Menu

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.

Show posts Menu

Topics - khun_poo

#1
The Biotech DLC new race (Implid) raiders are able to spit fire. Would love to see enemy use psycast as well.
#2
Tribe Child trait that come from the child and grow in colony don't have the natural meditate. So they are unable to pray at anima tree.

While the Vanilla "Tribe child" trait could meditate at anima tree.
#3
It was a mistake on my part that didn't pay attention to the tree too much. I have 1 of my colonist prune 2 of the Gaulanren trees.

after a long await, the forth dryad is spawn. The mistake was that the connection strength of that tree was exactly 75 and the said colonist is sleeping. After half an hour in game time, the new born dyad just disappear immediately.

I have my pruner rush to his overtime job but the tree said the next spawn is next 8 days  >:( !

Wish they should wandering around just 1-2 days when the connection power is below the threshold, not just disappear like that.


sorry for the rant.
#4
The bug will occur when a ritual spot or campfire place in a room with more than 6 drums.
Start the 'Drum party" ritual.

The ritual will keep on forever and the colonist will dance until they die lol.  ;D

To fix it for now, just keep the drum amount no more than six drums and the ritual will be fine.

Here's my save file. https://files.fm/u/2nn2zg5qw

A lot of mods but I think it's not mod relate issue.
#5
Please make caravan animal run of on it's own when form a caravan. The roping is real annoying and very buggy. I have form a caravan of 6 people and 20 horse to trade on nearby settlement. The roping is the colonist drag the horse, and stop, and drag again with a little cooldown like they're melee something.

Due to the long preparation, Some of the pawn fall a sleep, mental break, etc while trying to rope the animal off the map. This caused the rope to broke and set animal free.

Now, the colonist will stop the roping and try to leave the map which is also impossible due to the horse are not leave the map. make me no choice but to cancel the caravan and start over.

To fix it, I have to leave the map with only one pawn to drag all the horse out of the map and have other people to carry the stuff later, merge, unmerge caravan untill I got all the stuff I need then go on the caravan. That's way too many micro.


Please change it, this is super annoying to me.  :'(
#6
It's super weird that it's spawn 2 sunblock machine even if it's mechcluster. I'm curious that I should report this as a bug or not.

Also, My colony run a fluid ideology with have no Darkness meme but have fight in the darkness precept. So, the change that disable sunblock outpost is kind of not work for me in a good way here  :D





#7
It's super weird that it's spawn 2 sunblock machine. I'm curious that I should report this as a bug or not.

Also, My colony run a fluid ideology with have no Darkness meme but have fight in the darkness precept. So, the change that disable sunblock outpost is kind of not work for me in a good way here  :D





#8
I set every ritual in my colony's ideology reward to get psyfocus. Still, all the ritual never give psyfocus to anyone after the ritual. I have tried all the ritual outcome and all of them never once give psyfocus at all be it unforgettable or satisfying.

I have the picture of proof below, The alert message said that all the participant's psyfocus have been fully recharge but they are not.







#9
I love the idea of fluid ideology that keep your believe growing with many pawn converted. By receiving point, at some moment of the game your ideology is finish and nothing to reform about it anymore.

I suggest that we should be able to use that ideology point in some sort of way other than reform ideology too.
For example, make the specialist, leader or moral guide to bypass the skill cooldown like the honor system from the royalty that can bypass the royal aid cooldown I guess....?

Thanks for reading  :)
#10
Unless they was made for default precept only that unable to edit. They give nothing special to the game at all.

In the Customize ideoligion page. The default setting is that the gender supremacy meme could have unlimited spouse and keep their marriage name while the oppose gender could only have one spouse. This option could be edit by any meme in the game. Also the gender supremacy meme could change that as well.

The only special about them is that, the only said gender supremacy could be their ideology leader or moral guide. For example, Male supremacy meme leader and moral guide must be a male gender, that just add more bad sided to the meme.

Are these both meme are just for the roleplay only reason or did I just miss something?
#11
This is a bug but can profit or punish those who unaware of it.

Usually, Clashlander scenario ideology meme will unable the drum party but able the Lightball dance party. This exploit will allow your clashlander and tribal to do the dance/drum party.

To do this. (For Clashlander)

1) Create a Tribal start scenario.
2) choose Your preferable meme
3) After you finish the meme selected and ritual. Save your meme.
4) Click back until you back to scenario selection page. This time select the Clashlander start.
5) At the meme selection page. Click "Load" Meme

Your Clashlander can now able to do the drum party that specific to tribal. Still, you lose ability to use lightball ritual.

