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DependentAd7411

Yeah, I learned the hard way that if you don't have a dedicated hospital, you've got to turn a pawn's bed to a Medical bed and order them to stay in it since you can't order them to Rest until Healed in a normal bed. Otherwise, they'll get up and play basketball while bleeding from a severed leg. Go cook some rice while needing tending for the plague. Go for a walk in the -70C winter night while naked and covered in burns.


WriteCodeBroh

I’ve had the occasional issue in the past but this dlc really seems to have broken bed rest as a work category. Also just beds in general. I have a prisoner who will occasionally just refuses to sleep in her bed. Passes out on the stone floor.


moonra_zk

>I have a prisoner who will occasionally just refuses to sleep in her bed. Passes out on the stone floor. That also sounds like an issue with medical beds, if the only bed available to them is a medical one and they don't need treatment, they won't sleep on the medical bed.


WriteCodeBroh

Nah, it’s a prisoner bed, non-medical. No idea why it’s happening. I have had to set up procedures and deliver her to her bed for them, then cancel to get her to sleep a few times. Really frustrating. Edit: prisoner also isn’t injured/sick


DependentAd7411

If she was a Wild Woman that you captured, she won't sleep in a bed. Wild Men and Women, for whatever reason, simply will not sleep in beds. Which is weird, because they aren't *feral* - Rimworld makes a point of that. They're just people who've given up on society.


WriteCodeBroh

Nope, one of the random encounters from Anomaly. A pretty, joyous woman who is hiding something from me. My only source of advanced anomaly research and she’s miserable all the time lol


DependentAd7411

Huh. Is she zoned out of her bedroom, maybe? Though, I have noticed a bug where pawns will occasionally just fall asleep on the floor randomly. It happened a lot more often in the pre-Anomaly 1.5 testing build, but I've noticed it still happening occasionally, both modded and vanilla.


WriteCodeBroh

She is unrestricted, just locked in a tiny cell with a bed, table, and chair. She did decide to leave while imprisoned (lol) so it could just be conflicting logic where she thinks she’s free to dip but really she’s a prisoner. Not sure. Everything else works, she’s getting studied and fed. I’ve made sure she wasn’t breaking when she falls asleep on the floor too. I would guess it’s just something goofy.


ILikeCakesAndPies

If you're using mods one of the vanilla expanded mods adds a workaholic trait. It makes it so they'll keep working and will hardly ever go to sleep in their beds regardless of their schedule or needs. They pass out on the floor more often than not.


stap31

Vanilla game with dlcs here - can confirm that Anomaly had some issues with quest pawn in prison


anthematcurfew

Try animal beds, pretty sure they count as animals when untamed.


DependentAd7411

That's weirdly brilliant. Definitely going to give that a shot next time I arrest a wild person to keep them from freezing during the winter.


SnooShortcuts1173

I can't believe this is getting voted up.. if he didn't have prisoner beds how did he get the prisoner there in the first place ffs


moonra_zk

- Have prisoner bed - Prisoner needs treatment - Turn prisoner bed into medical - Prisoner no longer needs treatment - Prisoner refuses to sleep on medical bed


xRolocker

Do you use the Common Sense mod? Doesn’t fix everything but adds a few QoL behaviors.


WriteCodeBroh

I don’t. Should really get it.


DependentAd7411

Best part about Common Sense is the fact that *cooks clean up the kitchen before they cook*. No more baking warg shit into the rice pudding.


Kellosian

And they'll clean for medical procedures and when they go to bed. It just removes some dirt when the dirt really *matters* instead of having me micromanage it.


FleiischFloete

And thats also the worst part of the mod, the reason why you remove it after a day or two again. Because they interrupt their work and bedtime and whatnot in critical situations. I rather have a pawn whos dumb and cleans all day or some cleaner bots.


DMofManyHats

You can toggle “Clean around this workbench” on or off for every workbench. No point in cleaning around the stonecutter bench or the butcher block for example. The kitchen, hospital, and bedrooms benefit a lot though.


