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Messages - WarKitty

#1
Prisoners will still only grab a top and a bottom, regardless of their ideology.  Prisoners with an ideology that requires them to cover their hair or face will not put on covering garments but will still get a mood penalty for not being fully covered.  It would be better if they would grab a hat/veil/mask if that's what their ideology requires and one is available.
#2
If you have pawns set to eat only nutrient paste and the closest paste dispenser to them doesn't have a full hopper, they won't use a different one.   So I have 5 nutrient paste dispensers on my map for colonists (not counting the one in the prison); one of them is new and doesn't have a hopper yet.  Pawns closest to that one will not eat unless I either force create a nutrient paste meal somewhere or manually draft them and move them so another dispenser is closest.  Also creates problems if one dispenser runs out of food, even if there are other active dispensers nearby.
#3
I'm finding that even if I'm not loading anything else, the time it takes for a pawn to pick up an unconscious prisoner and carry them to the edge of the map (at least on a mountain map where you can't walk in a straight line) gets to be long enough that they go on a mental break.  Especially since they'll spend a decent amount of time wandering around before actually picking up the prisoners and heading to the map edge, even if there's nothing else to load.  Alternately they'll get hungry halfway through, head back to the base to eat, and then just...never load the prisoner in at all.  Often the wardens will take any prisoners that were dropped back to bed and they won't end up in the caravan at all.

I'd rather not drug up my pawns just to get a caravan formed, but I'm not sure what else to do here?
#4
Rancher pawns don't get a debuff for eating animal products, only for eating stuff that's entirely vegan.  So it wouldn't make a difference anyway.
#5
Colonists who require meat eating as part of their ideology will get the "ate non-meat" debuff if they eat pemmican that wasn't made by the player.  Pemmican that's made by the player will track its ingredients and count as eating meat.  However pemmican bought from traders or obtained via raiding or quests will count as non-meat.  Can be verified by spawning some pemmican in via dev mode and making a colonist eat it via right-click.  Also affects at least some modded items that require meat to make (but I verified with a new save with all mods disabled).