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In my current run, my pawns are refusing to cook meat. I've checked, and meat is one of the allowed items on the stove. Any guesses what could be happening?
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# ? Mar 14, 2021 22:04 |
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# ? May 22, 2024 19:23 |
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Access to the stockpile zone with the meat in it? No forbidden zones or forbidden doors? Is there a range limit for the ingredients set on the recipe for the meat?
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# ? Mar 14, 2021 22:22 |
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A jargogle posted:Access to the stockpile zone with the meat in it? Attempt to touch The Forbidden Meat? Is the recipe paused/suspended? Have you tried the fallback/catchall fix of nuking your kitchen and building a new one? Literally blowing it up is not necessary, but can be cathartic when the game breaks every time you even think about the words "mod load order".
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# ? Mar 14, 2021 22:33 |
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Taking screenshots can also help narrow down an answer
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# ? Mar 14, 2021 22:44 |
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Bean bags are supposed to be non-lethal ish. And while they don't cause bleeding they can still shot off both arms on a prisoner and both eyes in a single volley. Again with no bleeding, just clean off and cauterized or something. The reason I got bean bag shotgun turrets was that my android pawns couldn't melee prisoners into submission without pulling them apart limb from limb.
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# ? Mar 14, 2021 23:07 |
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silentsnack posted:Have you tried the fallback/catchall fix of nuking your kitchen and building a new one? Literally blowing it up is not necessary, but can be cathartic when the game breaks every time you even think about the words "mod load order". (giggles) Is The Forbidden Meat human? It gets even stranger. If I forbid vegetables, they cook the meat just fine, and they cook fine meals, too. It's just that if there's a stack of meat and a stack of vegetables, they'll cook the vegetables until the meat rots. I had another one of those visitors. Poor ol' Dolly wandered in. She's from a faction I don't want to annoy. Periodically, she gets up, slowly walks away, becomes confused, and lies down and is incapacitated. I've just given up and allocated her her own sleeping spot.
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# ? Mar 15, 2021 00:44 |
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Arsenic Lupin posted:Could you explain this a bit more? I meant just build them and then uninstall them so they sit in your stockpile for your dudes to carry out and place down.
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# ? Mar 15, 2021 00:55 |
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Arsenic Lupin posted:(giggles) Is The Forbidden Meat human? It gets even stranger. If I forbid vegetables, they cook the meat just fine, and they cook fine meals, too. It's just that if there's a stack of meat and a stack of vegetables, they'll cook the vegetables until the meat rots. Put her out her misery, turn her into fine millinery and send them the results. Net positive relationship gain, happy ending for everyone.
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# ? Mar 15, 2021 01:14 |
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Pharnakes posted:Put her out her misery, turn her into fine millinery and send them the results. Net positive relationship gain, happy ending for everyone. Can you antheteize them, put them into a lauch pod and send them back to their faction?
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# ? Mar 15, 2021 02:41 |
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So I just had my Royal pawn get brain-shot by a fleeing raider with a single shot from a revolver. Some questions. Do pawns stored in a sarcophagi inside a freezer rot? Will the rejuvination serum grow a new brain?
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# ? Mar 15, 2021 03:01 |
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If someone inherits a high level title, does their psycast level also get promoted all the way up to what that title allows?
