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RimWorld => General Discussion => Topic started by: StorymasterQ on March 12, 2014, 09:52:22 PM

Title: Build 379 Discussion
Post by: StorymasterQ on March 12, 2014, 09:52:22 PM
March 12
Internal build 379
Discuss! :D

I'm most interested with "Bill config interface displays ingredient search radius ring." (as well as the previous one, but this one, hm :) )
Title: Re: Build 379 Discussion
Post by: TarlTheGamer on March 12, 2014, 09:55:07 PM
-Mental break probability is much lower.

This makes me happy. My guys are such babies and constantly have mental breaks :-)
Title: Re: Build 379 Discussion
Post by: Jet Jaguar on March 12, 2014, 10:05:03 PM
Lots of great stuff here.

Hooray for those poor colonists standing at attention and trying not to starve to death! They will finally be able to have a hot meal of nutrient paste!
Title: Re: Build 379 Discussion
Post by: Coenmcj on March 13, 2014, 08:22:06 AM
Or become the nutrient paste

I'm rather interested to see how the new trading will work out, somewhat similar to the older one but with a specified trading location around our ground beacon?.. and then that gets sent into the orbital one or something?
Title: Re: Build 379 Discussion
Post by: Monkfish on March 13, 2014, 08:32:25 AM
Ooh, interesting changes. I particularly like the un-enlisting, that's handy as I've had a few Colonists have mental breaks and leave as I've accidentally left them enlisted. Useful changes to Bills too!
Title: Re: Build 379 Discussion
Post by: Teovald on March 13, 2014, 09:06:02 AM
Quote from: StorymasterQ on March 12, 2014, 09:52:22 PM


  • Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
  • Bill config interface displays ingredient search radius ring.
It does not address my main problem with bills (but maybe it has already been addressed or will be later) : I can't have a  bill that will be recreated automatically each day or week (create x meals) and I plan the construction of something stone based, I then have to manually create the corresponding bill. 
It feels like this system will generate a huge amount of micro gestion when they will be several more types of bills.
Title: Re: Build 379 Discussion
Post by: FowlJ on March 13, 2014, 09:20:03 AM
Quote from: Teovald on March 13, 2014, 09:06:02 AM
It does not address my main problem with bills (but maybe it has already been addressed or will be later) : I can't have a  bill that will be recreated automatically each day or week (create x meals) and I plan the construction of something stone based, I then have to manually create the corresponding bill. 
It feels like this system will generate a huge amount of micro gestion when they will be several more types of bills.

A 'craft to' option was added back in the end of February, according to the changelog. Colonists will craft more items any time your stock falls below the amount you specify.
Title: Re: Build 379 Discussion
Post by: dd0029 on March 13, 2014, 11:04:06 AM
Quote from: StorymasterQ on March 12, 2014, 09:52:22 PM
March 12
Internal build 379

  • Mental break probability is much lower.

You know, I really hate to be that guy who says you need to make things harder. I hate that idiot. But this is something that's really not that hard to avoid. I believe in the couple dozen games I've played, I have had two guys go crazy. If all else fails, just recruit the guy and have him stand outside. The most common culprits for crazytown are sleep, food, dark and ugly. The first two can be easily solved ensuring there's food and an available bed. The last to are even easier,  just recruit the guy and have him stand outside for an hour or so.

People going crazy is a failure in planning more than anything.
Title: Re: Build 379 Discussion
Post by: Monkfish on March 13, 2014, 11:15:12 AM
I'm looking forward to that option, mostly so that I don't ever have to micromanage my cooks to prevent starvation/drowning in simple meals. ::)

When is Alpha 3 due (assuming it has a due date)? I had a search and couldn't find anything other than another topic here (with no replies) asking the same question.
Title: Re: Build 379 Discussion
Post by: Haplo on March 13, 2014, 11:19:53 AM
Quote from: Monkfish on March 13, 2014, 11:15:12 AM
I'm looking forward to that option, mostly so that I don't ever have to micromanage my cooks to prevent starvation/drowning in simple meals. ::)

When is Alpha 3 due (assuming it has a due date)? I had a search and couldn't find anything other than another topic here (with no replies) asking the same question.

That's because Tynan doesn't like to set a definite date. It is done, when it's done  ;)
Personally I think that it'll be around the end of the month, but don't sue me if it isn't, as that is only a guess from my side :)
Title: Re: Build 379 Discussion
Post by: Monkfish on March 13, 2014, 11:30:09 AM
That's fair enough, I'd prefer a stable update when it's ready rather than a bugged update because DUE DATE. I shall wait patiently.





...







hurry tynan pls

;)
Title: Re: Build 379 Discussion
Post by: Lebbrin on March 13, 2014, 12:14:11 PM
On Monday Tynan tweeted...  "Due to GDC and a series of unfortunate technical difficulties, RimWorld Alpha 3 won't be released until some time in April."

Here's hoping early April. :)

Also, being new here I have to ask. Where is the change log posted? I can't seem to find it.
Title: Re: Build 379 Discussion
Post by: Ozog on March 13, 2014, 02:04:33 PM
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub

:)
Title: Re: Build 379 Discussion
Post by: HawkWinters on March 13, 2014, 03:04:40 PM
Quote from: dd0029 on March 13, 2014, 11:04:06 AM
Quote from: StorymasterQ on March 12, 2014, 09:52:22 PM
March 12
Internal build 379

  • Mental break probability is much lower.

