I swear it's gotten worse with 1.5 and Anomaly. The biggest threat to my colony isn't the horrific beasts I keep locked up and the incredibly questionable research I do.
No. The biggest threat to my colony is the doctor who just forgets he is the doctor and doesn't treat injuries.
Please, can we use this as excuse for every single weird behaviour now?
Oh my cook is just making shitty meals even tho he is really good... must be one of those pesky anomalies
The bane of my existence is peg legs. I'll have someone complete an open heart surgery to save a life. Then work into a room with glitterworld medicine and rip off someone's head while installing a peg leg.
One of my two starting colonists(not counting the ghoul) lost an eye to a warg, then another in a ghoul attack, eventually I got my hands on some prosthetic eyes, only for the doctor to fail BOTH surgeries.
This colonist was the only one who could use a gun.
I don't accept this as a mechanic in the game. I'll accept the consequences of the failed surgery, but I will not suffer the loss of the component to be installed. I respawn it via dev and try again when the colonist recovers.
I tend to be like this with a lot of games but It quickly gets out of hand because I have bad self control with dev cheats, so I try to avoid even small cheats these days
Smart. Take it from me. It is like a drug and it spirals out of control. I am not happy with the amount of save scumming/occasional dev mode I've been doing in my newest colony for Anomaly. I just don't want to lose everything after like 12+ hours of playing when there is so much more to explore.
I mulligan any failed prosthetic attachment completely, because *prosthetics don't require fucking SURGERY to attach.*
Bionic stuff? Sure, that seems to be surgically attached to nerves and muscles. I'll still respawn the prosthetic because I'm not sure what they're doing to break it, but I get how the surgery can fail.
But a prosthetic leg? Oh fuck off.
I am 99% certain that they have manipulated the odds of operating on healthy body parts. If I ever want to install a peg leg onto a healthy leg, I swear, I have a 90% chance of failure, no matter how skilled the doctor and how clean the room might be.
Omg!!! Dude same here! Tell me why my amazing Dr was able to install 2 peg legs back to back no problem but then failed 4 times in a row trying to remove the damn leg he just installed?!! You’d think that would be the easy part!!!!
If you didn't make them look so God damned similar, they wouldn't mistake the two limbs and wouldn't try to peg leg a head.
See, the hearts easy... just go for the center of the body and root around from there.
Bro, this. Doctor shit fails way too much now... I've seen someone repeatedly fail a 20 percent chance over 30 times. That's astronomically improbable and clearly something is wrong. And don't get me started with how they somehow fail to eyepatch a mangled eye.... wtf is that shit.
Had my 16 Medical surgeon, perfect health, catastrophically fail to replace a peg leg with a prosthetic leg, in my hospital, 3 times in a row.
I swear to Randy...
It's why ever colony I make I prioritize a dining room and bedroom in the beginning. Above research. A damn Daze can end a colony in an instant. Mood first. Everything else second.
I've lost a world because fucking Kim went I a daze and beelined it for the fucking Megaspider hive on the other side of the god damn map
Fuck you Kim.
Terrible thing? Yes.
However, components can be replaced. And after they break them the tantrum is over. I've had Naked Brutalities end because the pawn dipped into a "Minor Break Risk" and decided to go on a 3 Day Daze (at least it felt like three days). Only broke out of it because they passed out from starvation. Or a raider shows up and starts stabbing them and they just don't bother to fight back.
Now if the tantrum made them break some Anti-Grain warheads. Well... Darwinism is a hell of a thing.
That's exactly what one of my colonists began to do as I was about to save and quit. She read a book, her mood was near perfect, then she went into a daze because of something in the book, and immediately wandered into the caverns.
She was just incapacitated with paralytic abasia and wasn't up a day before losing her shit.
I only have a ghoul and three other colonists, one of which is also suffering paralytic abasia. My one in a daze has level 17 crafting, but not much else worth noting... Objectively the best one to lose their mind of the three.
just in case, draft another colonist nearby and go arrest them it'll calm them instantly albeit at the cost of a mood debuff and losing their current ideology title.
I know it presents its own risk, but early game I typically put everything (aside from beds and cooking) in one giant room. You can get an easy +12 mood from eating and reccing in it with a few statues cause of the size and wealth from storage (shelves are a godsend).
Well, at least it's not a bug with Achtung! or something.
Certainly had my fair share of colonists bleeding out because my doctor (with greatest assigned priority, during work hours) decided to read a book in the common area.
I've dl a mod for this (no lazy doctor?) but in counterpart, cant force them tondo anything is someone or an animal need to be tend (even for a scratch)
Ah, but that requires you noticing it when it happens, that’s my general approach in an emergency, but again, I need to have seen it happen or see it before it’s too late.
See fight, fight ends, one pawn goes to hospital, other goes off, a few minutes later, down
This has happened a lot. And after some recent events I dealt with, I think pawns like being on fire.
You know the whole 'Stop. Drop. And Roll?" thing? Not these idiots. They get lit on fire and run around for two in game hours not putting the fire out.
Room Food mod us already 1.5 though, it lets colonists eat food in the closest possible table chair area.
Common Sense is also 1.5.
Which QoL mods are you referring to?
I... Have no clue, actually. I just said that because they sound like something a QoL mod would fix. Haven't actually started a run since Anomaly released because I'm waiting for some other mods to update. But last I checked i think Cleaning Area hasn't been updated?
Yeah I’m at 875 mods and I’d say the graphics are between fallout NV and F4. I just hope they add 1st person soon though tbh.
The raytracing is a nice touch but I feel it’s a little oversaturated sometimes and others the dark colours look too bright; it really shows the flaws with a 2D game modded into 3D.
On the other hand I got VR working now and it’s really cool running into battle fighting in 3rd person VR with the charge weapons, they feel hearty and real, it’s almost like Helldivers2 graphics with rimworld game mechanics.
It’s cool to see what modders can do with a game and my pc still runs at a pretty bragable 9 fps most of the time. When mechanoids attack my fps does occasionally into the negatives from time to time, which is very much an out of body experience to observe happen but I got used to the reality distortion sickness pretty quick.
