, but I'd seen a couple other folks on the Steam forum ran into the same problem and no one seemed to know of a fix.

I have Ideology but not Royalty and am not using mods.
#7
Quote from: thryllth on April 09, 2019, 01:59:40 PM
Tribal start with nothing but the clothes your pawns are wearing is a bit rough, particularly in an unforgiving biome as it becomes a race between starvation and that first couple tiles of rice growing.  The fact that you start with pemmican researched does make winter a tad bit less chancy as you can stretch the time before your meat spoils but in any map with animals I always used my winter food storage shed as bait to get whatever wildlife is on the map to come to me.  Just leave the door open and they will walk right into the freezer for you  ;)

Agreed, this is really great when it lets you get, say, an elk or two in a confined space. And your hunter doesn't even have to haul it cause it's already in the fridge!

It can get dicey sometimes though, like when a megasloth wanders in and all you've got is a couple recurve bows. Or it's the tail end of winter and there's nothing on the map but a warg ^^;;
#8
I didn't realize New Arrivals had to research war masks and such. I knew you start without pemmican and passive cooler, and I can definitely see how not having those would make naked brutality even harder.

On the flip side it just seems more fitting to me that I spend the first year or so without electricity, helplessly listening to the "beeboop" of meat spoiling because I couldn't cook it fast enough. Then when it's finally researched it changes the game so dramatically.

I switch off and on between NB and regular Tribal start. Maybe next time I'll do a Tribal with 3 starting colonists but no gear to try and split the difference, heh.
#9
I've been enjoying Naked Brutality, but changing it in the scenario editor to be a Tribal colonist. Start with nothing, not even research! :D Thrill with anticipation as the boreal forest winter approaches! Will one of my raiders spawn with a halfway decent parka I can steal off their bleeding body and/or corpse?
#10
Ideas / Re: Abortion
March 14, 2019, 11:17:42 AM
Quote from: Limdood on March 13, 2019, 01:37:37 PM
pregnancy of colonists doesn't exist in the vanilla game.


Oh snap.

That's actually a relief. I've only recently gotten the game, and I was assuming it just hadn't come up yet. I've seen stories in the forums where people had pregnant characters and didn't realize they were using a mod. Frankly I've been kind of stressing out about how to manage it.

And yeah derped brings up a great reason why leaving pawn pregnancy out of the vanilla game is probably wise. Regular ol' cannibalism and organ harvesting should be sufficiently grimdark for anybody -_-
#11
Ideas / Abortion
March 13, 2019, 11:02:05 AM
Pretty simple. Every opportunity to recruit a colonist is a tough call - can we afford to feed another person?, are their skills a good fit?, etc. That nailbitingly difficult decision should go double for pregnancy. After all, a baby is basically a new colonist that you have zero idea what their traits are going to be AND they'll start out needing care and unable to do work. A baby at the wrong time could spell death for everyone.

Industrial and glitterworlds around the galaxy would have to have some type of abortion meds.  Heck, even some tribal worlds might have herbal stuff that could do it - Earth used to have a plant like that till the Romans used it up to the point of extinction.

It could work something like: the closer a pregnancy is to term, the more injured the mother is going to get by aborting. With doctor care only, the injury is much more likely to be severe or even fatal. Medicine would greatly reduce the odds of serious damage, especially early on, with glitterworld meds reducing it even more. If you catch it very early even herbal could have a good chance of aborting safely.

There could even be a trait where pawns really dislike abortion and get a mood debuff if they or another colonist have one.