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RimWorld => General Discussion => Topic started by: Tynan on August 28, 2018, 12:44:20 AM

Title: Beta 19 - Polish the Cannons released!
Post by: Tynan on August 28, 2018, 12:44:20 AM
Discussion thread for the blog post (https://ludeon.com/blog/2018/08/rimworld-beta-19-released/). Discuss away!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on August 28, 2018, 01:17:01 AM
Reserved.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: falcongrey on August 28, 2018, 01:28:48 AM
As usual Tynan, I'm in no hurry to see you finish the development. The longer you take, the better the game becomes and not just in terms of polish! From day one until today, the adventure and stories that Rimworld has created has been astounding and fun! Rushed to finish games ALWAYS show they were 'rushed to release' and feel that in the game play.

I'm for one of opinion to be glad Rimworld is benefiting from a developer who has seen this mistake done by so many other developers and not following the footsteps!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Ramsis on August 28, 2018, 01:28:56 AM
Thanks for the hard work team! Finally able to craft bionics without a mod, bring on bionic labor forces on the cheap!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: The Alien Way on August 28, 2018, 02:15:02 AM
I'd really like to see the tornado stay in as an option for custom scenarios, if possible :)

Excited to dig in!!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Teleblaster18 on August 28, 2018, 02:23:43 AM
Congratulations on getting to this point!  Thank you for all of the effort in getting Beta 19 rolling...it's a ton of fun to play!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Namsan on August 28, 2018, 02:32:25 AM
Congrats for release, Tynan!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Jdalt40 on August 28, 2018, 03:00:58 AM
Psst, your latest fix to Rimworld B18 just broke B19's 64 bit for some reason. 64 bit is no longer available in B19 because it appears the executable was removed.

Go home Steam you're drunk :P
http://prntscr.com/knovtj 64 bit
Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 28, 2018, 03:05:45 AM
Please help..... Steam automatically updated my game and now it doesn't work. Please note I play Alpha 15. It was working perfectly fine until this update! As a new player, this is the first update I've seen.
1st: right after the update, I started the game. it began going to a black screen every time after "initializing interface". So I followed Tynan's own directions and did a complete reinstall of the game.
2nd: now I have no Rim World.exe file. Trying to run the game causes a Steam error to pop up and tell me the exe file doesn't exist. And it doesn't. The reinstall did not put it back??


Fixed. Thank you!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on August 28, 2018, 03:18:12 AM
Steam launch option problems should be resolved now, sorry about that.

It seems Steam has some sort of bug that causes it to serve content from one branch into another branch, if one of the branches has a depot (in this case the 64-bit build) that the others lack.

I'm getting in contact with Valve to get 64-bit back and working. For now it's all 32-bit on Steam.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 28, 2018, 03:23:48 AM
I will try another complete reinstall..
Title: Re: Beta 19 - Polish the Cannons released!
Post by: zizard on August 28, 2018, 03:24:02 AM
Happy to see another iteration since there were a lot of major changes in B19.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Ser Kitteh on August 28, 2018, 03:32:03 AM
i have a lot to say but I'll say one thing first:
You should mention in the blog post that guns can't fire point blank anymore.

Congrars, tynan. You can expect a big post about balance and what not in the future!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 28, 2018, 03:42:23 AM
It's working alright now. Thank you very much. Congrats on 19 and thank you for an awesome game.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: robno on August 28, 2018, 04:00:08 AM
Congratulations on B19, was probably the right decision to split into two releases.
Sounding good in the video!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: RawCode on August 28, 2018, 04:22:19 AM
64 build of 2009 can be made by just pasting updated assembly-csharp into existing 64 install, as other files and defs unchanged compared to 2006 build.

well, gj!

[attachment deleted due to age]
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Snowcaller on August 28, 2018, 05:04:44 AM
Thankyou Tynan.

1.9 was just what i needed.
So many many colonies were having to be restarted.
So many pawns i'd formed irrational emotional ties to that i didn't get to lead away from the Rimworld.

Dave...alas.