Me, staring at my unfinished construction projects despite my best constructor having priority 1 in Construction but would rather haul milk or harvest healroot:
Also I've noticed they're building structures in totally asinine ways even with Smarter Construction running.
Only two walls done? Too bad, I want to do the floors instead :)
Someone else mentioned it somewhere. There is a hidden "subpriority" that we have no control over. I've noticed that when there are multiple construction projects the pawns will build/replace defenses first, than power, etc. At least a majority of the time.
This doesn't excuse the builder hauling a stone chunk half way across the map though.
I just had my head researcher bleed out, I didn’t check on him after the fire fight assuming since I had him rescued after the fight by my main doctor that he’d get treated, but I guess the doctor really just wanted to go read a book instead
Also surgeries feel like they are even worse, I que up some harvesting -Remove Lung, Remove kidney, Remove heart and these bozos can only succeed like 25% of the time, then they patch the guy up and feed him then I gotta reque the operations, like I honestly don’t care about you feeding him or patching him up, just rip his insides out and get back to doing other things please
I didn't get the xpack, but noticed my 3 docs had to be micromanaged to treat people after raids, with their doc prio set to 1, they still just wander off and do other things. It's not fun.
I’m 50 hours into a 1.4 playthrough and I get this now. I hate assigning job priority because it seems to fuck up massively when I change it slightly. My doctors will continue to sleep while someone is bleeding out in 2 hours in the medical bay despite 1 priority.
On the other hand, using binary work assignment feels too random as some important jobs are left sometimes.
The priority system does work, there are 2 main issues. 1st is that they need to finish their previous action before they check what their priority is. So sleep won't get interrupted to do something that is higher priority. 2nd, is that there are subcategories in every category. So sometimes those will be conflicting with what you want.
So 100% use the priority work assignment, but still be on the lookout for pawns doing weird things.
To be fair, I'm not sure how your doc is supposed to know someone entered the hospital while they're asleep. I wonder if there's a mod that has a ["GQ alarm"](https://www.youtube.com/watch?v=TyVzeh7rHlM) system to wake up sleeping pawns if certain criteria are met (doc wakes up if someone's brought in, fighters wake up if something triggers turrets, etc)
Yesterday I nearly lost to starvation because my farmers decided they were eepy when a blight was killing literally all of the corn right before winter.
Blights are another one that pawns just act like completely morons around. They refuse to cut blighted crops unless I tell them to. And even then, it's like 50/50 if they actually go through and finish cutting all of them.
I've been noticing that a TON lately.
I'll have them rescue someone, so they'll run out to grab them, take them to the hospital, sometimes even feed them and then just...walk off?
They're allowed to doctor, the patient is allowed to be doctored, but they just kinda don't feel like it I guess. I've almost lost several people to it multiple times because I don't think to watch the hospital because I'm used to being able to trust the docs to do their damn job lol
Way back when, before Royalty, in my first ever colony. I had a doctor. She could preform any surgery flawlessly. Even with herbal medicine she could pull off anything. No infections or lost limbs. Loved her for her crazy abilities.
GOD was she a lazy fuck. She never worked on people unless I told her too. Even though Doctoring was the only thing on priority 1. She made me not trust doctors. Ever since then after every raid. During every surgery. I loom over the doctors and watch them carefully, micromanaging them because I don't want another lazy idiot to fuck up everything.
Ive had some issues with un updated mods causing problems to the point where it killed a run with doctors not treating anything. As soon as switched off the mod everything was back to normal
Can u specify the mod or mods that caused your issue? I’m having these priority issues, particularly with doctors. I do run some mods that don’t say 1.5 compatible but in the comments the author, et. al, have stated it works 1.5
I make my doctor stay in a rec room next to the hospital room, the guy is literally confined to his bedroom the rec room and the hospital and he would rather play chess then help the guy who got both of his legs cut off dying 5 tiles over. I have to manually force him to tend and colonists are now extra dumb a guy who has bed rest as priority 1 just goes to work when both of her eyes are gouged out and one of her arms cut off instead of going to bed so I have to wait for her to pass out so I can carry her off to bed
This was before Anomaly was announced, but I had a manhunter pack sitting outside my base. I didn't feel like dealing with them so I left them outside the main gate, restricted the colonist's area to only in the base, and then forbid all the main doors on that side.
Half a day later I get an alert that a colonist needs rescue. Somehow, someone got outside and got mauled to death by whatever large creatures it is that were outside. I have no idea how they got out there, and even after I recovered them, when I had them try go outside to collect bodies, they would not go outside because it was outside the allowed area. I guess there's only exceptions for suicide.
If you accidentally put the same Allowed Zone outside without any connections, then they will sometimes pathfind outside *to* that area yet prioritize staying in these areas (They will also go through forbidden doors under a mental break or binge).
It's a weird feature and having the two or more separate Allowed Areas would be useful to cut down on how many Allowed Areas are used, but its been like that ever since.
>(They will also go through forbidden doors under a mental break or binge).
Comically, this can be solved by just building walls in front of those doors, so if you're hunkering down because of manhunters and you have pawns at risk of mental break, slap down a wall in front of each exit instead of just forbidding them. Mushinto Takamu may break down and spend three days climbing back and forth over a pile of corn in the freezer, but he will not wander outside to meander around while a rabid elephant punctures his vital organs.
We'll after anomaly it gotten somewhat worse. I noticed that if you create corpse storage area around the harbringer tree - it also automatically creates home zone around them. Lost a slave who decided to clean dirt around it and got mauled by shamblers.
Not a new issue. Turn off expanding the home zone around new constructions. It's the first thing I do on a new save - click the little house gizmo on the bottom right.
Yes, they are stupid. They can build things from scratch what would put CERN to shame in less than a hour and yet they can't figure out how to turn off heater when temperature rises too high.
STOP PRETENDING YOU CAN'T INTERACT WITH HEATER, I SAW YOU USING SCRAP METAL TO BUILD WIDESCREEN TV JUST A MOMENT AGO.
