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Topics - PatrykSzczescie

#1
Have you ever let an infestation stay on your map, trying to take an advantage of it?

My current colony is settled in large hills with caves. I built a wall chunk on the corner of the map and an infestation occurred in the place I wished to spawn. The infestation expanded until there were 30 hives then stopped spreading. Insectoids mine chunks from time to time causing roofs to fall. I'm managing a colony leaving the infestation on the corner not letting my colonists or animals go near there without my supervision. This type of gameplay has many benefits:
- When a raid occurs, I can construct walls so raiders pass through the infestation cave, dying to insectoids.
- Caravans passing through the infestation cave will also die to insectoids without goodwill penalty, sometimes leaving some precious loot on the map, eventually letting me rescue some for goodwill boost.
- Insectoids sleep during the night, letting colonists grab some items from caves such as jelly, caravan loot or the base yield of mined resources.

The issue is, though, that when an insectoid is provoked, all insectoids on the map assault the colony if they're not occupied by their enemy. They calm down after a short period of time when not being attacked so the distance and walls keep the colony safe. Each colonist, tamed intelligent animal, raider, hungry predator, trader, passing through traveler or fire (let me know if they are more causes) may result in insectoids running to the colony - it accumulates if they're keep being attacked to the point that they may reach the walls and break through, especially after they calm down and mine walls instead of attacking them, causing more damage to them than skilled builders would be able to repair. This also can be problematic during the night - when they calm down, they may decide to sleep outside instead of returning all the way to their cave, being closer to the colony, which is detrimental to the colony if another accident happens such as incapacitated enemy waking up.

And now I got into this problem when I accepted refugee quest while there was a caravan on the map and it caused raids to trigger insectoids that attacked single walled base (should've built thicker walls). In the end, I forced my colonists and intelligent animals to leave the map. The colony is quite numerous but they settle elsewhere nearby without anything except for dishes. I left plenty of pen animals, high quality medicine, devilstrand (no apparel made yet), warm clothes (it's cold snap on both maps right now and half of colonists don't wear winter apparel) armor and fuel in the base. I want to settle back but there are a few of insectoids inside the base that feed on prisoner corpses, stuff in freezer and I don't know what else - I can easily kill them but it'll make the whole infestation move to the base and I don't want to fight the whole infestation. Any ideas?
#2
Once on RimWorld, I analyzed my relationship with other factions. I came up with a brilliant idea how to improve it with one of them: send a gift. I had a transport pod and a prisoner from the pirate faction, which I didn't need. There's no time to lose: fuel loaded, so I just put the prisoner with other useless stuff to a pod and send a faction I was interested in. It went smoothly: a prisoner less to feed, the relationship improved, no mood penalty. Exactly, no mood penalty. None of my colonists was a psychopath or had any traits that would affect mood on any organic loss. So I came up with another brilliant idea. I didn't need this iguana which was sulking in my colony since the beginning but it was bonded to one of my colonists who had mood buff due to being its master. I sent the iguana as a gift the same way I sent the prisoner. Result: the colonist lost the mood buff, didn't gain any mood debuff and in Social tab, the bonded animal showed itself as belonging to the faction I sent the gift to. Another day, I was going to complete a trading quest for clubs. Apart from those clubs, I brought a prisoner I didn't need and sent a transport pod as a caravan along with a few of colonists to a faction village. Once I fulfilled the requirements for the quest, I started trading. I gave the faction the prisoner as a gift. My colonists got a debuff that a prisoner was sold. How rude! I should've sent the prisoner separately.

I guess that no mood penalty after sending a gift is a bug and when human or bonded animal is being sent, there must be a mood debuff.

To reproduce the bug do the following steps:
1. Prepare to send objects to a near non-pirate village via transport pod.
2. Load a prisoner or bonded animal to a pod, assuming the tested colonist is not a psychopath.
3. Send the content as a gift to a village in range.
4. Check for mood in Needs tab of the tested colonist.

And do the next.
1. Prepare to send objects to a near non-pirate village via transport pod.
2. Load a prisoner or bonded animal to a pod along with a colonist, assuming the tested colonist is not a psychopath.
3. Send the content to a village in range visiting it.
4. Trade with the village and offer the prisoner or bonded animal as a gift.
#3
When I open an ancient cryptosleep casket and hostile pawns wake up, they'll be attacking the colony until... well, they'll never leave the map. Even if there's nothing on the map, they'll wander until they starve to death.

