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Messages - Strill

#1
When in a caravan with insect jelly, pawns will not eat the jelly, even if jelly is allowed in their food restrictions.

To reproduce: Form a caravan with a human and some insect jelly. Set the Pawn's food restriction to "Lavish", which allows all food.  The caravan will be marked as out of food, and the pawn will not eat the jelly.

I've included a screenshot collage to show the settings in my caravan, and the fact that the pawn is refusing to eat the jelly.
#2
Bugs / [1.3.3080] Doctors cannot feed hay to animals.
August 10, 2021, 05:22:55 AM
In the screenshot attached, you can see a doctor going to feed a sick hen. Although there is a bail of hay a few tiles away, they are walking a long ways to get a simple meal instead. Drafting and undrafting them does not change their behavior. If I forbid every food source on the map, except the hay, the doctor will simply choose not to feed the hen at all. It appears that doctors simply cannot feed hay to sick animals.

Doctors, when feeding animals, should be able to feed them hay.

To reproduce: Get a doctor pawn, and a sick animal in an animal sleeping spot. Place hay next to the animal, and remove all meals from the map, except for a few on the other side of the map. The doctor will walk all the way to the other side of the map to get the meal, to feed the animal, instead of using the hay.
#3
Quote from: zgrssd on July 26, 2021, 04:12:16 AM
Medicine is always up to. They are set to use up to Glitterworld medicine.
The game says the exact opposite. If I assign a colonist to receive glitterworld medicine, it's labeled "Best quality medicine". If I assign them industrial-tech medicine, it's labeled "Industrial-tech medicine or worse", not "up to industrial-tech medicine".

QuoteThere is no clear game definition of Hospital.
The game literally labels rooms "Hospital" when you turn on the room stats display.  Of course there's a definition of a hospital. It's any room with a bed marked for medical use.
#4
If a doctor is carrying medicine, and they treat a hospital patient, they use their carried medicine, instead of using the medical care assigned to that patient.  For example, if they are carrying herbal medicine, but the patient is assigned to receive glitterworld medicine, the doctor will use the herbal medicine from their inventory instead.

Doctors should use their carried medicine when responding to player orders to treat someone in the field, but they should use assigned medicine when treating a patient in the hospital.

How to reproduce:
I start up a new game, use dev mode to injure a colonist, place down a hospital bed and some herbal medicine and industrial medicine, and put the industrial medicine in a stockpile. I then tell the doctor to pick up the herbal medicine, and once I un-draft him, he immediately goes to treat the patient using herbal medicine instead of industrial medicine in the nearby stockpile.
#5
If you put food in a pen, and forbid it, your penned animals will refuse to eat it. If penned animals are not meant to be "mind controlled", then penned animals should not respect forbid orders.
#6
If I check the Pen Marker for an animal, the "Nutrition Consumption" entry is half of the "Hunger Rate" listed in the animal's info tab. These two entries should be the same.
#7
My colonists with the Darkness meme, when in the presence of a lit sun lamp at 100% Brightness, do not experience the "Blinding Light" moodlet penalty as they should.

Furthermore, if there are darklamps in the area, they continue to benefit from the "Dark Light" moodlet bonus. This moodlet should be cancelled out by the sun lamp.
#8
I have the Darkness meme, so my shooters should get an accuracy bonus in darkness.  However, even though my shooter, my target, and all the intervening terrain are in darkness (0% light), the mouseover accuracy tooltip is saying that I'm having my accuracy penalized for being outdoors in the light.

For additional context, the shooter and the target are both in a roofed area during the day, with no light sources, however the roofed area is not a sealed building.
#9
If a colonist kills another colonist, but the victim is revived with a ressurrector mech serum, the victim's friends and family still resent the killer just as much.

I would expect the friends and family to resent the killer less, given that the victim in fact survived.

Moderator Note:
Thanks for the report, I confirmed however that this is intended behavior.
#10
Is it true that enemy waves get stronger the more turrets you have? If so, this heavily discourages you from building out in the open. An open base requires defensive bunkers on all sides, but can only bring one side's turrets to bare in any given fight. A killbox base, however, can use all of its turrets in every single fight.

Therefore, an open base would have far more turrets than the killbox base, giving it harder enemy waves, but have far less actual defense.