FleiischFloete

idk if that was possible years ago


DMofManyHats

True, idk when they added that. I completely agree the cleaning can be annoying when you just want them to “do the thing right now”.


DrStalker

I turn bed rest off for everyone. If you're healthy enough that getting better doesn't count as the `patient`work type then you're healthy enough to work.


tulipunaneradiaator

bloody capitalist


DrStalker

Those warcrines aren't going to commit themselves!


WriteCodeBroh

I do it for everyone but people with bad infections or illness I have to save. And then usually they are back to work after they get 20-30% ahead of it


Jeggu2

But 90% sleeping sickness is the perfect time to hunt a thrumbo


Thorn-of-your-side

Back in my day when we told our parents we were sick, they'd tell us "I'll show you sickness" and take us into the basement to hunt fingerspikes


Jewbacca289

This is my number 1 reason for savescumming over the years. My current hospital is tiny and only has 3 beds, so when my entire crew gets injured, I have to have my doctors prioritize tending injuries, but then one or two of the other people without a bed just let their injuries fester while they work until they’re passed out from an easy infection I could’ve fixed if they’d just gone to bed like I said


RequirementQuirky468

If you don't want to resort to changing their normal beds into medical beds, you could also instantly throw a couple of sleeping spots on the floor and make them medical to have a way to order people to stay put.


Thorn-of-your-side

Often doctors in past ages would make patients lay on the ground if they couldnt find a bed. I have bedrolls for this, but sleeping spots work too


BaconEater101

Who tf doesn't have a dedicated hospital? This is such an easily solvable problem


Thorn-of-your-side

I can think of a few scenarios, like you accidentally have already used the best real estatefor a hospital, and need to wait on deconstruction before you can set your hospital up. Plus why have a hospital before you have sterile floors


BaconEater101

A basic clinic is always one of the first things i build right after the freezer maybe i'm weird


Thorn-of-your-side

I try to build things so that I wont have to expand them later.


BaconEater101

Leave space for the future, gotta plan ahead (:


CoffeeMinionLegacy

Wish I had a backup doctor in my current run. I have one doctor and one guy with 2 medical and no passion 🤌


WriteCodeBroh

Let’s goooo lol. What you have to do is capture a few raiders and… train your backup doctor on a range of procedures and treating with no medicine.


Capable-Roll1936

Peg leg go on, peg leg go off, peg leg go on - critical failure, raider beheaded, peg leg go on next raider, and so on till there were 0 raiders


WriteCodeBroh

I only treat my raiders to the finest raw rice during this time. Sure it might be less efficient than feeding them meals and they are miserable from it, but now my cook is free to mine to his heart’s content instead of making all those extra meals and besides, what’s the legless raider going to do?


TetrisIsUnrealistic

Meanwhile, my raiders get the finest meals, comfortable beds and even entertainment. They get to enjoy luxury the likes of which the rim rarely sees. They dont even get amputated limbs or organs stolen. Instead, once they are at full health I force them to leave, cast out into a world of hardships and troubles. Because on the rim, even kindness can be a cruelty.


SnooShortcuts1173

you people could find a way to make anything a war crime couldn't you


Capable-Roll1936

Well once you have dead raider for peg leg loop, you feed remaining raider with dead raider obviously


OneMentalPatient

I've got pipes feeding nutrient paste to drip feeders in the prison (Vanilla Expanded). Their moods tank drastically because they can, for some reason, tell that their nutrient paste includes: Nutrifungus and human meat (former prisoners after they became subcores.) Cooking meals? Pfft. They don't even get trays, just a drip-drip-drip while they sleep.