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# ? Mar 15, 2021 03:06 |
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Arsenic Lupin posted:It gets even stranger. If I forbid vegetables, they cook the meat just fine, and they cook fine meals, too. It's just that if there's a stack of meat and a stack of vegetables, they'll cook the vegetables until the meat rots. Unless I'm misremembering it requires a mod make recipes prefer certain ingredients based on itemtype, because Rimworld pawns don't put much thought into most decisions and their idea of the optimal choice is "search/filter by [criteria] and pick the option with shortest travel time" regardless of any other considerations? A workaround without mods would be copypasting the bill so there are two identical bills except for ingredient settings: so your workbench has one [simple meals w/meat] just above the other [simple meals w/veg] (bills are read from top-to-bottom and skip unavailable/etc) and both bills have the same "make until X" and whatever other options, it will use meat as long as some is available and then fall through to veg, and either way it will stop at X? This gives the finest control which can be helpful if you have irregular meat supply/demand with wargs or recipes that require non-insect meat, but is also the most tedious to reconfigure since you have to deal with two bills Or if you don't want to end up with like 3 units of meat leftover that never get used, enable both on a single bill but rearrange your base so your Vegetable Isolation Zone is ~2x as far from the kitchen as your meat shed, so when the cook will generally follow your preferences due to math. Arsenic Lupin posted:(giggles) Is The Forbidden Meat human? There is some potential risk of being misunderstood in a not-fun way, like accidentally invoking some slur/metaphor you never knew existed; so if you're gonna use it exercise caution. Also there's a chance people will think you're a crazy weirdo, if they don't already, but if you're still reading this nonsense it's already too late to keep the Meat Capitalization Meme plague from invading your vocabulary. tldr. Power Word: Meat TSBX posted:So I just had my Royal pawn get brain-shot by a fleeing raider with a single shot from a revolver. Some questions. Will the rejuvination serum grow a new brain? conditional yes If you mean Resurrector Mech Serum used on a dead pawn then yes, it regrows all missing parts. Resurrector serum will not heal brain damage (or alzheimers) unless the brain is entirely destroyed/missing. If you mean Healer Mech Serum then it can regrow parts and remove braindamage but will only cure the "worst" injury depending some dumb logic so if they're missing limbs you need to give them prosthetics before using the injector. Since both of these limitations are kinda obtuse and unfun: Either way just try it and if it doesn't work then curse Tynan's name and fix it in devmode. First you need to enable the Developer Mode option in game settings, then exit the menus and find the row of buttons at the top/middle of the screen. There are two with a kinda [*] shape and you want the one on the left. Use the searchbar in the top left corner to find the "restore body part" command and use that and it should give you a different cursor that prompts you to choose the pawn to heal. super fart shooter posted:If someone inherits a high level title, does their psycast level also get promoted all the way up to what that title allows? The heir should get a bestowal ceremony quest once their honor gets added. Completing the ceremony is when the psy abilities get upgraded to match the new title. silentsnack fucked around with this message at 03:52 on Mar 15, 2021 |
# ? Mar 15, 2021 03:30 |
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Arsenic Lupin posted:(giggles) Is The Forbidden Meat human? It gets even stranger. If I forbid vegetables, they cook the meat just fine, and they cook fine meals, too. It's just that if there's a stack of meat and a stack of vegetables, they'll cook the vegetables until the meat rots. So they're willing to cook with meat, but you'd prefer that they cook with meat before vegetables? Some solutions: 1) Make a high priority stockpile for meat that's closer to the stove than your vegetables; pawns grab whatever is closest 2) Make a proper freezer with temperature < 0 C to store your meat in, so that it never rots 3) Forbid your vegetable stacks until the meat is cooked 4) Create a meal recipe on your stove that only accepts meat, and place it higher in the queue than your meal recipe that accepts (vegetables and meat) 5) Start making fine meals instead of simple meals, since those require meat as well as vegetables. Then you're guaranteed to always be using up meat 6) Start making pemmican or survival meals, since those require meat as well as vegetables and don't rot (or in pemmican's case, *almost* doesn't rot) QuarkJets fucked around with this message at 06:20 on Mar 15, 2021 |
# ? Mar 15, 2021 06:16 |
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# ? Mar 15, 2021 07:48 |
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Sometimes when I have food storage issues I set up a meat only bill for meals and make it a higher priority. That makes sure at least some of it gets used before it rots.
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# ? Mar 15, 2021 12:31 |
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Arsenic Lupin posted:
this seems like one of the situations i end up fixing the broken puppy just because i can. though the dementia being intractable is a big bummer.
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# ? Mar 15, 2021 19:29 |
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Frances Nurples posted:Sometimes when I have food storage issues I set up a meat only bill for meals and make it a higher priority. That makes sure at least some of it gets used before it rots. Aha. That should do it. I've advanced to refrigerators in this game (Naked and Afraid with the original pawn dead), but I'll remember that trick for next time
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# ? Mar 15, 2021 19:55 |
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SugarAddict posted:Can you antheteize them, put them into a lauch pod and send them back to their faction? Dunno, never tried. I've always gone with option A
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# ? Mar 15, 2021 21:10 |
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Doing my first run completely vanilla, and so far the biggest surprise is that a game with extensive agricultural systems doesn’t have fencing, as far as I can tell. The second-biggest surprise was that batteries aren’t waterproof.
