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IDProjectCategoryLast Update
0016686Stars Beyond ReachGameplay IssueJun 3, 2015 10:36 pm
ReporterMiikka Ryökäs Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.816 
Fixed in Version0.872 (Colonization and Exploration) 
Summary0016686: Toxic screening shouldn't keep toxic diseases from being caught
DescriptionI accidentally had quarantine and toxic screening on (hobbling my birth rate, yes) when the game informed me that my population had caught parasympathetic neuropathy. That's a toxic disease.

So... I didn't catch the disease. And I had some birth centers up, so I'll replace all the dead colonists in no time. I'm thinking toxic screening shouldn't stop new cases of a disease when the population is catching that disease, or people will just leave it on all the time.
TagsNo tags attached.

Activities

jerith

May 14, 2015 2:33 am

reporter   ~0040770

Toxic screening turns your disease into genocide, so it isn't entirely without cost.

Miikka Ryökäs

May 14, 2015 9:37 am

reporter  

whoops.save (650,141 bytes)

Miikka Ryökäs

May 14, 2015 9:48 am

reporter   ~0040792

Last edited: May 14, 2015 10:02 am

Indeed not, but I'd much rather skip straight to the repopulation than fight the disease and then repopulate. People are free. I'd build Soylent Green diners if I got cultural points out of the recipes.

I've uploaded the file from another game. I had toxic screening on to fight the last remnants of The Ooze when I caught parasympathetic neuropathy. Killed half my population, didn't catch the disease. Again, I'm happy with this outcome, but if you want to patch out the ability to use mass deaths to prevent diseases, go right ahead.

ptarth

May 14, 2015 9:57 am

reporter   ~0040796

I like that it "helps" everyone with their toxin exposure. But I think the first batch of exposures should not be stopped, at least until you've had the disease once and can put the specs into the toxin scanner. Then again, I don't really understand how the toxin diseases are spreading.

Miikka Ryökäs

May 14, 2015 10:47 am

reporter   ~0040808

Oh, hey, the Soylent reminds me: how about giving the Acutians a small cash boost when their people die, as their fatalities are scrapped for spare parts and useful minerals?

It doesn't need to be visible to the player or a significant boost, it could still be fun ;)

keith.lamothe

Jun 3, 2015 10:36 pm

administrator   ~0041646

For 0.872:

* Toxin screening now no longer prevents the first-ever batch of that toxin infections you experience. But after that any further infections will be caught by screening.

Thanks :)

Issue History

Date Modified Username Field Change
May 13, 2015 8:28 pm Miikka Ryökäs New Issue
May 13, 2015 8:31 pm Miikka Ryökäs Summary Keep toxic screening from working when a toxic disease's caught => Toxic screening shouldn't keep toxic diseases from being caught
May 13, 2015 8:31 pm Miikka Ryökäs Description Updated
May 13, 2015 8:39 pm Miikka Ryökäs Description Updated
May 13, 2015 8:41 pm Miikka Ryökäs Description Updated
May 14, 2015 2:33 am jerith Note Added: 0040770
May 14, 2015 9:37 am Miikka Ryökäs File Added: whoops.save
May 14, 2015 9:48 am Miikka Ryökäs Note Added: 0040792
May 14, 2015 9:50 am Miikka Ryökäs Note Edited: 0040792
May 14, 2015 9:57 am ptarth Note Added: 0040796
May 14, 2015 10:02 am Miikka Ryökäs Note Edited: 0040792
May 14, 2015 10:47 am Miikka Ryökäs Note Added: 0040808
May 26, 2015 1:52 pm Chris_McElligottPark Assigned To => keith.lamothe
May 26, 2015 1:52 pm Chris_McElligottPark Status new => assigned
Jun 3, 2015 10:36 pm keith.lamothe Note Added: 0041646
Jun 3, 2015 10:36 pm keith.lamothe Status assigned => resolved
Jun 3, 2015 10:36 pm keith.lamothe Fixed in Version => 0.872 (Colonization and Exploration)
Jun 3, 2015 10:36 pm keith.lamothe Resolution open => fixed