Silliness aside it's a good, and i think right move, to have a stable build closer to where you are going.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: tchiseen on August 28, 2018, 06:16:05 AM
I am a big fan of the changes from B18-B19. 64bit has been a blessing for my PC, too. More performance improvements would put the final version of this game in a very good place, I think, as the modding community is one of the most robust I've seen.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Elendil on August 28, 2018, 06:38:59 AM
So does this mean there will be another wave or changes/tweaks/polish before 1.0, or is this more or less 'it'? Don't get me wrong, I love  the changes and to me, Rimworld feels very much as a finished product. Just curious if there is any more player feedback/suggestions needed and if so, what type of feedback/suggestions.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Koek on August 28, 2018, 07:04:46 AM
I hope you get the 64bit version up soon. As tchiseen said, it was a blessing for my pc during the unstable.

Thanks for the awesome work, keep it up.

Cheers :)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on August 28, 2018, 07:17:49 AM
Quote from: Elendil on August 28, 2018, 06:38:59 AM
So does this mean there will be another wave or changes/tweaks/polish before 1.0, or is this more or less 'it'? Don't get me wrong, I love  the changes and to me, Rimworld feels very much as a finished product. Just curious if there is any more player feedback/suggestions needed and if so, what type of feedback/suggestions.

I'm hoping to keep further changes to technical fixes and optimizations from here to 1.0. I'm not against some design changes but nothing structural or destabilizing. That's the hope.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Bolgfred on August 28, 2018, 08:07:47 AM
Quote from: Tynan on August 28, 2018, 07:17:49 AM
[...]
I'm hoping to keep further changes to technical fixes and optimizations from here to 1.0. I'm not against some design changes but nothing structural or destabilizing. That's the hope.

So... the last update was beta 19, now followed by beta 20, which will probably result in a 1.0 release, but for now we don't have any idea what is  supposed to happen in beta 20 and we will find out when Ser Tynan is telling us in the next patch news which will be amazing?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Alenerel on August 28, 2018, 09:22:21 AM
I think you should remove the 1.0 version of the workshop for the time being.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Alenerel on August 28, 2018, 09:45:08 AM
Quote from: Alenerel on August 28, 2018, 09:22:21 AM
I think you should remove the 1.0 version of the workshop for the time being.

It was there when I posted this 20 min ago, now it isnt. Now I look like an idiot.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Squiggle on August 28, 2018, 09:53:42 AM
Congrats! I'm really enjoying my first playthrough. I'm sad that tainted will make it into 1.0, but understand the reluctance to change it. Are UI changes left for mods at this point as well?

Playing last night I noticed that my worg autorescued a downed colonist (cool), but brought the colonist to their bed not to the hospital. I didn't know what sort of condition the colonist was in so I clicked the colonist icon at the top but that displayed the Worg's info not the colonist, so I started freaking out worrying that the colonist might bleed out if dragged all the way to their room. But there was no way to get the Worg to stop or drop the colonist. Panic. It all turned out fine in the end. :)
- animal rescue should go to medical
- can't view colonist info that is being rescued (by animal?)
- UI to cancel animal activity (haul/rescue)?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: mahtay on August 28, 2018, 09:59:39 AM
I don't see batteries. Are they in another area? I dont see them researchable, either.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: mtgox on August 28, 2018, 10:18:24 AM
Hey Tynan, long time player (since ~a11/12 iirc). RW has become one of my favorite games of all time and I want to thank you and your team for making it such a pleasure.

Been playing the last few unstable releases, and now the official beta, it all feels very well-tuned for the first time. Everything from the tech tree, the raids, the ship and caravan frequency and threats, etc seems like it's balanced more or less appropriately for an early, mid and late game.

A ton of the quality of life improvements this update are appreciated, possibly opportunistic hauling most of all.

Some (relatively minor) notes:

The game is fantastic as always. Keep up the great work!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Icon on August 28, 2018, 11:27:28 AM
It looks like tree farming has been moved or removed, but I don't see anything about it in the release notes.  Was that a deliberate change?  Bug?  What's the expectation for how players deal with that now?

Thanks!  Awesome game. :)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Serenity on August 28, 2018, 11:29:18 AM
Quote from: Icon on August 28, 2018, 11:27:28 AM
It looks like tree farming has been moved or removed
No. You have to research it now
Title: Re: Beta 19 - Polish the Cannons released!
Post by: jchavezriva on August 28, 2018, 11:37:40 AM
A little improvements to the AI could make made for 1.0:

-Tribals stayed in map during toxic fallout instead of leaving, all got downed. When they could walk again, they would exit my base and get downed again after a few steps. Its overwhelming to be watching out for 6 guys doing this every minute during the whole fallout!