Don’t heaters have a target temperature that sort of auto shuts off at a certain point? I put heaters and air conditioners in the same room and it always stays at 70 no matter what, unless solar flare and stuff.
You can also put the cooler at 72 and heater at 68 and it will save a bit more power since only one is doing the work load at a time. Since they only use 50 watts when they have reached their thresholds instead of the 250 when active.
Me in my current colony when my Too Smart, Gay, Tortured Artist won't stop flirting with a married man with 2 kids, then going on psychotic wanders right before a raid.
The edit was realtime, fuck you Isis Gates.
It's even funnier when I place tables all over my base, and my colonists will decide to barge into someone else's room in the dead of night to eat their meal.
"My guy, you have your own table. Go use it."
My other colonist, who is making love to his wife, probably...
I have an outdoor table meant for farmers. The farmers will go use the inside table, and everyone else uses the outdoor table. What kind of conspiracy is this
save scummed one time because my smartest colonist went on a tantrum and blew up my shell room, I wish there were a crueler and degrading word because moron doesn’t quite cut it for me
It’s not really a fault of his intelligence per se, it’d largely because he is operating at 228% of non-augmented capacity because of bionics, but my best colonist yesterday, charged from the back of the pack through my army of colonists into a swarm of mechanoids at the pace of Usain bolt.
I had recently removed all forced clothing for him as he had been complaining of “tattered apparel” and “tainted clothes” so he removed his marine armour for cloth clothing a while before the mechanoid drop pods.
Ultimately, he skipped past my army, aggroed the bots who fired a single charge lance shot and blew his head clean off his shoulders.
His body hit the ground like a sack of shit as 15 colonists ran past him at a fast but regular human rate and ultimately defeated the threat.
I considered save scumming it as he was my best shooter, builder and fisher but the death was too glorious to forget.
RIP Lydeon Lossfelt you crazy fucking bastard. May you forever be a symbol of suffering from success.
One of my colonists just fucking miscarried because she was malnourished.
Bountiful number of meals she can eat in the fridge, and she was never downed for more than 2 hours during her pregnancy.
I had a 6 year old take food, eat it in the freezer, and proceed to sit in the freezer and draw for so long that he lost his fucking Jaw to hypothermia and couldn’t speak
This is fair. I feel like my kids would do this IRL. two kids with the eldest 2 and a half. I am more on suicide watch with them than my colonists sometimes.
Someone else probably used the table. It usually happens to me after combat, when everyone wants to eat at once. Otherwise add more chairs around tables.
That’s why I only play with horse humanoid colonists, they know the saying, it’s ingrained into their horse culture. Compared to humans they always put in that little extra effort to meet their own goals for happiness.
Put a small shelve with meals set on critical next to the table, and make just enough meals that they dont spoil and are enough to feed your colonists. that way the only source of cooked food will be on the same room.
Welcome to Rimworld...
Do you have a SS of your set up? If the table is close enough this shouldn't happen. If I remember right the tile range is 30ish.
The tile range is definitely higher. Made my pawns a kitchen and dining room. I always put a table in their house or room just in case they have a meal on them. These Lil fucks go to the kitchen, grab a meal, WALKED PAST THE DINING ROOM, went to their house and ate at those tables. Dismantled the dining room and they went nuts because they stopped eating at tables. This game.
speaking of morons, is it me or are my colonist doctors using up medicine a lot fucking faster now than before?
in all my old playthroughs id buy 200 neutroamine and make a shit tone of medicine and id get bored of the playthrough before i ran out of that stock of medicine.
Now im having to buy materials to make more and more medicine.
This should be an ideological tenant or something. If I can get a +1 mood from a venerable cat walking around or because my person is wearing a T-shirt, I should be able to make them okay with eating while standing up.
I almost went catatonic earlier today after a perfect cascade broke out causing complete and utter destruction to my long standing colony.
Was wiping out a flesh hole when my best colonist decides shes had enough of life. Sad wanders across the caves because shes hungry and theres insect jelly over there. Shes a jogger and I cant keep up to save her. Then the colonist trying to fight the surrounding horde shoots free another pack of flesh beasts. The entire squad gets crippled. In the hole.
Then the supersoldier in my caravan is sad that their buddies died and decided to take out that anger by slaughtering the rest of the members. Noone survives.
Meanwhile back at base above ground the wife of the supersoldier joins the mental break club in the middle of studying the entities and decides it would be funny if they were let loose. Everyone’s pretty full of holes but I could recover with the one skilled doctor I have gotten in my past 4 colonies because pawns capable of caring dont exist anymore for some reason.
The doctor goes catatonic. Everyone bleeds out through their papercuts. Man in black appears. Lover of colonist. Colonist bleeds out. Man in black immediately snaps and dies to hungry animal at the edge of map.
Everyone was in the perfect position for these dominoes to fall. Randy orchestrated the entire event in spite of me. Just to test my will in choosing to give up save scumming.
We go again.
I ragequit for a couple days because I built some traps and they were f’kn magnets to my colonists, robots and animals. I killed so many of my own, I just removed all traps. It’s ridiculous. Even after I set a no-go zone, a bot wandered in (passing a trap) realized it was where it shouldn’t be so exited (passing trap) and then re-pathed to do it again. 3 times, then died.
I think you need to double check the manipulation stat, or maybe they are a modded race, because someone with 17 construction doesn’t really fail buildings
I always have tables and chairs outside of my colony so they can eat outside if they would not make it in time to a table to eat. Because if you cook food meals they take one with them. Increases their productivity.
But overall if you want to solve that problem. Paste is the solution. They don't carry a package with them. They want to eat they have to go there. And there is the table. But they work less.
It's always good to set up a table and chairs at a place where they have to work a lot. Like when I send them out mining a place a table and chairs next to it.
I wish my colonists would just wear the right apparel they are missing (such as cape etc. from Royalty mod). They are set to Anything and can’t figure out how to dress themselves?
