[1.1.2579] Consciousness loss sometime does not affect other capacities properly

Started by Ulef, March 22, 2020, 09:37:28 PM

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Ulef

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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