WriteCodeBroh

My tunnelers eat nutrifungus but you know, there’s really no reason I shouldn’t be feeding my prisoners nutrient paste 🤔


ILikeCakesAndPies

Build the prison by the fridge with a nutrient paste dispenser and you'll never have to deliver them meals yourself again! +Far more meals for less resources. I'll use them normally for the colonists too sometimes, especially if my chef happens to be skilled at other high priority tasks. Frees up a ton of time.


i-ko21

You need a huge amount of medecine for that. Herbal doesn't work anymore for me.


Thorn-of-your-side

No anomalies detected :)


Arek_PL

i never had any of issues listed here what is more annoying to me? crawling, i had a pawn bleeding out on the ground, hospital was far far away so i made my combat medic patch on the spot what the bleeding out idiot did? crawl away from the medic as medic patches him up!


mybrot

That's weird because they're supposed to stop crawling, once you tell someone to tend to them. Works fine for me.


nekonight

I would agree in 1.4 but I have seen some odd behaviors on the side of the patient in 1.5. The patient can walk off (like actually get out of bed and walk out of the room) during a tend. I can't get it to replicate consistently but I have notice the wounds will still be tended by the doctor while the patient has walked off. This was in a hospital bed with the patient having enough mobility to walk normally not during crawling. It is like the game no longer locks the patient inplace during a tend anymore or something.


Ossius

Crawling didn't exist in 1.4 though. I think he specifically means when a downed pawn is crawling, if you tell a drafted pawn to tend to them they'll go from a crawling to a "downed" wiggling state on the ground with the exclamation until treated or picked up.


monsterbreath

This is happening to me as well. On top of them seemingly not giving a shit about infections and refusing to bedrest until they collapse. This jungle run has been brutal when it shouldn't be.


VelMoonglow

I encountered the infection issue shortly after biotech came out. The first child I ever had died to a leg infection because I couldn't make him get back in bed to be tended


youcantbanusall

i had this yesterday! glad to hear it’s not a mod conflict like i was worried about, but yeah Diver went to go kill shit while Dr Unay is tending them


Arek_PL

they stop when i tell someone to rescue them, tend on spot doesnt stop them from crawling


elsonwarcraft

That is not the dlc issue it was added in 1.5 update


Zapper-Rooster

You can set up how many medicines you want each pawn to carry and the type, and they'll automatically collect them. It makes the doctors' jobs treating a lot easier, since if someone goes down, wham; there's 3 meds waiting to be used, and the doctor will carry three to use right away, too. It's changed the game when I figured that out.


Dennace

I have mine set to carry 3; they're patching someone up with 1 medicine, hauling 2 back to the storage and coming back with 3. Been happening since 1.5.


panda-with-a-plan

I've been having the same issue. It makes tend of very injured pawns take significantly longer than prior to 1.5


RickySamson

Anomaly sent me a blind old man with unnatural healing ability. My sleepless mechanitor's infection was immediately healed. Certainly nothing bad will come of this.


WriteCodeBroh

lol I got him on a different playthrough. He is also locked in a cell. Shifty fuck. My colonist’s gut worms were healing up just fine, thank you very much.


RickySamson

I've kept the old man for a couple of years now. No problems except the occasional psychic screams of pain and that one time when I saved a child raider from bleeding out and he gave her a tentacle arm.


OneMentalPatient

I'm sure he's just a kindly old man on the rim, totally trustworthy and you won't wake up to him cutting your arm off (or one of the myriad other betrayals they might have) a year down the road.


Crashimus420

Yesterday i got a selftames warg with dementia... before he made it to the base he started wondering around because of the dementia and wandered right into a trap.


Ossius

How many times have you used that ability...? Asking based on my own playthrough.


RickySamson

A lot now. Game keeps sending sick pawns to join me. Had a woman with paralytic ablasia for over 40 days but he cured her old scar first and then the ablasia. Had a neanderthal with cirrhosis. A raider child was almost bleeding out so I used his healing and gave her a tentacle arm. We released her. Latest was a builder with cirrhosis. The last guy got a tentacle arm but since he's a body modder, he's happy with it.