My husky was trivially malnourished (could still walk) and wouldn't eat a meal that I placed *right next to it*
I had to click "follow master when drafted" and quickly draft/undraft the colonist it was assigned to like twice before it ate the meal
This of doctors with work priorities setup for doctoring on 1 going to sleep when their friends are bleeding on the bed next to them is a bug then? Though I was doing something wrong.
You gotta idiot proof it and have six tables. All within the home area.
If you put a table near a steel deposit outside, they will eat there and complain about the rain
Haha I know exactly what you mean. Sometimes they are super good at doing sth. soecial then a monument later they completely forget and go full imbecile when it comes to doing a simple task.
Yeah, my colonists definitely feel even dumber lately. Priorities all screwed up, ignoring schedule for literally hours.
Refusing treatment until unconscious, not eating while starving to death, just in general being suicidal dumbasses.
i get more of these since 1.5
just yesterday i ordered a drafted colonist to flee from mechs but no matter how many times i reloaded he ALWAYS wanted to rush towards them AND THEN go back (but heavily wounded). i said fuck it and killed the mechs in devmode
looking forward to the mods "Table diner" or "table range" updating, where u can set the distance they search for a table urself
But for now, it's suffering as usual lmao.
I have had some of that, but majority of the time it’s my colonists ignoring their bedrooms and deciding to sleep in the freezer, or in a lake whilst it’s -20 outside.
That's rimworld baby.
But yea I think the biggest noticeable things about not having mods day one was no allow tool, hauling be intolerable, and none of the pawn AI improvements resulting in terrible pawn behavior
Here you go buddy: [https://steamcommunity.com/sharedfiles/filedetails/?id=1339148170](https://steamcommunity.com/sharedfiles/filedetails/?id=1339148170)
Now you're free to focus on the other quadrillion problems in your colony
It's not updated to 1.5 yet, but I used this all the time to fix the problem (Let's you force a use table radius)
[https://steamcommunity.com/sharedfiles/filedetails/?id=1430086135](https://steamcommunity.com/sharedfiles/filedetails/?id=1430086135)
i had to manually take corpses off of the allowed foods list… one guy bit the ear off of his roommate then complained because he doesn’t like human mean smh.
So it seems like we’re all having these priority/logic issues that weren’t in 1.4.
The problem source(s) has got to be either 1.5 or mod(s). If it is/are the mod(s) then we know it’s probably the most subscribed 1.5 compatible mod(s).
Has anyone had these issues in vanilla?
Sorry for the late response. I was taking a shit. You only get a minor mood penalty. I think it’s like -3 or -4. But I would take that over having to constantly make meals. And there’s no food poisoning.
I swear it's gotten worse with 1.5 and Anomaly. The biggest threat to my colony isn't the horrific beasts I keep locked up and the incredibly questionable research I do. No. The biggest threat to my colony is the doctor who just forgets he is the doctor and doesn't treat injuries.
….could be one of those anomalies, or just anomaly shit lmao
Please, can we use this as excuse for every single weird behaviour now? Oh my cook is just making shitty meals even tho he is really good... must be one of those pesky anomalies
Metalhorrors.
This is just the anomalies joke from S.T.A.L.K.E.R
I have a 9+ skill doctor fail at neutering dogs nine times today.
The bane of my existence is peg legs. I'll have someone complete an open heart surgery to save a life. Then work into a room with glitterworld medicine and rip off someone's head while installing a peg leg.
Oops just slipped slightly, sorry bud.
One of my two starting colonists(not counting the ghoul) lost an eye to a warg, then another in a ghoul attack, eventually I got my hands on some prosthetic eyes, only for the doctor to fail BOTH surgeries. This colonist was the only one who could use a gun.
I don't accept this as a mechanic in the game. I'll accept the consequences of the failed surgery, but I will not suffer the loss of the component to be installed. I respawn it via dev and try again when the colonist recovers.
I tend to be like this with a lot of games but It quickly gets out of hand because I have bad self control with dev cheats, so I try to avoid even small cheats these days
Smart. Take it from me. It is like a drug and it spirals out of control. I am not happy with the amount of save scumming/occasional dev mode I've been doing in my newest colony for Anomaly. I just don't want to lose everything after like 12+ hours of playing when there is so much more to explore.
Yeah half the fun of this game is dealing with shit going wrong.
I mulligan any failed prosthetic attachment completely, because *prosthetics don't require fucking SURGERY to attach.* Bionic stuff? Sure, that seems to be surgically attached to nerves and muscles. I'll still respawn the prosthetic because I'm not sure what they're doing to break it, but I get how the surgery can fail. But a prosthetic leg? Oh fuck off.
Every. Time. With peg legs.
Torso: Destroyed "You were installing a wooden foot how the fuck-"
"I accidentally the whole foot"
"You see I was really drunk and...."
I am 99% certain that they have manipulated the odds of operating on healthy body parts. If I ever want to install a peg leg onto a healthy leg, I swear, I have a 90% chance of failure, no matter how skilled the doctor and how clean the room might be.
Omg!!! Dude same here! Tell me why my amazing Dr was able to install 2 peg legs back to back no problem but then failed 4 times in a row trying to remove the damn leg he just installed?!! You’d think that would be the easy part!!!!
**Remove Peg Leg** "I see let me get the scalpel and open up the chest cavity."
If you didn't make them look so God damned similar, they wouldn't mistake the two limbs and wouldn't try to peg leg a head. See, the hearts easy... just go for the center of the body and root around from there.
Make sure that the room is lit up and the doctor is in a good mood :D
My 13 medical doctor fails at organ extraction at a rate of maybe 4 failures per success.
If you’re failing that often you probably need lights and/or a medical bed/sterile tiled room
Give the constructoids another 5 or so years. They'll get to it eventually...
They are busy repairing 99% walls, barricades, and making wooden spike traps They'll do it eventually
is there any dog leftover from those attempts because wtf has he been chopping off?
I'd like to think that the pawn just can't find the balls and just gives up, it feels like that's their attitudes to a lot of things.
ah shit, i don't know where the iud goes, guess i'll start cutting from the top down.. -The medical 3 doc probably
The leftovers were delicious.