Also, Dev mode could edit all of the meme. But well, exploit is still exploit right? :D

Thanks for the reading  :)
#12
Kind of disappoint if it's work as intended ngl  :'(
#13
Thrumbo fur is the best material for clothing. So, every Thrumbo wander in the map usually KoS.

So, I suggest that Taming Thrumbo should have more benefit. By make Thrumbo fur only viable by sheering them like sheep with only low success rate or very low yield which get better with higher animal skill. Also make butchering them only get you meat and horn would be fair.

Also, imo animal handler skill is kinda lackluster on late game. Because their only job late game is just to retrain hauler dog, milking cow or sheering sheep. Roping count as animal job but didn't use animal skill same with slaughter, so anyone could do that if their animal skill did not disable by backstories. After we get a pair of animal we like in colony, I've never use the tame command anymore (Unless I plan to use insect in my colony since they can't breed). Thrumbo on the other hand take forever to pregnant and another forever to growth. So, it's could better to tame on sight if game change the way to get it's priceless fur.

I know about the mod of sheering Thumbo already, My point is that Thrumbo should give less profit for killing it. However, Thanks in advance ;D

And.... Thank you for reading.  :D
#14
This bug is really helpful to player but I think it's still a bug.

Not sure how to recreate it. It just happen that one of my colonist that I held captive in prison due to drug addicted problem got mental break "Insulting spree".

The problem is, since insulting spree sometimes target the specific pawn to insult. If the pawn is not in the prison, the mental break instantly end and got a catharsis mood buff.

From my observe so far, all the prisoner that is not the colonist mental break is Berserk.

The picture is include below but not really helpful, I'm sorry  :-\

#15
Ideas / Darklight Brazier Please
August 11, 2021, 01:37:46 AM
We need it for Darkness Ideology Royalty. Blue flame brazier is kinda cool tbh.  :D
#16
Neuron supercharge are privilege for Transhumanist meme with a cost of 3000 research point (Tribal Start).

For unknown reason, if you didn't pick the Transhumanist meme, you still able to research it.

I know that they already said that "Because the transhumanist meme is missing, You are unable to craft the following stuff: Neuro supercharge".

So really, why does it show for other meme then lol. I think they should only show up for those who have transhumanist meme. Imagine you got Techprof persona core and it random pick this research, you got nothing.

Moderator Note:

This is working as intended, you may get transhumanist colonists and want to provide this tech for them, thanks for the bug report!
#17
The style I use to occur the bug is Spike ideology.

To make the bug occur. Have a simple helmet equipped on colonist. Then have a colonist go to styling station and dye his simple helmet to white. They will keep dyeing the simple helmet but the color never goes white. The dye will lose in the process. If there's a dye left, the colonist will keep dyeing the helmet disregard his own health, sleep or hunger until the dye is gone.

Not sure about other color though. But white is 100% bugged

Thank you for reading  :D

Moderator Note:

Thanks for the bug report!  I am not able to reproduce this bug in 1.3.3102.  If you are still experiencing this issue, can you please make a new report, and post a save of this occuring?  Thanks!
#18
I have royalty DLC so I did not mind this much. However, Isn't this meme kinda awkward when they have a chance to provide psycast that's it's almost the core thing for Royalty? Still, if it's not give a psylink level but only give +psychic sensitive, kinda meh imo.

I think it should give something else due to the different between 2 DLC. Maybe get some new skill just from the psysense specially. For example; a Mind eye that's boost the sight +100% to you and every allied around you for a moment or etc.
#19
Especially the hauler dog.

The problem is that all trainable creature got their skill decay if not retrain. So, when the animal graduate from training school.
They will run around to haul everything that not in the appropriate stockpile.

However, since the skill keep decaying after sometime. The animal handler will try to retrain them by chasing it around the map.

To counter this issue, I have to set animal "Haul" skill to " Not retraining" and wait until they forget how to haul.
Then start training them again. Which is too much micromanagement.

Mods is welcoming too.

Thank you for reading. Hype be for the ideology!
#20
This bug caused the shuttle from the imperial to never leave your colony (Which is never good).

To caused the bug please follow these step.

1. Wait for the Safeguarding quest to occur. (or forced it by dev tool idk)
2. Just complete the quest like normal and wait for the shuttle to come pick your guest back.
3. Don't let your guest to board the shuttle. The time limit is 3 days.
4. Lower the guest mood by any mean (eat a human corpse, human kibble, you name it.) And lower their mood to below the quest threshold. In my encounter, it was 35%
5. Once the mood below the threshold limit for sometime. All the guest will leave the map by walking.
6. Voila! you are now sit with the shuttle that never leave you. The quest will fail after the guest leave the map though.

 
Please check the attachment file for the picture.

TIL, Take care of your guest properly even if it's just one day :D