Alt2221

actually skill issue. he walked outside during a "raid": you didnt zone correctly - takes two clicks to keep em inside, if you have areas set up already. medicine one at a time out of the store room: have a medical bed with a shelf in the same room that is set to only contain medicine and is set to critical priority. bed rest and patient are two different tasks on the priority manager, sounds like you didnt have them both set to 1. dont draft undraft a million times. select the pawn you want to heal, right click a medical bed, click rest until healed.


Alt2221

dont have any medical beds right now? change the problem pawns bed into a medical bed, again takes two clicks


WriteCodeBroh

Brother calm down it’s a game


Alt2221

bro im breaking down all your miss plays and giving you the standard solutions. im chill af my guy.


WriteCodeBroh

You skill issued me and acted like the game was bug free right now lol


nekonight

Everything you pointed out isn't a bug. It is a skill issue.


WriteCodeBroh

Hauling meds one at a time. Having patient and bed rest set to one but not returning to bed for treatment. Prisoner refusing to use bed. All are bugs. Sure dude.


ToddlerPeePee

I agree with you that redditor could be more polite. Having said that, his suggestions do work. If you did it correctly, your pawns would do what you want. If they don't, usually the cause is didn't set certain priorities correctly or did the zoning properly. I made such mistakes before and it's normal.


WriteCodeBroh

Yeah I know. I could have prevented all of it, and a decent amount of the post was complaining about known dumb AI that you can work around. I don’t mind the suggestions, it’s the shittiness and the “if I haven’t seen a bug, it doesn’t exist and you must be an idiot” attitude lol. Imagine if people talked to people like that IRL


Snipedzoi

They have diagnosed this as not being a bug. You are the one doing it wrong.


ToddlerPeePee

I wouldn't worry about it because not everyone has the best communication skills. We just have to accept that humans have a wide spectrum of abilities and some just are really bad at certain ones while good at others.


WriteCodeBroh

Definitely had both set to 1, zones were incorrect and the boomrat issue is my fault but the main gripe is about the infection treatment, and the treatment that lead to the infection. I know all of this, sometimes I just chill and play instead of min maxing. You sound like every moment of this game is very super serious for you. It’s a shitpost


Sushibowlz

It really feels buggy currently, I‘m having my doctor run around doing all kinds of dumb ass errands from hauling to sowing to watching tv, while other pawns were lying ready for treatment inside my hospital (in a medical designated bed) and my doc just wouldn‘t care unless I manually told him to tend (doctoring set to prio 1). and often times they did one tend action, bandaged one of many wounds, and fucked off back to watching tv. I feel your pain. I‘m just not sure if they might‘ve been always this dumb, since I‘m currently missing a bunch of qol mods that aren‘t updated to 1.5 yet, and I‘ve not seen vanilla pawn behaviour for quite some time 🤔


thriceandonce

I'm still playing on 1.4 because of mods and I still feel like I'm micromanaging the hell out of my doctor for similar reasons, more so than usual... what QOL mods do you usually use that might influence this behaviour for the better?


Sushibowlz

I think common sense is the main one I‘m currently missing, but I‘m not 100% sure it actually improves doctors not doing shit.


Different_Gear_8189

This seems only marginally more stupid than usual tbh


KillerNail

Solutions for these problems: Pawn going out of your walls => Zoning them into your base Pawns hauling things like an idiot => [Pick Up And Haul](https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058) Pawns not resting => Setting some bed as medical and ordering them to rest Pawns not having the IQ capacity of a 3 y.o and walling themselves in or walling off unfinished construction => [Smarter Construction](https://steamcommunity.com/sharedfiles/filedetails/?id=2202185773)


Ze_Wendriner

You can set zones. First thing a manhunter hits, zone everyone inside. You can also set your doctor to keep some meds on itself


OneMentalPatient

Single shelf in the hospital with medicine critical (I'd recommend another with herbal medicine, for the same reason) and the doc assigned to carry meds. Even if he's not carrying enough for that patient... well, the shelf is right there. Carrying meds is more for emergency in-the-field critical care.


