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Messages - NolanSyKinsley

#151
Hunters are hunting sleeping animals now. If I remember correctly they used to not hunt any sleeping animals.

Perhaps the sleeping mad animal fix changed something?
#152
yes, some person will get bonded to a stray animal or two, I can handle that. But since I posted this, i have had two other instances of one person going out to milk or shear the muffalo and bonding with 3 of them. That is simply not sustainable, the options are don't eat or put your animal handlers through psychoses. There is no way to have a meat farm, save for eggs, that will not end up destroying the mental state of several of your farmers.

This is coming from someone who had turkeys, one was named frank, all the others remained nameless because we knew that they were going to be eaten on one holiday or another. Along with complex, emotional interactions one of those interactions needs to be setting limits.
#153
I am trying to run a muffalo farm, but and quickly realizing that I cannot, because the handlers all get bonded to every single muffalo. Already half of my adult muffalo and a third of the children of a decent sized heard have been bonded to someone. One of my handlers became bonded to 3 new ones on a single milking trip through the herd.

We need a way to designate that these are farm animals, they will die, do not get attached, these are food, not pets.
#154
I have issues with the meat eaters eating the meat/corpses waiting to be butchered in the freezer as well. Positioning food only works so much, and when disasters strike, and food is limited, you really need to get all of it cooked properly to survive, and if the animals are even a little low on food, or go on long hauling trips, then they will still eat the food from the freezer and from the growing areas making it very dificullt and very micromanaging to ensure they just don't eat whatever they are hauling.

Plus I cannot afford to keep non herbivorous pets, and that should not be a requirement by any means.
#155
The only mod I have is more trade ships, which I don't believe should really affect anything as it just mods the trade ship delay.

This is what I had copied of the log, I don't have the whole thing as it gets overwritten when loaded again, but it just repeated what is shown over and over https://db.tt/Ree0bct7

I will see if I have a save that happened during that time.

**edit** Yes I do have one, https://db.tt/6cCXBJaW

**double edit** changed links to provide correctty zipped save and direct txt of the log file instead of linking to pastebin.
#156
I am running into the issue that I cannot keep food stocked because my farm is too far away from my kitchen and my chef is always running directly to the farm. I had solved this by having a bunch of hauling animals. This worked for a while, but all of a sudden my food stock plummeted and I could not regain it. I found this was due to all of my hauling animals consuming the farm plants before I could harvest them. They have plenty of food elsewhere, and are allowed on the entire map area except for a few small areas.

This could be remedied by a haul only zone so you could forbid animals from an area unless they are on hauling jobs. Or possibly marking growing zones to toggle animal grazing in them.
#157
Literally understood nothing of what was said here....

Please follow the instructions here to help others understand what the issue is exactly. If you cannot upload the logs/saves to the forum use another file hosting site like dropbox.
#158
I had an issue similar to this, I found that if you have a room with two vents(as in sending the heating/cooling to a room through a vent and then trying to pass it to another room with a vent from the ventilated room) it really messes with things. My vents did not seem to be working at all. I found that placing the heater and AC in the hallway and having each room connect to the hallway so the heating and cooling only had to go through one vent to reach each room alleviated this issue. In OP's image it seems he is trying to chain them the same way I was.
#159
I just came across this as well. I had a toxic fallout scenario start, I made an indoor area for my animals where i had some spare rooms. They absolutely refused to follow the restriction set, many of them kept wandering back outside in a conga line and I would have to set an owner and draft them to get them to stop, then they would return to their area after I undrafted their owner, but it would just repeat again.

I got really tired of this, and did not look forward to doing this for days/weeks in the game, so I locked my front door. All of a sudden I started getting 3 seconds of lockup and 1 second of frames, and several of the animals started digging random wall blocks. About 200 lines of logs were created by 1 second of unpausing, and it was all the same as yours, just different animals.