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# ? Mar 15, 2021 22:05 |
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you thing the game w/o hands is gonna have fencing? (like 5 mods with it)
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# ? Mar 15, 2021 22:06 |
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Arsenic Lupin posted:(giggles) Is The Forbidden Meat human? It gets even stranger. If I forbid vegetables, they cook the meat just fine, and they cook fine meals, too. It's just that if there's a stack of meat and a stack of vegetables, they'll cook the vegetables until the meat rots. Rescue them to a bedspot near the map edge to improve the chance of them exiting the map when they snap out of it. Can you give them luciferium?
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# ? Mar 15, 2021 23:28 |
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Yeah if you are most interested in just getting rid of them, this sort of edge case is why I build what I call a “bye bye box”. It is literally nothing more than a 3x3 box on the very edge of the map with a wooden door set to hold open. I mostly use it for prisoner exile. If I have a colonist I want gone, I set a sleeping spot down and have them hauled out there. Pretty fast the prisoner decides this poo poo is bogus I’m outta here and they make a prison break for the edge of the map 5 tiles away. This provides a way to get rid of undesired colonists at literally no downside. There’s no mood malus for arresting people, even without cause, and if the prisoner bolts nobody thinks less of themselves. The bye bye box would work just as well in this edge case because your old girl would have enough lucidity to walk like 10 spaces before dementia got her and once she’s off your map she’s not your problem.
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# ? Mar 16, 2021 01:44 |
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Lazyhound posted:Doing my first run completely vanilla, and so far the biggest surprise is that a game with extensive agricultural systems doesn’t have fencing, as far as I can tell. Zones. Zones are your friend. They're part of the vanilla game. To keep random animals out of your gardens, build walls around your compound. To keep your animals out of the garden, set up a Zone using the Zones tab. Click "Manage Zones" and create a zone called "Animals". Use "Expand Allowed Area" to select places where the animals should definitely not go. When you're finished, go back to "Manage Zones" and invert your zone. Now assign all your animals to the zone Animals. I can do a proper piece of technical writing if that isn't enough to help.
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# ? Mar 16, 2021 02:28 |
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Arsenic Lupin posted:Zones. Zones are your friend. They're part of the vanilla game. Yes, I figured that out on my own. It's still dumb that a space-age game doesn't have feudal-age agricultural technology.
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# ? Mar 16, 2021 02:34 |
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is it a rimworld of magic mod that is breaking my saves? Something is fairly consistently stopping events happen and it has by far the most weird stuff going on. My last game I stopped getting any error messages but events still stopped and I tried to start a new one and when things spawned on the map to visit or whatever the game just gave a ton of errors because they couldn't enter that square you can't build past
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# ? Mar 16, 2021 03:22 |
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Lazyhound posted:Yes, I figured that out on my own. It's still dumb that a space-age game doesn't have feudal-age agricultural technology. I honestly do not understand this complaint. What would a fence do that a wall can't? Or maybe you just want a gate, like a special type of door that animals can't use? That seems cool but is exactly the kind of specialty boutique thing that mods are well-suited for
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# ? Mar 16, 2021 03:25 |
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this guy literally just didnt do limbs on the pawns out of laziness. no limbs on the pawns you think he will do a single thing that he doesnt have to
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# ? Mar 16, 2021 03:26 |
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Jose posted:is it a rimworld of magic mod that is breaking my saves? Something is fairly consistently stopping events happen and it has by far the most weird stuff going on. My last game I stopped getting any error messages but events still stopped and I tried to start a new one and when things spawned on the map to visit or whatever the game just gave a ton of errors because they couldn't enter that square you can't build past
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# ? Mar 16, 2021 03:31 |
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Asimo posted:It's quite possible considering rimworld of magic is a fairly big and comprehensive mod, but honestly it could be any number of things including interactions between two or more mods that would be individually fine on their own. Only real way to check would be to see if the error messages in the dev console had useful info, or starting a new game without the mod and see if the problem persists. its shame because i like the stuff it adds but it is fairly broken in terms of how powerful it can make colonists and how you can make a ton of money pretty easily early on
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# ? Mar 16, 2021 03:32 |
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QuarkJets posted:I honestly do not understand this complaint. What would a fence do that a wall can't? Or maybe you just want a gate, like a special type of door that animals can't use? That seems cool but is exactly the kind of specialty boutique thing that mods are well-suited for I suppose fences might be cheaper to build than walls. Of course if there was realism fences would also be a lot shittier than walls. Getting foxes in your hen house or a wander heard of thrumbos just casually busting through the fence because they see a yummy tree on the other side. Stone walls are good. When drop pod raids start it's real handy to have your fields and whatnot divided up with stone walls. Drops get separated and slowed down trying to bust through the doors.