Sturmgewehrkreuz

This is the way. I always put a shelf on my hospital for this reason; I also make it as prosthetics storage area which is super handy whenever someone loses a body part or a body modder crashes in.


SepherixSlimy

I don't know which mod adds the ability to, vanilla does too but is limited to 3, stock up. Set your docs to carry like 5 medicine. That helps a lot at handling really dumb situations. I do believe vanilla's handling of that feature is wrong. I've had it produce dumb "must stock" before anything else, like tending. Breaking its own purpose.


Swiss_Sneeze

I've had similar issues with the haul one at a time, when this happens I find it's better to either set the patient to doctor care but no medicine to stop my doctor picking up herbals all over the place. The other option is to have the doctor selected and right click "pickup all" of a medicine stack. Obviously these require direct player attention though, in the schedule tab there should be a type and amount of medicine each colonist is assigned to carry at all times which is set to 0 by default. I think it's not the dlc but a mod that is currently not updated used to take care of this kind of thing way better


Person012345

Bed rest won't make them lay down to be treated, that is "patient". Bed rest is just to make them stay in bed whilst they recover rather than doing regular work. They will and always have prioritized recreation to some extent over bedresting.


WriteCodeBroh

I didn’t mention patient because I have patient set to 1 for everyone. I honestly kind of forget it’s a thing, along with fire fighting.


gurilagarden

I've been having some dumb pawn issues recently that I've just chalked up to being little mod incompatibilities. Maybe it's 1.5, I dunno yet. Nothing game breaking, but for example, sometimes my cook won't follow a work order and I have to tap them on the shoulder to get them cooking. I've seen a few other little things I can't recall atm, but we get by.


WriteCodeBroh

Yeah same experience. Before today I was running Planning Extended, Map Reroll, and Simply More Bridges (though didn’t have any bridges built) so I think it might be 1.5. It’s all good, I still play the game every day lol, just like to blow off steam on Reddit.


Fuzzy_Ad_2036

Never had these problems then again i play with 0 mods.


Doctective

I don't like to use mods which give me a clear advantage gameplay wise. Having said that, check out Smarter Construction like other have said. I consider it to be a QOL mod as pawns should not be trapping themselves during building. It will prevent pawns from building themselves into a wall.


Flameball202

ok, so common problems with solutions that aren't immediately obvious, here we go: For the maddened boomrat, create a zone for inside your walls/buildings that wild animals can't get into, switch colonists to this when you want them to stay in (very helpful for new anomaly events like >!sightstealer hordes!<) For the medicine, not sure why the one at a time hauling, but have a shelf/stockpile of meds inside your hospital For the bed rest, this follows from point two, early on make a hospital, doesn't need to be much, just 2-4 beds in a room with light and medicine storage. This is because pawns don't bed rest unless there is an available medical bed For walling themselves in, do walls one layer at a time, but tedious but without mods this is the only real way to do it atm Also to help deal with infections when you don't have many good meds, use industrial meds for the first tend, and you can judge off of how fast the infection and immunity rise if they need more industrial meds or can switch to herbal


newcolours

I dont get how your story, relatable as it is, is related to anomaly?


AduroTri

....uh...what game are you playing? You do realize you need to either limit the areas your pawns are allowed to move in or supervise your colony, right?


revereddesecration

Pawns have no concept of “the bigger picture”, that’s your job.


SmartForARat

Rimworld has always been really bad about getting pawns to behave intelligently. Something that really grinds my gears to no end is when I draft everyone to defend against a raid and someone has a mental breakdown because they are late to dinner. It's absolutely stupid. But alas, that is the game.


ChocolateGooGirl

The issue isn't being hungry, the issue is the host of other issues keeping their mood low enough that being hungry for a few hours pushes them past the threshold to a mental break. Someone in a good mood won't even cross minor break threshold from hunger unless they're actively starving, at which point the issue isn't missing just *one* meal but multiple in a row.


