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Messages - glass zebra

#106
For all I know there is just some time involved until it works. I did not test the exact time yet (so far I just wait randomly and try again later), but refugees and visitors can be in your colony for a rather long time and I've never had it flip my main ideology. I think the time for the game to understand that the prisoner that just joined your colony brought a new ideology is shorter than the max time refugees have stayed with me. I always thought the game just distinguishes between your own members and guests for those checks. Having a time involved here seems rather unclean and error prone and leads to situations like in the screenshot, where I clearly have one of those people in my colony (since I can select their role) but it says I do not.

As a sidenote: You can also indeed assign guests roles though, if you had 1 of their ideology as a true colonist before, since that is the needed condition.

I did not understand this part:
Quoteyou need 3 colonists in your colony to be of that ideo before it 'counts' the ideo as a colony ideo.
You just need a single pawn of a new ideology in your colony to count that ideology as an ideology of your colony. It just takes some unknown amount if time after that person joined your colony for the game to fully accept that. The count of 3 is solely for the need of a moral guide, their religious buildings and ritual mandatoriness.
#107
Cooking does not work in a similar way, as it just checks the available total food and not stack sizes. If you have 10 stacks of 4 berry each, the pawn will not have a menu with "no usuable" food. For a simple meal x4 the pawn will instead do 10 trips (if the food is far apart) and gather it all on the stove. It still works without a problem and just needs legwork. The same situation for taming will just make taming impossible until you merged the food until you have at least a stack of ~25. I don't know if I describe the issue wrongly.


Also: I thought you were employed by Ludeon as full time QA. Now I am feeling bad making you read all these reports.
#108
The wording "unlocked by x" is just misleading, since there is no actual "unlock" mechanic involved. How I understood you it's more like "suggested for x/typically picked for x". You can take Buddhism as your only style and then choose an ideogram that says "unlocked by Christian" without actually having Christian as a style. If there is no unlocking mechanic in place and this is by design, then the wording is the only problem.
#109
Thank you for the explanation. Is that because it's linked to the recreation activity "meditation", which cannot be done in someone else's bedroom? The message you are getting is just saying that the colonists need a meditation spot. If you do stuff like e.g. put meditation spots at the anima tree and assign them to people without a nature focus, you'll instead get a message like "unusable: people cannot meditate at that focus object because they are missing focus x".
In the situation I depicted you will only get "needs a spot". An "unusable: reason x" would probably be nicer for this, especially since that message already exists in the game for situations where the spot is unusable.
#110
It seems that pawns with chemical fascination only ignore drug policies about not taking drugs, but if you remove beer from their food policy restriction, they will no longer randomly drink it.

Repro:
1. Get pawn with chemical fascination on "no drugs" policy
2. Get pawn low on recreation and set recreation time
3. Draft/undraft to reroll recreation plans

Do this with beer allowed and beer disallowed in their food policy. They will follow the food policy. Since the trait says that they ignore directives to not take drugs, it seems this should also extend to food restrictions and not just drug policies.

Both DLCs, no mods used.
#111
https://ludeon.com/forums/index.php?topic=55930.msg493982#msg493982 is the most recent response, which is less than 2 weeks old. This bug has been introduced in 1.3. They do know.
#112
I am pretty sure the "dodge" stats should not be owned by an attacker. Only the hit stat. Attacker rolls hit, attacked rolls dodge is a common perception. The precept is very likely not meant to reduce dodge from the attacked or something like that.

The problem is that the function uses the base dodge chance of the pawn and then adds the darkness dodge modifier of the attacker instead of the attacked. That makes of course no sense, since the attacked is the one dodging. The darkness precept already has a modifier for the attacker, which is the (positive) hit chance modifier. It's written correctly in game on the pawn stats but just incorrectly applied by the function.

This is not the only weird thing on the darkness combat description imo. It took me a bit to understand that the ranged modifier is just a flat offset and not something like a 125% modifier. Ingame it just says "25%" on the aim hover, where the shooter and weapon % values are depicted and those 2 work multiplicatively, but the darkness one just don't. That is rather inconsistent.
Modifiers like cover or hugging the ground still affect it like everything else though.

https://steamuserimages-a.akamaihd.net/ugc/1841409905612356992/9E4FA451FA73CB69D5994918868B60F3BF0BF5B3/
Maybe the description could be revised.
#113
You mean the problem is that it does "caster.GetStatValue" instead of getting it from the target? Good find

I've tested around with setting these values really high. Targets had 0% dodge chance in their info and my pawn had the darkness combat precept. Enemies dodged all melee attacks when I attacked in the night.
#114
Some ideology buildings seem to cause issues with layering.

Table blueprint behind wooden slab: https://steamuserimages-a.akamaihd.net/ugc/1841409905609690190/920A4C9A32CF7B9B5F43A200925065806F44FD01/
Dining chair blueprint behind wooden slab: https://steamuserimages-a.akamaihd.net/ugc/1841409905609690757/25B121AA1EDCBEDAA8E72B9DEC0DB7ED21C6D283/
Molotov half behind lectern: https://steamuserimages-a.akamaihd.net/ugc/1841409905609690448/67DFDDEFE353B9D84DDEF471E1306A69B4267410/

I tested some other blue prints which worked correctly.


