After 810 hours on this game, I only have two complaints.
1) Doctors will attempt to eat or sleep if they need to even if you have bleeding patients. This forces you to micro-manage it.
2) Dogs don't act like dogs.
While the first is a minor annoyance, the second one bothers me a lot and needs to be changed in the base game. Nearly all of us have interacted with a dog, and they don't just wander around aimlessly. They have social needs, and love interfacing with people and being pet. The dogs in this game just nuzzle people randomly, and then wander and eat food.
Here is a potential solution to this horrible problem. Dogs have a social need tab. When a dog wants to fill its social needs, it will look for a colonist that is currently scheduled for joy. It will run up to them, and ask for pets. Petting gives mood boosts to the colonist, as well as bonding potential for unbonded animals. Dogs will favor interacting with bonded pawns, and pawns can play fetch with the dogs during scheduled joy time. (This recreation type never builds tolerance, any pet owner never gets tired of being an owner.) Of course fetch would fulfill both the colonist recreation need, and the dog's social need.
Other quirks of this system:
1) When a dog's social need is too low, they will ask for pets from pawns that currently working. The dog will try to interrupt a colonist's work to be pet. Note petting takes work equal to moving furniture around. (So there is some work cost to having a 100 dogs that need attention.) A colonist will always pet his/her interrupting bonding animal, and will pet if his/her recreation is low. Otherwise: A) The pawn will attempt to ignore the dog if not assigned to handling OR B) If the pawn is assigned to handling, then he/she will interrupt all non medical work to pet the dog. The needy dog will either to continue to pester the working colonist, or find a another pawn to try to fulfill the social need. Needy dogs will whine, and annoy nearby colonists with a -1 mood debuff.
2) If a dog's social need is unfulfilled long enough, the dog will attempt to eat a meal, make dirt on nearby titles, or find a colonist to bark at a specific colonist until the need is fulfilled.
This system would make having dogs more interesting. It would also be fun to see the colonists pet the doggies.
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