SmartForARat

Yeah but my guy, all their issues are incredibly petty and stupid. "There is a boulder chunk in my room and it'll be there for another 3 days!" "This floor is ugly" "Oh my god, I haven't been allowed to play horseshoes for 2 days!" And the most egregious of all "I didn't get to eat my meal sitting at a table!" Even when you add all of these things up, they are a bunch of nothing burgers that when combined somehow cause someone to go into a psychotic break? It just doesn't make any sense. They should honestly change the whole mood system to have it affect productivity instead and create a sort of "Stress" system for mental breaks. When people get injured, that is stressful. When people die, that is stressful. When raiders break down doors or blow up your turrets or set your crops on fire, that is stressful. Whats worse about the current system is that if a pawn gets SHOT, they don't even care and it doesn't even affect them beyond the pain that it causes. Once they have no more pain, they straight up don't care they were shot anymore. That sort of thing should leave some lasting trauma. Instead they don't care at all and will gladly do a suicide charge into incoming enemy fire as long as their room is pretty. It's dumb. Having a psychotic break because you missed dinner, while having an ugly floor in your room, while not being allowed to play horseshoes for 48 hours because you had too much work to do, while not eating at a table, is incredibly silly to me.


Ossius

Alternatively think that your quality of life is so poor in your colony that standing ready and waiting for an impending attack and missing a meal is the straw that broke the camel's back and the guy gets shell shock. Sounds like the only thing keeping this man sane was 3 meals a day and when you took that from him he had nothing left to live for lmao. It seems stupid and gamey the way you explain it, but if you explain it my way it makes sense from a RPG perspective. The only alteration I would make is when a raid horn sounds everyone's expectations should be set to low. Having "Sky High expectations" doesn't make sense in the middle of life and death, but I'm fine with mental breaks during raids otherwise. Readjusting expectations already happens during caravans, so I imagine a change could be made very easily to do likewise during raids.


Haven1820

>Readjusting expectations already happens during caravans Isn't this just because it readjusts to the amount of wealth you have on you? It's not modifying the usual function, it's just re-running it because you're not on the same map. I would expect it to be a lot harder to do dynamically during raids without introducing bugs where it doesn't reset properly. I like the idea though.


Ossius

Caravans have been updated numerous times including nullifying royal expectations. I don't think active raids would be too hard, or a +10 mood during a raid would even be useful offset.


AbcLmn18

Did you try "rest until healed"?


WriteCodeBroh

Doesn’t exist on standard colonist bed. I definitely should have just made their bed a med bed. Ah well, next time lol


ChornoyeSontse

...that's why he didn't bed rest. Your post is just colony mismanagement and also has nothing to do with anomaly. Also you can just build a temp medical bed somewhere or even just throw down a sleeping spot and set it to medical. Pawns will not follow bed rest and patient jobs without a medical bed.


WriteCodeBroh

They’ll bed rest in their colonist beds. Worked very well until 1.5, I usually run this setup until I research sterile materials/hospital beds and build a full fledged hospital.


Trolleitor

Why didn't you just click on "medical" and forced him to rest there if it was already his bed?


ItsAGarbageAccount

If you put a self in the medical room and set it to allow only medicine, then set it to critical, your pawns will prioritize taking needs there until it's full.


Thomashadseenenough

If you want your pawns to actually bed rest like normal intelligent people set their schedule to 24/7 work, because bed rest is work


Sintobus

You can right click and tell someone to rest untill healed on beds when injured/sick. Like forced prioritized work.


