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Topics - mayoculpa

#1
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.
#2
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.
#3
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.