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Important starting critters rapidly dying on cold maps due to random wandering without healing, desire to seek safety, or change of behavior when injured


Nebbie
  • Branch: Live Branch Version: Linux Pending

Attached is a save file of right before one of the two Pips I was able to get into the starting area in time died. Both were dead 2 cycles later when I initially played this save (didn't realize for another 4 cycles, when I went to look into using them to wild plant), and reloading to try to save them led to having to door off 4 separate areas to prevent one from dying a cycle later.

Expected critter behavior:

  1. Will be there ready to use when I, the player, am ready, if there is ample food and livable space.
    1. When injured, slow down (like dupes do), or stay in a safe location unless hungry (this is what cats actually do).
    2. On obtaining a condition (such as "freezing") that can cause injury, will seek any nearby location that will not cause the condition.
    3. Heal from sleeping and over time.

Actual critter behavior:

  1. Can mostly die off before I've even researched ranching.
    1. Simply wander normally while injured.
    2. Do not care about serious conditions.
    3. Only heal if I intervene with ranching equipment to tame them.

Perfect Bunker Cycle 11.sav


Steps to Reproduce

Load save, do not wall off the injured Pip from very cold areas, observe Pips as they slowly kill themselves in the cold for no reason.

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