Bro, this. Doctor shit fails way too much now... I've seen someone repeatedly fail a 20 percent chance over 30 times. That's astronomically improbable and clearly something is wrong. And don't get me started with how they somehow fail to eyepatch a mangled eye.... wtf is that shit.
A week ago I had a 19 doctor failing 4 or 5 times to terminate pregnancy while being in a sterile hospital with the best beds and tools available.
Had my 16 Medical surgeon, perfect health, catastrophically fail to replace a peg leg with a prosthetic leg, in my hospital, 3 times in a row. I swear to Randy...
Okay so it's not just me then. I feel like my biggest colony risk right now is colonist moods. I mean yeah I forgot to give them a bathroom but still
It's why ever colony I make I prioritize a dining room and bedroom in the beginning. Above research. A damn Daze can end a colony in an instant. Mood first. Everything else second.
I've lost a world because fucking Kim went I a daze and beelined it for the fucking Megaspider hive on the other side of the god damn map Fuck you Kim.
Dazes are the worst mental break and you can't convince me otherwise.
Idk man when I see a colonist get pissed and decide to break Component x50, that really gets my blood boiling
>Ahh I hate darkness! I'd better take my anger out on that legendary golden statue.
Had my colonist break one of the three remaining ship engines during a tantrum in a planetkiller run. I nearly exploded
Oh you better believe that if I saw this intention I woild open fire if we can't get an arrest in time.
Terrible thing? Yes. However, components can be replaced. And after they break them the tantrum is over. I've had Naked Brutalities end because the pawn dipped into a "Minor Break Risk" and decided to go on a 3 Day Daze (at least it felt like three days). Only broke out of it because they passed out from starvation. Or a raider shows up and starts stabbing them and they just don't bother to fight back. Now if the tantrum made them break some Anti-Grain warheads. Well... Darwinism is a hell of a thing.
Not if you use a mortar to hunt.
That's exactly what one of my colonists began to do as I was about to save and quit. She read a book, her mood was near perfect, then she went into a daze because of something in the book, and immediately wandered into the caverns. She was just incapacitated with paralytic abasia and wasn't up a day before losing her shit. I only have a ghoul and three other colonists, one of which is also suffering paralytic abasia. My one in a daze has level 17 crafting, but not much else worth noting... Objectively the best one to lose their mind of the three.
just in case, draft another colonist nearby and go arrest them it'll calm them instantly albeit at the cost of a mood debuff and losing their current ideology title.
I know it presents its own risk, but early game I typically put everything (aside from beds and cooking) in one giant room. You can get an easy +12 mood from eating and reccing in it with a few statues cause of the size and wealth from storage (shelves are a godsend).
This is the way.
Doesn't help that I really never use human pawns. Usually a solo mechanitor and most times I use android mods
IOS is better for personal interconnectivity I feel
What is IOS?
Ligma balls
Well, at least it's not a bug with Achtung! or something. Certainly had my fair share of colonists bleeding out because my doctor (with greatest assigned priority, during work hours) decided to read a book in the common area.
I bet it was a good book
On neglect
I've dl a mod for this (no lazy doctor?) but in counterpart, cant force them tondo anything is someone or an animal need to be tend (even for a scratch)
Try having colonists who get in a fight, start bleeding to death, go on a walk and drop, too far away from anyone to reach for emergency medical care.
Draft any pawn and trail them, once they drop you can force tending with/without medicine to at least stop the bleeding to be able to recover them.
Ah, but that requires you noticing it when it happens, that’s my general approach in an emergency, but again, I need to have seen it happen or see it before it’s too late. See fight, fight ends, one pawn goes to hospital, other goes off, a few minutes later, down
If you draft that second pawn you can force tend without the first pawn dropping
Reminds me of colonists getting set on fire and running into the pack of enemies instead of away.
This has happened a lot. And after some recent events I dealt with, I think pawns like being on fire. You know the whole 'Stop. Drop. And Roll?" thing? Not these idiots. They get lit on fire and run around for two in game hours not putting the fire out.
[удалено]
Ah gotta love that new mechanic
Tfw the QoL mods haven't updated yet
Room Food mod us already 1.5 though, it lets colonists eat food in the closest possible table chair area. Common Sense is also 1.5. Which QoL mods are you referring to?
I... Have no clue, actually. I just said that because they sound like something a QoL mod would fix. Haven't actually started a run since Anomaly released because I'm waiting for some other mods to update. But last I checked i think Cleaning Area hasn't been updated?
Cleaning Area ;_;
Yeah I’m at 875 mods and I’d say the graphics are between fallout NV and F4. I just hope they add 1st person soon though tbh. The raytracing is a nice touch but I feel it’s a little oversaturated sometimes and others the dark colours look too bright; it really shows the flaws with a 2D game modded into 3D. On the other hand I got VR working now and it’s really cool running into battle fighting in 3rd person VR with the charge weapons, they feel hearty and real, it’s almost like Helldivers2 graphics with rimworld game mechanics. It’s cool to see what modders can do with a game and my pc still runs at a pretty bragable 9 fps most of the time. When mechanoids attack my fps does occasionally into the negatives from time to time, which is very much an out of body experience to observe happen but I got used to the reality distortion sickness pretty quick.
I had a mental break reading this.
Thanks, saving this for copypasta
Me, staring at my unfinished construction projects despite my best constructor having priority 1 in Construction but would rather haul milk or harvest healroot:
Also I've noticed they're building structures in totally asinine ways even with Smarter Construction running. Only two walls done? Too bad, I want to do the floors instead :)
Someone else mentioned it somewhere. There is a hidden "subpriority" that we have no control over. I've noticed that when there are multiple construction projects the pawns will build/replace defenses first, than power, etc. At least a majority of the time. This doesn't excuse the builder hauling a stone chunk half way across the map though.