You know, I really hate to be that guy who says you need to make things harder. I hate that idiot. But this is something that's really not that hard to avoid. I believe in the couple dozen games I've played, I have had two guys go crazy. If all else fails, just recruit the guy and have him stand outside. The most common culprits for crazytown are sleep, food, dark and ugly. The first two can be easily solved ensuring there's food and an available bed. The last to are even easier,  just recruit the guy and have him stand outside for an hour or so.

People going crazy is a failure in planning more than anything.
I agree. 

My biggest problem with mental break is when it happens during a firefight.  It's realistic, but annoying =3

I find the best way to cope with mental breaks is to arrest them, which makes them berserk.  Once they are thrown into the cell, have your guard leave and let the crazy incapacitate themselves from starvation.  Then just capture and convert.
Title: Re: Build 379 Discussion
Post by: FowlJ on March 13, 2014, 06:36:05 PM
I think the end goal is a more gradual progression from sad to crazypants, though, which I think is a good idea. Making full mental breaks less common would in that case not just be a balance change (though I also think it's silly that a colonist is liable to break a few seconds after going below 10% loyalty) but the first step in doing that.
Title: Re: Build 379 Discussion
Post by: ousire on March 13, 2014, 09:26:55 PM
For me the hardest part of keeping colonists sane is right in the early game when you only have a few colonists. Like, in the 3-5 range usually. Like it's been brought up, the biggest causes of mental breaks are darkness, ugliness, and sleep/food.

When you have a ton of colonists, it's easy to fiddle with job priority to fix all of that. My most successful forts always have at least one person who's first priority is cleaning, and several growers dedicated to dealing with a large number of flower pots, and lovely carpets decorating the various areas of town. If someone gets tired of being underground, it's easy to take them off duty for a day or so.

But when you only have a few colonists, you can't do that. As nice as it would be to have dedicated cleaners, when I'm dealing with only a handful of people, I need all of my men busy at all times. There's mines to be dug, houses to be built, food to be grown, and I can't have one colonist busy all day doing nothing but sweeping up the place, or my one or two growers busy running around town dealing with flower pots.
Title: Re: Build 379 Discussion
Post by: Tynan on March 13, 2014, 09:30:27 PM
FYI all, the mental break probability thing refers to the probability per time that a colonist will go nuts, if their loyalty is zero.

Before it was set so they'd have a 5% chance of breaking every hour or so. Now it's a 5% chance every six hours. So if your colony is just boned it will still go insane, but people take a day or three to finally snap. Though it could happen in seconds.

I'd like broken colonies to _slowly_ collapse in on themselves, not all go under as soon as loyalties hit zero.
Title: Re: Build 379 Discussion
Post by: StorymasterQ on March 13, 2014, 09:37:31 PM
So, it will be: every 6 hours, there's a 5% chance that a colonist with zero loyalty would break, yes? It's not cumulative, I hope? So, at 12 hours it's still 5% instead of 10%?
Title: Re: Build 379 Discussion
Post by: Tynan on March 13, 2014, 10:31:32 PM
Quote from: StorymasterQ on March 13, 2014, 09:37:31 PM
So, it will be: every 6 hours, there's a 5% chance that a colonist with zero loyalty would break, yes? It's not cumulative, I hope? So, at 12 hours it's still 5% instead of 10%?

No accumulation. A colonist could go for a hundred days at zero loyalty. Or break in the first hour.
Title: Re: Build 379 Discussion
Post by: sparda666 on March 14, 2014, 12:03:27 AM
Quote from: Tynan on March 13, 2014, 10:31:32 PM

No accumulation. A colonist could go for a hundred days at zero loyalty. Or break in the first hour.

in the future will there be multiple stages of crazy?

like at the start, they might just be less efficient at working,
then they might occasionally just stop working and wander around,
then finally rampage
Title: Re: Build 379 Discussion
Post by: Tynan on March 14, 2014, 12:39:43 AM
Different stages of mental breakdown is something I definitely want to do.
Title: Re: Build 379 Discussion
Post by: ousire on March 14, 2014, 03:13:09 AM
I would like if colonists slowly got less and less productive if they're disloyal and unhappy. Like, if they're sick of the dark, then they'll intentionally avoid going mining or dark areas, even if their highest priority job was to mine, and instead they would go do lower priority jobs outside, or start slacking off and going idle. They might break out into little scuffles if they're aggressive and unhappy, two colonists beating each other up, but they would probably stop after a bit, unlike the rampages.

Perhaps they could work slower, walk slower, or eat more food too. Procrastinating and slacking off, or eating comfort food if they have low happiness. Stuff like that, to encourage people to either scare them to work on time and eat their exact rations lest they get a beating, or keep everyone happy enough to stay motivated and healthy
Title: Re: Build 379 Discussion
Post by: UrbanBourbon on March 14, 2014, 05:07:37 AM
What is this 'orbital trade beacon' thing exactly? How does it work?