-Playing on ludicrous, the only stupid thing i have noticed AI to do is to stray away from a clear path to take the one with an insect-filled cave.
One time i saw them going to a cave that was in the opposite direction of my base, like if they came to the map to fight the insects.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Icon on August 28, 2018, 12:28:23 PM
Quote from: Serenity on August 28, 2018, 11:29:18 AM
No. You have to research it now

Ah!  Now I see that.  Thanks. :)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: BlackSmokeDMax on August 28, 2018, 12:33:00 PM
Quote from: Icon on August 28, 2018, 12:28:23 PM
Quote from: Serenity on August 28, 2018, 11:29:18 AM
No. You have to research it now

Ah!  Now I see that.  Thanks. :)

But, you can no longer grow them indoors in B19! Keep that in mind, especially if you plan on any extreme biome games.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: RicRider on August 28, 2018, 01:03:26 PM
Quote from: BlackSmokeDMax on August 28, 2018, 12:33:00 PM
Quote from: Icon on August 28, 2018, 12:28:23 PM
Quote from: Serenity on August 28, 2018, 11:29:18 AM
No. You have to research it now

Ah!  Now I see that.  Thanks. :)

But, you can no longer grow them indoors in B19! Keep that in mind, especially if you plan on any extreme biome games.

There's a whole suggestion in itself. Add a research called 'vaulted roofs' that allows you to build really high roofs that allow you to grow indoors. Also skylights should be in the base game like Dub's mods.

Tynan love all the updates. B19 is so smooth and efficient on Mac with the 64-bit version. All the lag is gone. There's a massive difference when I compare it to gameplay on the B18 version.

The one thing that saddens me that's gone is the downing mechanic for mechanoids and the scyther blades. Hope someone can add this back with a mod. :O
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Third_Of_Five on August 28, 2018, 01:04:44 PM
Am I the only one who hates the new textures for the spaceship parts?

The rest of the update is great, but those textures.. they just feel out of place somehow.

Seriously though, am I the only one?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: RemingtonRyder on August 28, 2018, 02:50:12 PM
So... not sure if this is new to B19 or not, but is it intended that you get a hit to faction relations if you install a prosthetic arm on one of their people, when they are already hostile to you?

Basically, the situation was, I had a prisoner named Nadine who was in a bit of pain all the time because of a scarred arm. So I replaced it with a prosthetic arm, which eliminated her pain. Then I got the message about faction relations getting worse.

Here's the thing. The patient doesn't mind having the prosthetic instead - she has no ill will towards the doctor who did the operation or the rest of the colony for that matter. So why would her faction, who I did mention is hostile right now, be annoyed?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: topace3000 on August 28, 2018, 06:08:36 PM
Quote from: mtgox on August 28, 2018, 10:18:24 AM
A bit weird that all social fights seem to involve biting now!

Biting is definitely a bit too common, and I feel it tends to detract from the flavor a bit.  Imagine two wild west desperados (OK, space desperados) who get on each others' nerves and are finally pushed to the point of conflict--and suddenly they're rolling around chomping on each other?  Humans should mostly stick to punches, particularly in social combat.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: mebe on August 28, 2018, 06:37:55 PM
It's really feeling pretty polished, caravans and quests are actually fun now and I love how melee is actually useful and that armour feels useful. On the down side I like Bionics but I think both normal and archo are a little too easy to obtain.

The only bug I've really noticed is zones and workbenches forgetting stuff e.g. your stove will stop making a kind of meal and you have to delete and recreate the bill to get it going again or a zone will somehow stop accepting things it is set to accept and you need to recreated it to kick it into life. Today I had an issue where "drop on floor" wasnt working.

Definitely getting there, the new graphics are great.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on August 28, 2018, 06:39:43 PM
Quote from: Third_Of_Five on August 28, 2018, 01:04:44 PM
Am I the only one who hates the new textures for the spaceship parts?

The rest of the update is great, but those textures.. they just feel out of place somehow.

Seriously though, am I the only one?

You may very well be. During the beta period every single graphical change had at least one or two (and frequently more) people who basically said the game was literally unplayable now that their favorite graphic had changed. I do not recall one peep about the ship parts.

I never actually made it to the point of launching (or building) the ship before 0.19 so can't tell you my own preference other than I like what's in the game now.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Aszh on August 28, 2018, 06:53:31 PM
Thank you so much for your hard work and the great changes.