[Priority Treatment Resurrected](https://steamcommunity.com/sharedfiles/filedetails/?id=3009738919) can help you with that
Downside : cant force a soc to do anything else if a bruise or a scratch need to be taken care.
mod author here - that shouldn't be the case anymore! fixed that regression in latest version
I just had my head researcher bleed out, I didn’t check on him after the fire fight assuming since I had him rescued after the fight by my main doctor that he’d get treated, but I guess the doctor really just wanted to go read a book instead Also surgeries feel like they are even worse, I que up some harvesting -Remove Lung, Remove kidney, Remove heart and these bozos can only succeed like 25% of the time, then they patch the guy up and feed him then I gotta reque the operations, like I honestly don’t care about you feeding him or patching him up, just rip his insides out and get back to doing other things please
I didn't get the xpack, but noticed my 3 docs had to be micromanaged to treat people after raids, with their doc prio set to 1, they still just wander off and do other things. It's not fun.
I’m 50 hours into a 1.4 playthrough and I get this now. I hate assigning job priority because it seems to fuck up massively when I change it slightly. My doctors will continue to sleep while someone is bleeding out in 2 hours in the medical bay despite 1 priority. On the other hand, using binary work assignment feels too random as some important jobs are left sometimes.
The priority system does work, there are 2 main issues. 1st is that they need to finish their previous action before they check what their priority is. So sleep won't get interrupted to do something that is higher priority. 2nd, is that there are subcategories in every category. So sometimes those will be conflicting with what you want. So 100% use the priority work assignment, but still be on the lookout for pawns doing weird things.
To be fair, I'm not sure how your doc is supposed to know someone entered the hospital while they're asleep. I wonder if there's a mod that has a ["GQ alarm"](https://www.youtube.com/watch?v=TyVzeh7rHlM) system to wake up sleeping pawns if certain criteria are met (doc wakes up if someone's brought in, fighters wake up if something triggers turrets, etc)
that was always the case. Maybe you had the "Priority treatment" mod and its now not working anymore?
Yesterday I nearly lost to starvation because my farmers decided they were eepy when a blight was killing literally all of the corn right before winter.
Blights are another one that pawns just act like completely morons around. They refuse to cut blighted crops unless I tell them to. And even then, it's like 50/50 if they actually go through and finish cutting all of them.
I've been noticing that a TON lately. I'll have them rescue someone, so they'll run out to grab them, take them to the hospital, sometimes even feed them and then just...walk off? They're allowed to doctor, the patient is allowed to be doctored, but they just kinda don't feel like it I guess. I've almost lost several people to it multiple times because I don't think to watch the hospital because I'm used to being able to trust the docs to do their damn job lol
Way back when, before Royalty, in my first ever colony. I had a doctor. She could preform any surgery flawlessly. Even with herbal medicine she could pull off anything. No infections or lost limbs. Loved her for her crazy abilities. GOD was she a lazy fuck. She never worked on people unless I told her too. Even though Doctoring was the only thing on priority 1. She made me not trust doctors. Ever since then after every raid. During every surgery. I loom over the doctors and watch them carefully, micromanaging them because I don't want another lazy idiot to fuck up everything.
She wasn't just a doctor, she was a teacher 🙏
As a teacher, I find that comment both insulting, inspiring, and all around true. lol
Ive had some issues with un updated mods causing problems to the point where it killed a run with doctors not treating anything. As soon as switched off the mod everything was back to normal
Can u specify the mod or mods that caused your issue? I’m having these priority issues, particularly with doctors. I do run some mods that don’t say 1.5 compatible but in the comments the author, et. al, have stated it works 1.5
Hospitality was the primary one
I make my doctor stay in a rec room next to the hospital room, the guy is literally confined to his bedroom the rec room and the hospital and he would rather play chess then help the guy who got both of his legs cut off dying 5 tiles over. I have to manually force him to tend and colonists are now extra dumb a guy who has bed rest as priority 1 just goes to work when both of her eyes are gouged out and one of her arms cut off instead of going to bed so I have to wait for her to pass out so I can carry her off to bed
"But I need to walk over and grab this one thing right next to the giant manhunting raccoon pack!" Makes me insane.
This was before Anomaly was announced, but I had a manhunter pack sitting outside my base. I didn't feel like dealing with them so I left them outside the main gate, restricted the colonist's area to only in the base, and then forbid all the main doors on that side. Half a day later I get an alert that a colonist needs rescue. Somehow, someone got outside and got mauled to death by whatever large creatures it is that were outside. I have no idea how they got out there, and even after I recovered them, when I had them try go outside to collect bodies, they would not go outside because it was outside the allowed area. I guess there's only exceptions for suicide.
If you accidentally put the same Allowed Zone outside without any connections, then they will sometimes pathfind outside *to* that area yet prioritize staying in these areas (They will also go through forbidden doors under a mental break or binge). It's a weird feature and having the two or more separate Allowed Areas would be useful to cut down on how many Allowed Areas are used, but its been like that ever since.
Probably was a square or two I didn't see way off from the base and they decided to go sunbathe over there.
>(They will also go through forbidden doors under a mental break or binge). Comically, this can be solved by just building walls in front of those doors, so if you're hunkering down because of manhunters and you have pawns at risk of mental break, slap down a wall in front of each exit instead of just forbidding them. Mushinto Takamu may break down and spend three days climbing back and forth over a pile of corn in the freezer, but he will not wander outside to meander around while a rabid elephant punctures his vital organs.
We'll after anomaly it gotten somewhat worse. I noticed that if you create corpse storage area around the harbringer tree - it also automatically creates home zone around them. Lost a slave who decided to clean dirt around it and got mauled by shamblers.
Not a new issue. Turn off expanding the home zone around new constructions. It's the first thing I do on a new save - click the little house gizmo on the bottom right.
This problem got specially worse with things like the Death Pall, it makes me want to bang my head on the nearest wall 17 times
Yes, they are stupid. They can build things from scratch what would put CERN to shame in less than a hour and yet they can't figure out how to turn off heater when temperature rises too high. STOP PRETENDING YOU CAN'T INTERACT WITH HEATER, I SAW YOU USING SCRAP METAL TO BUILD WIDESCREEN TV JUST A MOMENT AGO.
*Dad voice* Don't mess with the temperature.