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# ? Mar 16, 2021 03:37 |
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QuarkJets posted:I honestly do not understand this complaint. What would a fence do that a wall can't? being able to be an even quicker perimeter setup would be a nice bonus. 1 wood per section and goes up in half the time would make it a lot easier to set up a perimeter in the first quadrum or so, and even if raiders just jump the fence not having to worry about a goddamned warg wandering into the compound is a pretty big load off my mind in the early game.
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# ? Mar 16, 2021 08:34 |
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Coolguye posted:not impede combat visibility and pathing for pawns, both of which are actually pretty important for base planning. there've been a number of times that i've wanted to put up a fence around the outer palisades to keep poo poo like loving rhinos from stumbling into my kill hallways. If you just want light wooden cover that pawns can see over or hop over, isn't that provided by barricades? I don't think that a warg should be stoppable by a wooden fence
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# ? Mar 16, 2021 08:56 |
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You should absolutely be able to stop a warg from casually wandering into the middle of your base with a fence. If it is sent manhunter then that’s different, sure, let it hop the fence with everything else, but it should not be able to waltz into the middle of my base and force me to shoot it lest it decide my best crafter’s head looks tasty.
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# ? Mar 16, 2021 15:10 |
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Why would a massive creature made of pure muscle give a poo poo about a few planks of wood IRL goats with horns are known for their ability to just casually knock open fences even when they're not mad, and that's just a goat. I don't think a fence should have any chance against a warg
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# ? Mar 17, 2021 00:14 |
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Coolguye posted:You should absolutely be able to stop a warg from casually wandering into the middle of your base with a fence. If it is sent manhunter then that’s different, sure, let it hop the fence with everything else, but it should not be able to waltz into the middle of my base and force me to shoot it lest it decide my best crafter’s head looks tasty. There used to be a mod that let you non violently shoo animals away, for just this situation. QuarkJets posted:Why would a massive creature made of pure muscle give a poo poo about a few planks of wood If it's in man hunter mode or even has just chosen one of your pawns or animals as food because there's nothing else around that's fine, but a fence should be able to keep out the idle random pathing creatures do in between meals.
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# ? Mar 17, 2021 00:33 |
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QuarkJets posted:Why would a massive creature made of pure muscle give a poo poo about a few planks of wood The same reason they wouldn’t go poking through a thick underbrush or random thicket - it’s kind of a pain in the rear end and when calm they have zero motivation to mess with it. Goats are a special case because they butt things just for fun and fences make a convenient target.
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# ? Mar 17, 2021 01:48 |
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Pharnakes posted:There used to be a mod that let you non violently shoo animals away, for just this situation. Still is. Shoo! I stopped using it because, as with taming, there's a chance the animal will get violent.
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# ? Mar 17, 2021 01:54 |
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I can't decide whether to buckle down and research spaceflight, try a direct month-long trek to the dormant ship a friendly AI has offered to me, or abandon my colony and rebuild at a closer staging point.
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# ? Mar 18, 2021 05:23 |
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If you have a Knight then odds are that you can use Transport Pods to get you within Transport Shuttle range of the ship unless you were super unfortunate.
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# ? Mar 18, 2021 06:13 |
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# ? May 22, 2024 19:23 |
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If someone sends me a cobra to care for is that going to be a danger?
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# ? Mar 18, 2021 14:59 |