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Topics - weekendwarrior

#1
When playing with Fluid ideology and having already Nature primacy with Tree connection, removing Nature primacy during reform disables the wrong precepts.

Save: https://drive.google.com/file/d/1VTeKLZ1plJ0hq_IQ5X1hGnhU-b8ii3bZ/view?usp=sharing

1) Click Reform...
2) Select Add or remove meme
3) Remove Nature primacy
4) The game disables Rough living and Temperature precepts which are connected to Tree connection, not to Nature primacy
#2
SSIA. Plant something in a hydroponic basic, wait a bit, then select something else for planting. Both crops grow at the same time.

Moderator Note:

Thanks for the bug report.  This issue is not present in 1.3.3164.  If you experience this problem again, please post a new report and attach a save for me to review.  If you are unsure how to do that, please refer to the "How to Report a Bug" stickied topic.
#3
...which probably makes sense. But, at the same time, they have the "Seriously required" Meat eating precept. So while eating the meals would only give them "Ate venerated meat -8" mood penalty, eating stuff like berries and milk gives them "Ate non-meat -10", and if they only eat raw food, because there's nothing else, that additionally gives them "Ate raw food -7", for a grand total of -17 penalty... And that's broken.

Save: https://drive.google.com/file/d/1GeqD-KP5WFzrMclw16rOxeePFJ3SEgMV/view

(Yes, I have the Show draftees weapons + Harmony enabled, but I doubt that that makes a difference.)
#4
How to reproduce:
1) Go to Assign tab and set a doctor to carry 3x herbal medicine.
2) Have an injured pawn and set his medicine preferences to industrial medicine.
3) Get the doctor from 1) to treat the pawn from 2).
4) Observe that the doctor uses his carried (herbal) medicine.
#5
Visitors can be gifted items that weigh much more than their carrying capacity.
#6
In the Assign tab, Medical care column, click any of the medicine buttons. The list menu items in it have no icons. I know that it has been like that since forever, but since most things that are rendered like that have icons, I think these buttons should have them too.
#7
In the Animals' Stats tab, under Animal productivity, there's Gestation time and Growth time. Gestation time is specified in days, whereas Growth time is in years. It makes more sense, IMO, to specify Growth in days as well - it's more user-friendly.
#8
Tooltips (and anything that is "on-hover", really) doesn't activate if I move the mouse slowly over it. Additionally, the UI feels a bit sluggish sometimes, but I can't really pinpoint the exact issue. (And scrolling is reverted, but that has been reported already.)
I'm on Archlinux.
#9
The shuttle has a load button, but the dialog after clicking it is empty and no items can be loaded. This can be worked around by creating a caravan, loading things manually, cancelling the caravan entering the shuttle. It would be much better if the shuttle could just be loaded.
#10
The "About Anima linking" informational letter describes required grass counts from previous versions. The required number of anima grass patches needed for the ritual is now constant 20 for all levels.
#11
Bugs / On-hover text suggests Formal shirt for a dame
January 18, 2021, 03:41:04 AM
When I hover the mouse pointer over the "Want dame-specific apparel" moodlet, the text suggests Formal shirt, which is a piece of male apparel and the dame would get upset if she wore it. It should probably suggest a Corset instead.
#12
Ideas / Animal training improvement
January 18, 2021, 03:35:50 AM
There used to be an animal "skill" called Obedience. It's now called Guard. If it was called Obedience again, it would make a great base skill for implementing something like "don't run away from me when I'm trying to train you" or "I'm assigning you this animal bed" or "Guard me". Please, consider adding something like that. At least for the training part. Retraining haulers can get annoying at times.
#13
Bugs / Fueled stove runs out of fuel during cooking
January 18, 2021, 03:31:24 AM
Fueled stove will run out of fuel during cooking. It's quite annoying when a stove stops working on the very last tick before something like bulk pemmican, which takes a long time to finish, is finished.

Please, consider adding a tiny bit of logic that would check if there's enough fuel for the upcoming bill and if not, simply refuel the stove.
#14
Currently, let's say that you set a butchering bill to "Do until you have X" and set it to 100. You want those 100 units of meat to be used for cooking regular meals. If you also have a lot of insect meat that you *don't* want to be counted to that 100, the bill will not work and there's currently no way how to make it work, as far as I know.

So, please, consider adding the "Only allowed ingredients" checkbox to the "Do until you have X" butchering bill. There may be more types of bill where this makes sense.
#15
See save file at https://drive.google.com/file/d/1pOpsphqIgZRm5B8eICLSF3ya2MO3M8fQ/view?usp=sharing.

Booker's meditation spot is assigned next to two statues. The game still says "Meditation spot needed" and Booker meditates elsewhere.
#16
Please, reword the second paragraph in "Damage adaptation growth" and "Damage adaptation effect" custom playstyle settings and add a proper explanation for them. The first paragraph is totally fine, but the second one utterly fails to explain what those settings are and what they do. I would suggest a different text, but I honestly have no idea what the settings actually mean.
#17
Some pawns don't unload their inventory after the Attack Work quest. After looting the base (manually clicking on some items and choosing "Pick up ...") and returning to the base, they keep carrying the loot around.

Save file: https://drive.google.com/file/d/1aRgpBv6-vgld6UzFEPvkvkwHBgM1WkMI/view?usp=sharing
#18
See the save file: https://drive.google.com/file/d/1oSUfZBDbc6Lfl9k5FYt5F1ns1tFiEocp/view?usp=sharing

Sage doesn't take luciferium into his inventory even though he's scheduled to do so. He only takes one when his need drops below 10% and the drug policy for addictions kicks in. He then takes one piece into his inventory and eats one to satisfy the addiction at the same time.
#19
See attached save file. The pawn Blackout is about to leave with the rest of the group related to the quest, even though I accepted his offer to stay in the colony. I also remember that I declined another character from the quest, Steven, who wanted to join some time ago. Maybe it's related.