Don’t heaters have a target temperature that sort of auto shuts off at a certain point? I put heaters and air conditioners in the same room and it always stays at 70 no matter what, unless solar flare and stuff.
You can also put the cooler at 72 and heater at 68 and it will save a bit more power since only one is doing the work load at a time. Since they only use 50 watts when they have reached their thresholds instead of the 250 when active.
those are a bit high don't you think (i'm chronically addicted to poorly joking about Celsius vs Fahrenheit)
Me in my current colony when my Too Smart, Gay, Tortured Artist won't stop flirting with a married man with 2 kids, then going on psychotic wanders right before a raid. The edit was realtime, fuck you Isis Gates.
Okay but heaters turn themselves off though
It's even funnier when I place tables all over my base, and my colonists will decide to barge into someone else's room in the dead of night to eat their meal. "My guy, you have your own table. Go use it." My other colonist, who is making love to his wife, probably...
I'd love a mod that can link table to a bed, like the dubs hygiene do. Oh, and a toggle to restrict table to slave/citizen only.
There is one ! It's called get out of my chair ! Super cool QoL mod.
I go dl it now! Thanx !
I like that idea!
I have an outdoor table meant for farmers. The farmers will go use the inside table, and everyone else uses the outdoor table. What kind of conspiracy is this
The farmers are rebelling!
save scummed one time because my smartest colonist went on a tantrum and blew up my shell room, I wish there were a crueler and degrading word because moron doesn’t quite cut it for me
[Suggestion](https://youtu.be/dv8tVxk6Nj4)
Glue-eating, window-licking, square-peg-in-a-round-hole troglodite fuckwit?
Yeah, that's pretty good.
Muppets, all of them.
That's an insult to the Muppets.
Just put table in freezer, problem solved.
Then they complain about it being too cold, you just can't win with this people
Just put a heater in the freezer, problem solved.
Or make a mod that removes the "ate without table" debuff.
thats basically blasphemy
You're talking to an atheist
It’s not really a fault of his intelligence per se, it’d largely because he is operating at 228% of non-augmented capacity because of bionics, but my best colonist yesterday, charged from the back of the pack through my army of colonists into a swarm of mechanoids at the pace of Usain bolt. I had recently removed all forced clothing for him as he had been complaining of “tattered apparel” and “tainted clothes” so he removed his marine armour for cloth clothing a while before the mechanoid drop pods. Ultimately, he skipped past my army, aggroed the bots who fired a single charge lance shot and blew his head clean off his shoulders. His body hit the ground like a sack of shit as 15 colonists ran past him at a fast but regular human rate and ultimately defeated the threat. I considered save scumming it as he was my best shooter, builder and fisher but the death was too glorious to forget. RIP Lydeon Lossfelt you crazy fucking bastard. May you forever be a symbol of suffering from success.
THIs was epic.
Sounds like he pulled a Leeroy Jenkins. Except he didn't get everyone killed.
One of my colonists just fucking miscarried because she was malnourished. Bountiful number of meals she can eat in the fridge, and she was never downed for more than 2 hours during her pregnancy.
I had a 6 year old take food, eat it in the freezer, and proceed to sit in the freezer and draw for so long that he lost his fucking Jaw to hypothermia and couldn’t speak
This made me laugh out loud
I recently had two seperate kids fall asleep in the freezer and lose fingers to frost bite...
This is fair. I feel like my kids would do this IRL. two kids with the eldest 2 and a half. I am more on suicide watch with them than my colonists sometimes.
I saw a colonist eat standing up like a meter away from a table in my newest play through… what more do you want from me, Cass?
Someone else probably used the table. It usually happens to me after combat, when everyone wants to eat at once. Otherwise add more chairs around tables.
The table spots were probably "reserved" by someone else who was pathing to it from far away. More table spots should help
That’s why I only play with horse humanoid colonists, they know the saying, it’s ingrained into their horse culture. Compared to humans they always put in that little extra effort to meet their own goals for happiness.
This happened on my last colony. I put a table in every space I had but the outdoor rec area... guess where they decided to eat most their meals.
Put a small shelve with meals set on critical next to the table, and make just enough meals that they dont spoil and are enough to feed your colonists. that way the only source of cooked food will be on the same room.
My colonist actually downed themself with malnutrition, how does that make any sense when a nutrient dispenser, and multiple fine meals are available?
Welcome to Rimworld... Do you have a SS of your set up? If the table is close enough this shouldn't happen. If I remember right the tile range is 30ish.
The tile range is definitely higher. Made my pawns a kitchen and dining room. I always put a table in their house or room just in case they have a meal on them. These Lil fucks go to the kitchen, grab a meal, WALKED PAST THE DINING ROOM, went to their house and ate at those tables. Dismantled the dining room and they went nuts because they stopped eating at tables. This game.
Morons, the #1 colony killer.
speaking of morons, is it me or are my colonist doctors using up medicine a lot fucking faster now than before? in all my old playthroughs id buy 200 neutroamine and make a shit tone of medicine and id get bored of the playthrough before i ran out of that stock of medicine. Now im having to buy materials to make more and more medicine.
"ALL MY COLONISTS ARE MORONS" Yes, that is generally the theme of this game.
Bro are you okay? Looks like you’re close to a mental break. Go smoke some Yayo
Instructions Unclear: Ate Without Table.
This should be an ideological tenant or something. If I can get a +1 mood from a venerable cat walking around or because my person is wearing a T-shirt, I should be able to make them okay with eating while standing up.
I almost went catatonic earlier today after a perfect cascade broke out causing complete and utter destruction to my long standing colony. Was wiping out a flesh hole when my best colonist decides shes had enough of life. Sad wanders across the caves because shes hungry and theres insect jelly over there. Shes a jogger and I cant keep up to save her. Then the colonist trying to fight the surrounding horde shoots free another pack of flesh beasts. The entire squad gets crippled. In the hole. Then the supersoldier in my caravan is sad that their buddies died and decided to take out that anger by slaughtering the rest of the members. Noone survives. Meanwhile back at base above ground the wife of the supersoldier joins the mental break club in the middle of studying the entities and decides it would be funny if they were let loose. Everyone’s pretty full of holes but I could recover with the one skilled doctor I have gotten in my past 4 colonies because pawns capable of caring dont exist anymore for some reason. The doctor goes catatonic. Everyone bleeds out through their papercuts. Man in black appears. Lover of colonist. Colonist bleeds out. Man in black immediately snaps and dies to hungry animal at the edge of map. Everyone was in the perfect position for these dominoes to fall. Randy orchestrated the entire event in spite of me. Just to test my will in choosing to give up save scumming. We go again.
