RimWorld

RimWorld

Bonded Dog died in the meat locker
Unreal. I am trying to learn this game, right? Start a new colonly after the last one burns down. Build the basics. Day 1 the dog bonds with one of my 3 colonists. Day 2 the fricking thing walks into the meat freezer, lays down, and HAS A HEART ATTACK AND DIES.

Now the dog's corpse is laying there frozen into a dog popsicle in the freezer. How do I get it the heck outta there? I built graves and made sure to un-forbid the corpse but aint nobody moving that dead dog.
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Showing 31-38 of 38 comments
stretch611 Feb 1, 2017 @ 7:34am 
Actually in my current game, a 15 year old bonded alpaca just had a heart attack. The game assigned a low level medicine person to heal it and it died. The bonded pawn had med over 10 and the healing pawn had a medical of 1. However, immediately after the death, it was hauled to the butcher's block and chopped up by the bonded pawn....

The game is cruel... it has no sympathy... get used to it :steamhappy:

Seeing how this pawn is the #1 cook as well, it looks like he will be making alpaca burgers tonight too to drown his misery :)
Last edited by stretch611; Feb 1, 2017 @ 7:40am
Brassqund Feb 1, 2017 @ 7:39am 
Originally posted by stretch611:
Actually in my current game, a 15 year old bonded alpaca just had a heart attack. The game assigned a low level medicine person to heal it and it died. The bonded pawn had med over 10 and the healing pawn had a medical of 1. However, immediately after the death, it was hauled to the butcher's block and chopped up by the bonded pawn....

The game is cruel... it has no sympathy... get used to it :steamhappy:
Why do you have a low medecine set as doctor anyways?
stretch611 Feb 1, 2017 @ 8:17am 
Originally posted by Brassqund:
Originally posted by stretch611:
Actually in my current game, a 15 year old bonded alpaca just had a heart attack. The game assigned a low level medicine person to heal it and it died. The bonded pawn had med over 10 and the healing pawn had a medical of 1. However, immediately after the death, it was hauled to the butcher's block and chopped up by the bonded pawn....

The game is cruel... it has no sympathy... get used to it :steamhappy:
Why do you have a low medecine set as doctor anyways?

I generally have that can do med set to priority 4 so that after major events when half my toons are hospitalized they can all bring food and cheer patients up; even tend wounds if absolutely necessary.

Usually there is enough work to keep the low levels busy on their primary work... but as luck would have it this time, this one was practically idle.
Lawlzer Feb 1, 2017 @ 8:54am 
Originally posted by stretch611:
Originally posted by Brassqund:
Why do you have a low medecine set as doctor anyways?

I generally have that can do med set to priority 4 so that after major events when half my toons are hospitalized they can all bring food and cheer patients up; even tend wounds if absolutely necessary.

Usually there is enough work to keep the low levels busy on their primary work... but as luck would have it this time, this one was practically idle.
I don't reccomend that, but you can do whatever.
I have my good doctors at priority 1, and all my colonists at bed rest 1, so that any time someone gets hurt, they instantly are availabke to be helped by my doctors, and I don't have to worry about crappy doctors, lol. (Only exception is if I have 2/3 or all my good doctors hurt, unable to help eachother, then I set any unhurt / barely hurt colonists to medical 1)
Brassqund Feb 1, 2017 @ 8:58am 
Originally posted by stretch611:
Originally posted by Brassqund:
Why do you have a low medecine set as doctor anyways?

I generally have that can do med set to priority 4 so that after major events when half my toons are hospitalized they can all bring food and cheer patients up; even tend wounds if absolutely necessary.

Usually there is enough work to keep the low levels busy on their primary work... but as luck would have it this time, this one was practically idle.
This is why I use the worktab mod.
You can set all actions priorities, not only the category of work.

For example you can set your doctor to only do healing/treating/surgery
and put some people without medecine skill to feed wounded.

In the same way, you can make multiple people feeding prisonners without them
doing the talk/recruit thing.

You can even make people bring ressources to things you want to build
and only the one wit hhigh construction skill will do the construction.

So to resume, you can set priorities to almost every tasks. This is awesome.
http://steamcommunity.com/sharedfiles/filedetails/?id=725219116
Last edited by Brassqund; Feb 1, 2017 @ 8:59am
Lawlzer Feb 1, 2017 @ 9:10am 
Originally posted by Brassqund:
Originally posted by stretch611:

I generally have that can do med set to priority 4 so that after major events when half my toons are hospitalized they can all bring food and cheer patients up; even tend wounds if absolutely necessary.

Usually there is enough work to keep the low levels busy on their primary work... but as luck would have it this time, this one was practically idle.
This is why I use the worktab mod.
You can set all actions priorities, not only the category of work.

For example you can set your doctor to only do healing/treating/surgery
and put some people without medecine skill to feed wounded.

In the same way, you can make multiple people feeding prisonners without them
doing the talk/recruit thing.

You can even make people bring ressources to things you want to build
and only the one wit hhigh construction skill will do the construction.

So to resume, you can set priorities to almost every tasks. This is awesome.
http://steamcommunity.com/sharedfiles/filedetails/?id=725219116
Aaaaand installed!
DizzyChimera Feb 1, 2017 @ 9:34am 
Originally posted by drewbicus:
Day 1 the dog bonds with one of my 3 colonists.
Pets start bonded with a master automatically unless you're in a custom scenario or this is another dog that showed up not in the drop pods.
Originally posted by stretch611:
I generally have that can do med set to priority 4 so that after major events when half my toons
Originally posted by stretch611:
half my toons
Originally posted by stretch611:
toons
paAAAAAAAaaaaawns!
[brain explodes]
Last edited by DizzyChimera; Feb 1, 2017 @ 9:35am
Nishe Feb 1, 2017 @ 9:59pm 
Originally posted by Brassqund:
Originally posted by stretch611:

I generally have that can do med set to priority 4 so that after major events when half my toons are hospitalized they can all bring food and cheer patients up; even tend wounds if absolutely necessary.

Usually there is enough work to keep the low levels busy on their primary work... but as luck would have it this time, this one was practically idle.
This is why I use the worktab mod.
You can set all actions priorities, not only the category of work.

For example you can set your doctor to only do healing/treating/surgery
and put some people without medecine skill to feed wounded.

In the same way, you can make multiple people feeding prisonners without them
doing the talk/recruit thing.

You can even make people bring ressources to things you want to build
and only the one wit hhigh construction skill will do the construction.

So to resume, you can set priorities to almost every tasks. This is awesome.
http://steamcommunity.com/sharedfiles/filedetails/?id=725219116
In a simillar vain, there's a mod by ZorbaTHut called "Look at me, I'm the worker now" or something. Basically allows you to prioritise work with pawns that aren't assigned to that type of job. In this instance, I could assign anyone to doctor a person, whether they're assigned to doctoring or not, and after they were done they would continue as normal without doctoring anyone else. Useful for situations like that. Removes a lot of tinkering with priorities. It's not game-breaking either, as pawns that are incapable of a certain type of work will still refuse to do it. Someone who's incapable of hauling won't haul with or without that mod.
Last edited by Nishe; Feb 1, 2017 @ 10:01pm
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Date Posted: Jan 23, 2017 @ 9:33pm
Posts: 38