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Description
If fix/wildlife is enabled, then it will eventually kill the GCS in your silk farm. It will also kill your harem of Plump Helmet Men that you tried to keep in a glass room in the center of your dining hall.
Using fix/wildlife ignore on said GCS makes it stop shooting webs at the patrolling guard. Weirdly, it can still be recaptured in a cage. The script isn't eliminating the hostility completely, but it is affecting it enough to defeat the silk farm. This seems like a bug.
If the bug with the ignore option hostility change can be fixed, then I also propose that the script automatically ignore any creature the first time it is caged in order to prevent subsequent accidental killings. This would be consistent with the tool's stated purpose of enabling new waves of creatures to enter the map; caging creatures already accomplishes this, so the tool does not need to act redundantly.