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Messages - Thunder Rahja

#1
Charity quest beggars can trigger the "travelers betrayed" alert by entering a berserk mental break and killing one another. While two beggars were leaving while in extreme break moods, one of them entered berserk and attacked the other until dead, at which point the alert triggered. I was not expecting there to be consequences for my colony after the beggars attacked each other.

Steps to reproduce:
1. In debug actions (dev mode), generate quest > beggars > 100 points > 3 colony population, to spawn two beggars.
2. In debug actions, mental break > berserk, and click one of the beggars.
3. One of the beggars kills the other.
4. "Travelers betrayed" alert appears, causing a mood penalty for any colonists that require charity.
#2
Most apparel count as clothing but some do not. To tell whether an item counts as clothing, click the item and view its info panel, where "Clothing (for nudity)" tells you whether it counts. Simple/flak helmets and utility items do not count as clothing. What specific items are you equipping to make your "pants at most" colonists unhappy?
#3
Mod bugs / Re: Random errors
August 14, 2021, 05:20:58 AM
This is an error in determining the colors of apparel that John is wearing and is almost certainly due to one of the many mods you are running. Try to disable one or more mods at a time to work out which mod is causing these errors, and report the errors to that mod's developer. You can also view the comments or discussion section of each mod you have enabled to see if other users have reported the same issue. If you can reproduce this issue without any mods enabled, then please explain how.
#4
Bugs / Re: Pawns won't agro on bugs?
August 13, 2021, 03:47:02 PM
I've seen this issue in at least 1.3.3069 but haven't encountered insects in my current colony for a while. Pawns don't always consider insects (possibly just spelopedes) hostile, and so their aggression response (flee, attack) sometimes doesn't trigger. Drafted pawns sometimes allow insects to pass to attack another colonist without fighting back, and insects sometimes pass their own engaged in combat in order to reach and attack another colonist in the back. Unfortunately I haven't looked into reproducing this issue yet.
#5
This one has been bothering me too. Power cables under walls are practically invisible once the blueprint turns into a building frame, after being supplied with steel. They can't be seen in the normal view nor with the power overlay. Ideally there needs to be some indication of the incomplete cable construction in the power overlay.
#6
Enable developer mode and open the log to find the errors that accommodate it. I've had other quests throw a null reference exception, including worksites when using the rich explorer scenario to start. Yesterday I had a subquest for a relic try to generate using the dropship template but errored out and so I reverted to my autosave.
#7
Bugs / Re: [1.3.3080] Pews are not counted in festival
August 12, 2021, 02:15:05 AM
Try reinstalling your pews and use Q/E to rotate them. By default, buildings face south/down. During placement, a line will appear between buildings to indicate that they will be linked. Pews that face away from the altar are not counted.
#9
I've seen my own colonists catch a disease while in the biosculpter, but not while on penoxycycline. Fortunately disease progression (and immunity progression) is suspended while in the biosculpter, but I feel that this should not happen in the first place, especially when the disease should be blocked by penoxycycline.
#10
One of my colonists turned 25 and immediately experienced the shock of losing her youth with the -10 "horrific aging" moodlet. There was no 5-day warning under the "age reversal demanded" notice like with other, older colonists, but in fact I was informed that the colonist was two years overdue, around the same time that other colonists first demanded treatments due to wealth/expectations. I had expected to receive the usual 5-day warning before the aging moodlet appeared, and the treatment not be overdue and cause a negative moodlet until the warning expires.

Steps to reproduce:
1. Have a colonist under 23 years old and following an ideoligion with the transhumanist meme.
2. Achieve enough wealth to reach moderate (?) expectations, during which colonists will demand age reversal treatments.
3. Advance time until the colonist reaches 25 years old.
4. The colonist immediately demands age reversal but is already overdue.

Screenshot shows colonist age and treatment overdue by 2 years. Ignore the slaves; they don't get age reversals in my colony, and I would hide them from the notice if I could. Not shown: -10 "Horrific aging" moodlet.

Moderator Note:

I am not able to reproduce this in 1.3.3117.  Thanks for the bug report.  If you still have this issue, please make a new report with a saved game attached for me to observe this behavior.
#11
This doesn't seem to be a bug. Neural superchargers can be researched by anyone, but can be built only by a colonist following an ideoligion that includes the transhumanist meme. Think of the research as preparation for recruiting such a colonist (forgoing conversion).

It's possible that there may be a future update that restricts this research from being performed when no transhumanist ideoligion is present in the colony. If you like that idea, feel free to voice it in the Ideas board.
#12
General Discussion / Re: Taming insectoids?
August 06, 2021, 12:30:14 AM
As far as I know, insects belong to the [generated name] Geneline faction and so you can't rescue and heal them. You can, however, tame them, even while they're attacking your tamer. I recommend good armor. Make sure your tamer is set to ignore threats, and keep an eye on them with an extra colonist or two nearby in case trouble happens. The rest of the hive won't come rushing toward your colony as long as no harm comes to the insects.
#13
I'm not running any mods that affect animals in any way, but somehow this happened. I got a rare thrumbos event and saw three of them wandering over to my perimeter wall. I scrolled farther up, and to my surprise, I found a fourth lying under a turkey. I checked on its log and it seems to have arrived without a head. I have no idea why.
#14
I noticed this myself while comparing animals via their info panel. There's also an inconsistency between hunger rate, as shown in the animal's info panel, and nutrition consumption, as shown by pen markers, where consumption rate is half of the displayed hunger rate. Perhaps there is a hidden, hard-coded multiplier being applied to tamed animals that isn't shown in the info panel.
#15
Colonists can leave their allowed area to meditate. During a manhunter pack event, I restricted all colonists to a safe area. Kaleun here is restricted to the "Fallout" zone which is highlighted in the screenshot and is pathing to a destination outside of her allowed area. She is assigned a throne (also outside of her allowed area) for meditation but chose to meditate at the sculpture in the temple shown here while her psyfocus is below her desired level. I would expect Kaleun to instead meditate in her room or around any of the many other sculptures present in her allowed area. This is not the first time that I caught a colonist trying to exit their allowed area, creating harmful results.

Moderator Note:

Thanks for the bug report.  I am not able to reproduce this in 1.3.3108.  If you are still having this issue, having a save would be very helpful as there have been other reports on this issue and I'm not able get it on my own saves.  Please make a new topic for it with a save, thanks!