Both DLCs, no mods used.
#115
The production specialist boosts the following 3 job types: Crafting, construction and art. The requirements for the specialist list only: Crafting 6 or construction 6.

https://steamuserimages-a.akamaihd.net/ugc/1841409905609415178/76D511A08524638EE54D1A46385F7E401E7AAA92/

Either it was an oversight that art is also boosted - since it boosts "general labour speed" which includes smithing/tailoring, but also stuff like art, cleaning and smelting AND the +1 quality which also affects art, since its a craftable with quality - or it was forgotten to add it the requirements. Given how the role is presented, it was likely not meant to boost art.

My hope is that art is instead included as a possible requirement instead of the art boost being removed. Right now cooking is the only skill without a specialist and I hope art is not added to that list. I am not even sure how well known it is in the community that art is boosted, since the specialist presentations sounds very industrious and not arty.

Both DLCs, no mods used.
#116
Food bills that have nutrition costs <1 always show 0 instead of their correct decimal.

Nutrition 0 instead of 0.25: https://steamuserimages-a.akamaihd.net/ugc/1841409905608435259/34D89D28278B56FFC5FD2BF66EBC88908CE63879/
Nutrition 1: https://steamuserimages-a.akamaihd.net/ugc/1841409905608435569/96D02DFD7CCA7CF4321676B0379DCA968A41637B/


Have some entries been made int instead of floats like here? https://ludeon.com/forums/index.php?topic=54422.msg493942#msg493942

Both DCLs, no mods used. I think this is a new issue.

Edit: The 4x survival meal bill also shows that it needs 1 nutrition, even though it needs 1.2. Everything after the comma seems to be cut off.
#117
There is no info in the game about the actual effects of a drug withdrawal. These information were depicted in the past, but have been removed in the patch that changed and added description to the drugs itself (so like 2years ago I think).

Wake-up addiction/withdrawal:
https://steamuserimages-a.akamaihd.net/ugc/1841409905608326908/762432AC91E5FBA4F6B5A7AA0E4DF4FDF2F68CDF/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
https://steamuserimages-a.akamaihd.net/ugc/1841409905608329285/CFE8B9CF0FA1F3A8EF7189F009C9C41F91A72836/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Alcohol addiction/withdrawal:
https://steamuserimages-a.akamaihd.net/ugc/1841409905608327278/024F6AFE57941622843029232BEDE5BAEB9E5F1E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
https://steamuserimages-a.akamaihd.net/ugc/1841409905608329668/BCE8286857A5A08521DE1555C8C9953390056973/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

What has been added in the past is information about the chance and cost of an addiction, but almost all information you would like to know when you want to get rid of the addiction has been removed. The only thing that is known is the recovery time needed, yet that time is also only available on the drug itself and not the addiction, making the information hidden if you do not have the drug.

Random drug addiction info: https://steamuserimages-a.akamaihd.net/ugc/1841409905608330107/77D317069192A229788153E89F70C52FD0B138D7/

You can of course read all entries in the health tab to add up the effects of the addiction yourself (like reduced manipulation), but even that does not show everything (like rest fall rate changes). Since the addiction/withdrawal entries on the health tab used to show the effects of withdrawal, I would call this a "bug", since it was probably removed by accident. In addition to the health effects it could be cool to see at least some info from the drug's addiction paragraph on the additional info card of the withdrawal too.

Example of what wake up withdrawal does to the health (+other info): https://rimworldwiki.com/wiki/Wake-up#Withdrawal_Symptoms

Both DLCs, no mods used.
#118
Bugs / [1.3.3200] Egg box has no menu when storage full
January 16, 2022, 11:43:50 AM
(More of an inconsistency than a bug) Egg boxes have no menu on right click when the storage is full (thus can not be emptied). While this is not a bug in functionality, other haul jobs usually have a menu entry which reads "Cannot haul x: No empty, accessible spot configured to store it", giving the player information why a certain action is not doable. The egg boxes just don't open up a menu, which in that specific situation feels very much like there is a bug, since right clicking just does not do anything.

Both DLCs, no mods used.
#119
Tested without mods and still happens.
#120
When choosing research, the game can warn you that it will not unlock some stuff because none of your pawns have the ideology needed to unlock the item. This does not seem to actually check for "any pawn" but probably for "main ideology".

https://steamuserimages-a.akamaihd.net/ugc/1841409905603435178/D896408B81F4E2AC7033E3A559BCAC34573444AF/
https://steamuserimages-a.akamaihd.net/ugc/1841409905603435480/01352E5B709F2C3FA4389A01CDAAB71266B73F09/

Here I tells me that I won't get transhumanist stuff, because I don't have a pawn with that. I do have several transhumanist pawns in my colony for a long time (the default ancient faction/ideology). It tells me the same for mind bend carpets, even though I do have a high life pawn. Of course everything will actually be unlocked. The warning is just not triggered correctly.

Both DLCs, no mods used.