I expect spacers to be like the rest of hostile pawns - either they steal valuable items, kidnap colonists (although I wonder how you could get them back) or simply leave the map once they start getting issues with stomach or temperature.

To reproduce a bug, find a map with ancient ruins, open cryptosleep caskets which contain hostile spaces, leave them alone and watch their behavior.
#4
2 pirates raided my colony. It was a group of sappers.



(the map above has been screenshot a few days after the raid)

The raiders came from the edge of the map. They dug through field A, revealing a new area to the top of this field (yeah, the area on the edge had been undiscovered before the raid). Then a guy with Molotov dug through field B and attacked a colonist who I sent to shoot him down. During the fight, another pirate was standing in field C with a pump shotgun and wandered there.

As soon as the colonist killed the guy with Molotov, his partner started attacking the base going according to the arrows, dying in the circle, where he tried to fight off automatic turrets and the colonists.

Once I killed the guy with Molotov, I expected his partner to flee, but he didn't. His name was still shown red.

[attachment] contains the screenshot above, raw version of the screenshot, output log, the starting save and the current save.

I don't know any details about these raiders. They've expired due to being butchered.
#5
Bugs / [0.18.1712] Animal-like human cannot be tended
November 06, 2017, 05:46:20 PM
Hey, I've just looked into the bug here, analyzed this animal-like human and realized that the pawn's untreated injuries cannot be healed, unlike other colonists and animals.

I expect my doctors to be able to tend animal-like pawns once the anomaly happens on my save, but I guess once this happens, I'd have to put them into cryosleep or wait for the next update.
#6
Bugs / [A17] A colonist doesn't take a drug when scheduled
September 28, 2017, 03:48:21 PM
I have a colonist who takes luciferium. The colonist is not a prostophobe, teetotaler nor with any drug-related trait, but he's unable to produce drugs. Once I realized that the pawn takes it as soon as the need bar drops below 33%, I changed drug policy to take it every 7 days, marking the drug in storage as forbidden. When the need bar dropped to 1% and the game informed me about the deadly disease, I unmarked luciferium in the storage so the pawn can take it automatically.

But it didn't happen. I waited a few days until the pawn got a mental break, but once he calmed down, he didn't take the drug as he was working. In "Work" tab I unmarked one by one each job the pawn was performing until I unmarked crafting on the lowest priority, then the pawn went to the storage to take the drug. I changed drug policy so the pawn can take 1 to his inventory, so he took 2 - consuming 1, holding 1. Another 7 days passed, the pawn didn't take the drug despite sudden mental break as soon as felt the need and once he calmed down - after the whole day - he went on working. I set the pawn to a really small restricted area (2 tiles) where's nothing to do and despite holding the luciferium in inventory, he didn't take the drug. I set him to another area, where the luciferium was stored - he didn't take the drug. I set him unrestricted and did the same trick as before - disabling all the work he did until he took the luciferium on his own but after this, he didn't take the drug from the storage to his inventory although he has nothing else to do and the drug policy says to keep 1 luciferium in inventory. I set him to work, and after a normal day, he didn't take the drug to his inventory.

TL;DR:
- The pawn sets job, relax and sleeping over taking luciferium when scheduled.
- When the pawn is in a restricted area, he prefers stalling over taking luciferium.
- The pawn doesn't take luciferium to his inventory until he decides to consume the drug - then he takes a spare.


I think this wouldn't be an issue if the pawn could automatically take luciferium when scheduled with the same priority as going to eat when hungry. Instead, I have to handle it manually.

I guess replicating the bug is simple: have luciferium in storage, set drug policy on schedule one per a few days, keep the colonist non-idle and observe. I guess traits are not an issue.

Edit:// Apparently, the pawn prioritizes taking luciferium during free time. He had the whole timetable full of work/joy/sleeping and he couldn't take the drug unless he had all his needs satisfied and no work to do. I'll leave this thread open for further responses, though.

Edit 2:// However, not always when there's free time.