[1.0.1956] Colonist in "run wild" mental state activates traps.

Started by Mihsan, July 06, 2018, 06:48:10 PM

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Mihsan

1) Colonist had "run wild" mental state.
2) I lost my sight of him. Then found him dead on activated trap.
3) Was expecting "wild" colonists not to activate traps because latest changelog stated "never spring on you or allies" (which in my eyes includes "wild" colonists).
4) Repro: bring wild colonist on trap.

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Pain, agony and mechanoids.