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Messages - Ulef

#1
General Discussion / Re: My traders won't leave
April 01, 2020, 05:52:54 PM
Strange AI behavior when you have mod conflicts like this is a pain to solve, and often it's just better to find a workaround if you can. The mod Trading Control gives you an option when interacting with traders to send them home. Useful in bugged-out situations like these, and also when they would end up in a dangerous situation and the traders getting killed would cause a relations drop.

https://steamcommunity.com/sharedfiles/filedetails/?id=2007107588&searchtext=trading+control
#2
Ideas / Re: Mechinoid Cluster Sheilds
April 01, 2020, 05:39:26 PM
You could have intersecting shields interfere with each other. Overlapping shields of the same type would damage the durability of each other until one of the shields drops. If you have a long start-up/recharge time (perhaps 2 or 3 minutes), it should effectively limit you to one bullet shield and one mortar shield covering any given area of your base.
#3
Ideas / Re: Smoke launcher should extinguish fires
April 01, 2020, 05:33:46 PM
Well, that idea doesn't really make a lot of sense. Fires already produce a lot of smoke anyway and the smoke doesn't put it out, so having a smoke launcher extinguish them would be strange.

On the other hand, if you're willing to add some mods, there are mods that add firefighting tools. Fire Extinguisher, for example, adds a fire extinguisher weapon that essentially fires 4 firefoam grenades per shot. It won't have the range of a launcher, but it has nearly the same radius of effect, so it should fill the role you're looking for. It also includes a firefoam belt, to keep your colonists from running around like chickens with their heads cut off whenever a centipede with an inferno cannon shows up.
https://steamcommunity.com/sharedfiles/filedetails/?id=2002292418&searchtext=fire+extinguisher
#4
I believe this might be an issue with Simple Sidearms, though I can't be certain because I don't have a save file to test with. I encountered this same problem, of the colonist picking up a beer then immediately dropping it, left-right-left-right ad infinitum shenanigans. That specific colonist was a recruited raider, who just so happened to have spawned in the raid with a beer as his melee sidearm, and I had never removed it as an option from the sidearm menu after I recruited him. Considering I had no beer production and wasn't going out of my way to purchase beer from traders, it's entirely possible that colonist had never gotten a chance to "re-arm" themselves with a beer bottle and was trying (and failing) to do so here, as Simple Sidearms codes pawns to go re-equip themselves after being downed. I had the Pick Up and Haul mod active at the same time, which allowed me to tell him to just directly add it to his inventory, and the pawn did so just fine, dropped it off in the stockpile later with no issues.
#5
Rather late to this, and I doubt you still care, but for some reason the game allowed you to place the marker where some of the constructions you would have to build are beyond the edge of the building area of the map. If you take that save file you posted and zoom in on the right side of the monument, you can see 8 very faint red-tinted column outlines, each one two squares directly to the right of the columns you had already built, and all of them one square beyond the eastern edge of the map building area. In short, this monument is impossible to complete without God mode on, which I used to fill in those spots and complete the quest. Imo, I'd say this is a bug, for the game to have allowed the marker to be placed where it was to begin with when the player could never have actually completed the monument without cheating.
#6
I'll start with the fact that the title is slightly misleading; it's not consciousness that is updating incorrectly, but rather it's derivative health capacities: moving, manipulation, talking, and eating. The problem here is that if the pawns consciousness is changed by certain methods after being initially affected by the Psychic Suppression hediff, the derivative capacities don't update with it. The two methods that I have found are putting on a psychic foil helmet, and using dev mode to add any of the 4 relevant psychic pawn traits. Since having all your pawns force-wear mass produced psychic foils is the best way to combat a Psychic Suppressor in the short term, negating the usefulness entirely of that option because of the bug is a serious issue.

E.G. an afflicted pawn with no relevant traits has their consciousness capped at 50% and all the derivative capacities also at 50%, is directed to force wear a psychic foil helmet, has consciousness immediately bumped to 95% but all of the derivative capacities are still stuck at 50% and, when moused over, state that consciousness is still 50% even though it's listed as 95% in the pawn's stat block. The same thing happens with using dev mode to add a psychic trait, or if the pawn has a psychic foil helmet on when initially afflicted by the hediff and then takes it off; the consciousness value will go up or down immediately, but none of the derivative capacities will change with it like they should (and, as I stated, those stats actually list the consciousness value incorrectly, which is probably why).

I initially encountered this in a modded game, but started a new game with no mods active, dev spawned in a psychic suppressor building and some psychic foil helmets, and was easily able to replicate this. It seems to me that some buildings operate slightly differently when spawned in with dev mode versus dropping with a normal mech cluster, but I noticed the issue with both.

The issue can be sorta-fixed by having the relevant problem pawns have something happen to them that is recorded in the health tab, like taking a consciousness-increasing drug or suffering enough injuries that it causes a pain increase (which will cause the consciousness value to change and then all the derivative capacities to be properly updated with it) but having all of my pawns start hitting each other with clubs in a wake-up binge seems like a rather poor long-term fix to it.


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