Ludeon Forums

Ludeon Forums

  • July 02, 2022, 07:10:10 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

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.

Topics - Mirador

Pages: [1]

Not sure if it's intended or not, but I just noticed that the two news technologies, Biosculpting and Neural supercharger don't actually require a Hi-tech research bench.

They are the only post-microlectronics technologies working this way which is kind strange.


I made a large rice field to see if the sowed human food plant penalty from ranching central precept was that bad at the beginning of the game and it seem there is none.

No mood debuff from sowing plant as rancher idealogy!


UPDATE: It seem that my pawn did receive the mood penalty. Not sure why it did not work earlier.


Like Pain is Virtue, Nature primacy memee require scarification ritual.

However, unlike Pain is Virtue, Scarification is missing as a required precept when you select Nature Primacy memee, even if you randomize precepts mutiple times.

This is strange because, once you manually add it, you can no longer remove it, showing that it's indeed a required precept. (See screenshot)


UPDATE: Actually, it seem that it don't even require the scarification ritual However, the memee tooltip do say it do!


This has been resolved as of 1.3.3080

Bugs / [1.3.3067] Animals daily nutrition consumption mismatch
« on: July 21, 2021, 10:29:55 PM »

The nutrition consumption display in pen marker is actually half of the animal hunger rate.
Yet, both information say: nutrition per day.

So, for exemple, please check those screenshots and tell me, do a horse eat 0.34 or 0.68 nutrition per day ?

Bugs / [1.3.3056] Wounds don't show on rotting corpse
« on: July 11, 2021, 03:01:32 PM »

Not sure if it's intended but wounds do not show on rotting body.

It do look a bit strange after a manhunter event when half of the attacking animals end up with plenty of fresh wounds
while the other half don't have any because of the rotting effect a scaria.  ;)



Not sure if it's intended but just had a pawn incapable of violent trigger murderous rage mental state.

So I was curious and followed him on his 'non violent' rage and it seem that in this case, he is indeed capable of violence.

Quiet funny that he won't defend itself from pirate murdering his familly, or during social fight with other pawn,
but can get so frustrated about waiting on an exhaused horse while forming a caravan that he actually want to murderer his lord.

Good thing his lord is a nice guy and had word of serenity ready. =oP

Well atleast that a good story I guess!

Bugs / [1.3.3056] Savage tribe show 'What you can buy' on world map
« on: July 11, 2021, 09:48:20 AM »

I noticed this small anomaly in the world map.

Savage Tribe show 'What will it buy' button while pirate gang don't.

Since they are both permanently hostile faction, I guess it should not show it for neither of them.



A small thing I noticed while I released some animals into the wild from my colony...

Not sure if it's a mistake or intended but pawns will not use leash when releasing animal into wilderness.

They prefer to directly cross the fence with the animal on their shoulder. ^^


1. What the circumstances were:

A caravan of 3 pawns with multiple animals is heading to leave the map.

2. What happened.

One of the animal got stuck between a fews trees, running back and forth, as the handler try to pull it over with the leash.

3. What you expected to happen.

It seems that the new leash mechanics can sometime prevent animal to move around obstacles.
This is particulary true for large caravan with many more animals than pawns.
I am not sure what would be the best solution but maybe they should simply go through tree in that case.
It's not a gamebreaking issue but I had to send another pawn simply to cut the tree in the middle of the forest so the caravan can progress and leave the map.


UPDATE: It happened again, I attached a screenshot.

Bugs / [1.3.3050] Female animal don't show up in auto-slaughter menu
« on: July 05, 2021, 03:56:29 PM »

1. What the circumstances were:
Just started a new colony with the lastest 1.3 update. I tamed 3 gazelles (1 male and 2 female) and 2 boomalope (1 male and 1 female). I put then all in one middle-sized pen.

2. What happened:
Both females gazelle had one baby each, so I was exploring the new auto-slaughter feature to automatize meat production in the colony.
I click on auto-slaughter, and see 1 male gazelles, 1 male boomalope, 4 other gazelles and 1 other boomalope.

3. What you expected to happen:
I expected to see 1 male gazelles, 1 male boomalope, 2 females gazelle, 2 other gazelle (their baby) and 1 female boomalope in this menu.
Those females are not pregnant nor immature.

4. Steps we can follow to make the bug appear on our machine.
The bug is still present in my savegame file.

5. Savegame file

6. Log File

Please correct me if I missed something.

Thank you for your time!

Pages: [1]