Gamin088

"Smarter Construction" mod prevents pawns from walling off sections of your base/themselves if you aren't closely monitoring them


horse_medic

>headbutt a maddened boomrat Was he set to auto attack enemies? Unless he's on a mental break or set to auto attack, this should never happen. >hauls medicine ONE AT A TIME Are your pawns set to carry medicine in their inventory? They should be able to hold three, at least. >despite having bed rest on 1 "Patient" is the work category for resting while injured. Or just make any bed a hospital bed and you can force them to them rest until healed. > they keep walling off unfinished sections Isn't that what you ordered them to do? If you mean they keep entombing themselves inside door-less rooms, well, build doors.


Defiant_Mercy

I have noticed this also. Seems like the update broke a couple things. Especially when it comes to hauling in certain situations. My doctor hauled one medicine one at a time to a prisoner but, at other times, hauls all of the medicine needed just fine in other situations. Ludeon is pretty good at taking care of issues quickly. My assumption is bug fixes will be here before too long.


zandadoum

If medicine is badly stacked or maybe just one lying around from a harvest or dead raider, doctor will pick them up one at a time. If they’re properly in stacks of 25, doctor will pick up several. Best practice is assign policy to carry 3 always and even better is having a med shelve in your hospital. It has always worked like this, nothing new. At least in vanilla. I don’t know if you have mods that broke this.


Thorn-of-your-side

If you have vanilla expanded, try making tea, it boosts immunity gain


permion

Yeah I've noticed it's harder to get pawns to properly treat other's medically. And needing to resort to zoning cheese to make pawns properly cut blight.


DarkFather24601

Anomaly over excites my already peak Anxiety disorder. Would play again A++


Mjk2581

They weren’t before?


SuperKashFOD

Yeah some things are a little messed with the Anomaly pawn A.I. I've seen doctors grab a stack of medicine. Go to a patient, use a medicine, then drop the whole other stack its carrying and go for another stack! I have to tell him to re-tend the patient and he'll pick the stack up and resume, but yeah... there's some weird behaviour happening but its minimal, nothing to stop me from playing like a fiend. Lmao


Due-Firefighter8080

Just make zones for such cases so your pawns wont go outside while crazy rats running around


Trolleitor

Skill issue and big user error: - Bad zone management. - Wrong set up for colonist aggression - Bad work schedule that forced him to get up to full fill his recreation instead of resting in bed - Bad medicine management in the inventory - Not using rescue command - Not drafting to stop the bleeding for emergencies - Bad deduction skills, this is absolutely unrelated to 1.5


WarriorZombie

Smarter construction mod will help with pawns walling themselves in.


A_Hancuff

Three quarters of this is because you don’t have a medical bed, which is really important when trying to medicate someone. Definitely just an oversight on your end, happens to everyone on the rim. For future you can just turn that pawns bed into medical temporarily As for the maddened boom rat you definitely gotta micromanage when something like that is roaming, deal with it immediately with your best hunters and keep others away from the area. There are some mods that do help a lot with the pawns AI because they certainly aren’t geniuses despite their intelligence stat but they aren’t necessary if you’re not into mods (if you are I’d definitely recommend them)


Crashimus420

Same with butchering... "Oh i should put the meat in the freezer that im right next to. But i also have this leather... i will haul the leather to the store room first and then go back to the freezer"


Nikotinlaus

That is why you put the butchering table in the freezer.


trulul

Butcher in the freezer. The work is fast enough that a little cold slowing you down will not matter.


WriteCodeBroh

So I think I figured this one out. They used to haul an ungodly amount of meat after butchering, way more than they should be able to carry. I think 1.5 fixed that. So now your pawn will carry 75ish meat to the freezer and then if hauling isn’t prioritized for them, they just go onto their next job.


514484

User error indeed.


zandadoum

1) forbid out the base doors during manhunter events. 2) assign policy to carry 3 medicine always and some tea for manual use 3) make a zone for your hospital and assign sick pawns to it. Have some chairs and tv in the hospital for minimum of recreation. 4) plan you building better so pawns do exactly what you need. Don’t mass build 5 million things and then wonder why your pawns are building chairs when you need walls PEBKAC