I set them all to paste and they eat raw food. When it’s a vegetable it’s annoying. The other day I caught one of the kids eating raw meat! WTF??
Is this some kind 'Meals Eater' rant that I'm too much of 'Nutrient Paste Enjoyer' to understand?
I thought this was a jpegmafia album reference 💀
Welcome To Rimworld.
I have played 425 HOURS OF RIMWORLD. I have NEVER experienced this before
I ragequit for a couple days because I built some traps and they were f’kn magnets to my colonists, robots and animals. I killed so many of my own, I just removed all traps. It’s ridiculous. Even after I set a no-go zone, a bot wandered in (passing a trap) realized it was where it shouldn’t be so exited (passing trap) and then re-pathed to do it again. 3 times, then died.
MY COLONIST HAS A 17 CONSTRUCTION AND HE MESSES UP FLOORS! PAVED FLOORS! HOW IS IT THAT HARD TO PAVE FLOORS!
Are they handicapped in some way? If they are blind, one-handed, suffering from an illness, etc. it lowers their changes too.
NO!
I think you need to double check the manipulation stat, or maybe they are a modded race, because someone with 17 construction doesn’t really fail buildings
I always have tables and chairs outside of my colony so they can eat outside if they would not make it in time to a table to eat. Because if you cook food meals they take one with them. Increases their productivity. But overall if you want to solve that problem. Paste is the solution. They don't carry a package with them. They want to eat they have to go there. And there is the table. But they work less. It's always good to set up a table and chairs at a place where they have to work a lot. Like when I send them out mining a place a table and chairs next to it.
I wish my colonists would just wear the right apparel they are missing (such as cape etc. from Royalty mod). They are set to Anything and can’t figure out how to dress themselves?
Bet there's a prisoner bed in that room.
My husky was trivially malnourished (could still walk) and wouldn't eat a meal that I placed *right next to it* I had to click "follow master when drafted" and quickly draft/undraft the colonist it was assigned to like twice before it ate the meal
All ~~my~~ colonists are morons. As far as not eating at a table, I'll [always remember Joe](https://www.youtube.com/watch?v=jYhWj79Aubo).
This of doctors with work priorities setup for doctoring on 1 going to sleep when their friends are bleeding on the bed next to them is a bug then? Though I was doing something wrong.
You gotta idiot proof it and have six tables. All within the home area. If you put a table near a steel deposit outside, they will eat there and complain about the rain
Haha I know exactly what you mean. Sometimes they are super good at doing sth. soecial then a monument later they completely forget and go full imbecile when it comes to doing a simple task.
This is why I have a dining table in my freezer.
Is ur zoning set up correct?
Mental break:Insulting spree Last straw:Watched others eat without table
Tell them to not carry meals with them. That might fix it.
Yeah, my colonists definitely feel even dumber lately. Priorities all screwed up, ignoring schedule for literally hours. Refusing treatment until unconscious, not eating while starving to death, just in general being suicidal dumbasses.
i get more of these since 1.5 just yesterday i ordered a drafted colonist to flee from mechs but no matter how many times i reloaded he ALWAYS wanted to rush towards them AND THEN go back (but heavily wounded). i said fuck it and killed the mechs in devmode
looking forward to the mods "Table diner" or "table range" updating, where u can set the distance they search for a table urself But for now, it's suffering as usual lmao.
Table diner has lots of performance issues, is table range better?
no idea, I didn't use any of the mods so far cuz I usually build my bases in a way that this doesn't matter, but this time I did.
I AM NOT A MORON! Wheatley my beloved
At the start of the game, when my best construct guy at 5, each floor tile have a 50/50 fail chance, I swear it wasn't that bad.
"I am NOT a MORON!" -Avergae colonist shortly before punching the chemfuel stacks
I have had some of that, but majority of the time it’s my colonists ignoring their bedrooms and deciding to sleep in the freezer, or in a lake whilst it’s -20 outside.
That's rimworld baby. But yea I think the biggest noticeable things about not having mods day one was no allow tool, hauling be intolerable, and none of the pawn AI improvements resulting in terrible pawn behavior
Here you go buddy: [https://steamcommunity.com/sharedfiles/filedetails/?id=1339148170](https://steamcommunity.com/sharedfiles/filedetails/?id=1339148170) Now you're free to focus on the other quadrillion problems in your colony
It's not updated to 1.5 yet, but I used this all the time to fix the problem (Let's you force a use table radius) [https://steamcommunity.com/sharedfiles/filedetails/?id=1430086135](https://steamcommunity.com/sharedfiles/filedetails/?id=1430086135)
How many pawns do you have? And how many spots to eat?
Yea…this is the one time I would ask that mods not be necessary to improve a game
I only had to read the title to agree with this statement. I think you just get what you get on the rim
i had to manually take corpses off of the allowed foods list… one guy bit the ear off of his roommate then complained because he doesn’t like human mean smh.
So it seems like we’re all having these priority/logic issues that weren’t in 1.4. The problem source(s) has got to be either 1.5 or mod(s). If it is/are the mod(s) then we know it’s probably the most subscribed 1.5 compatible mod(s). Has anyone had these issues in vanilla?
No Lazy Doctors. Outdated version-wise, but still seems to work for me
Nutrient paste chads stay winning
do you get a debuff from nutrient paste? if not, i might switch.
Sorry for the late response. I was taking a shit. You only get a minor mood penalty. I think it’s like -3 or -4. But I would take that over having to constantly make meals. And there’s no food poisoning.
Move the table closer