Right. Holidays are over! BACK AT IT. enabled minima for utility calculations for most character jobs (This may change job behavior quite a bit while we sift through it.) Added new internal tool for balancing job requirements and utilities (this is super cool for us and will ultimately mean a better-balanced game experience for you). Added new flag to require_gameobject for "just use the closest thing already, and don't try to muck about with utilities" Added new code to handle interrupts with a whitelist, so that we aren't constantly evaluating things (in english: performance should potentially be improved) Fix-up pass through particle effects Clicking workshop icons in workshop window now zooms to workshop location FIXED: work crew panel slowdown, take II FIXED: "not enough logs to build gabions despite having lots of logs" bug FIXED: colonist panel slowdown FIXED: disappearing hair bug FIXED: Slowdown with large numbers of characters testing for interrupts, caused by round trips to and from Lua system code FIXED: save game crash caused by having dirty objects in the rendInteractiveObjectClassHandler cleanup list when you save (we think) FIXED: building grid disappears when switching between two building types FIXED: "Show all commodities" filter now toggles to "Hide All Commodities" as well FIXED: UI gets cut off in work party menu switching from all workers to military sometimes FIXED: added "walls down" building display mode FIXED: current building display mode now apply to newly created buildings balance: reduced clumping of ore nodes in certain jungle biome some cleanup of character hair models & model defs (more varieties of hair should show up) unique macroscope use animations added FIXED: de-assigned science workers wouldn't give up their uniforms FIXED: some incorrect icons for eating human flesh FIXED: hunger no longer goes negative after character eats when not very hungry FIXED: colonists would beat up dead bandits, calling it a "melee counterattack"
The fishpeople keep killing chickens. Somehow my people know this and head straight for this- right into a nest of those Aquatic bastards. I could probably live with this except my soldiers WILL. NOT. RALLY. So, dead colonists, no way to protect them.
Interestingly, this is the exact opposite of the changes Daniel made to the utility functions. That's why it's an experimental build, I guess. (We reweighted everything to try and eliminate a lot of "weird" behaviours, but clearly we just busted this one.) We'll look into it.
I tried cranking the utility up, but that had no effect on rallying. If you comment out line 107 of jobs.xml, reload and set a rally point, it crashes pretty quickly Error: string "FSM Support"]:204:bad input beacon_location for job Rally (run) [Update | citizen] Is the beacon actually getting created?
Ok, confirmed that they do eat and sleep, but they only explore beyond that. They can get really far from the main colony before they finally turn back.
First impression in a new game, stockpile logic looks wonky compared to previously. Filters don't seem to be respected by certain jobs, such as dropping tools/weapons or the outputs of kitchen ovens. The kitchen in particular is sending outputs to the (with an unrotated view) top right edge of stockpiles rather than nearest available spot -- and if more than one stockpile is designated, oven-produced products go to the most recently created stockpile, regardless of filters and distance. The carpentry workshop's plank output seemed to behave as it did before. Also noticeable, colonists pausing every time they walked into a new space. This seemed more noticeable while the building grid was up, but I haven't looked into it closely yet.
Can confirm that soldiers were broken when moving to a rally point; can confirm that they should be fixed.