I really hope the 64-bit release is an easy fix.  It was the one thing I was looking forward to most by far.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 28, 2018, 06:55:33 PM
Since Beta 19 broke my game, I disapprove :(
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on August 28, 2018, 07:08:07 PM
Quote from: xextremex on August 28, 2018, 06:55:33 PM
Since Beta 19 broke my game, I disapprove :(

Roll back to 18, load your save and finish it there. THEN upgrade.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 28, 2018, 07:09:14 PM
Quote from: 5thHorseman on August 28, 2018, 07:08:07 PM
Quote from: xextremex on August 28, 2018, 06:55:33 PM
Since Beta 19 broke my game, I disapprove :(

Roll back to 18, load your save and finish it there. THEN upgrade.
I'm playing 15. I never chose 19 but Steam did an automatic update.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on August 28, 2018, 07:15:57 PM
Quote from: xextremex on August 28, 2018, 07:09:14 PM
Quote from: 5thHorseman on August 28, 2018, 07:08:07 PM
Quote from: xextremex on August 28, 2018, 06:55:33 PM
Since Beta 19 broke my game, I disapprove :(

Roll back to 18, load your save and finish it there. THEN upgrade.
I'm playing 15. I never chose 19 but Steam did an automatic update.

Okay.

Roll back to 15, load your save, and finish it there.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 28, 2018, 07:17:28 PM
Quote from: 5thHorseman on August 28, 2018, 07:15:57 PM
Quote from: xextremex on August 28, 2018, 07:09:14 PM
Quote from: 5thHorseman on August 28, 2018, 07:08:07 PM
Quote from: xextremex on August 28, 2018, 06:55:33 PM
Since Beta 19 broke my game, I disapprove :(

Roll back to 18, load your save and finish it there. THEN upgrade.
I'm playing 15. I never chose 19 but Steam did an automatic update.

Okay.

Roll back to 15, load your save, and finish it there.
It never changed from 15. Thank you for trying to help though.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on August 29, 2018, 12:11:25 AM
Quote from: xextremex on August 28, 2018, 07:17:28 PM
Quote from: 5thHorseman on August 28, 2018, 07:15:57 PM
Quote from: xextremex on August 28, 2018, 07:09:14 PM
Quote from: 5thHorseman on August 28, 2018, 07:08:07 PM
Quote from: xextremex on August 28, 2018, 06:55:33 PM
Since Beta 19 broke my game, I disapprove :(

Roll back to 18, load your save and finish it there. THEN upgrade.
I'm playing 15. I never chose 19 but Steam did an automatic update.

Okay.

Roll back to 15, load your save, and finish it there.
It never changed from 15. Thank you for trying to help though.

Oh weird. I assumed Steam auto-updated you to 19, not to some non-15 version of 15.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 29, 2018, 12:31:39 AM
Quote from: 5thHorseman on August 29, 2018, 12:11:25 AM
Oh weird. I assumed Steam auto-updated you to 19, not to some non-15 version of 15.
You're the only one who tried to help, so I wanted to say thank you.
It seems like Steam really messed up my game but I've managed to fix it make it ok.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: BlackSmokeDMax on August 29, 2018, 12:38:56 AM
Quote from: xextremex on August 28, 2018, 07:09:14 PM
Quote from: 5thHorseman on August 28, 2018, 07:08:07 PM
Quote from: xextremex on August 28, 2018, 06:55:33 PM
Since Beta 19 broke my game, I disapprove :(

Roll back to 18, load your save and finish it there. THEN upgrade.
I'm playing 15. I never chose 19 but Steam did an automatic update.

My guess would be it had something to do with this: https://ludeon.com/forums/index.php?topic=43506.msg428217#msg428217

Title: Re: Beta 19 - Polish the Cannons released!
Post by: xextremex on August 29, 2018, 01:07:25 AM
Quote from: BlackSmokeDMax on August 29, 2018, 12:38:56 AM
My guess would be it had something to do with this: https://ludeon.com/forums/index.php?topic=43506.msg428217#msg428217
It's very possible. When I tried reinstalling the first two times, it did not install the main .exe file. So strange.
I just hope this doesn't happen all the time with updates?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Elendil on August 29, 2018, 09:35:05 AM
A question: anybody knows how the mechanic where I can sometimes cure diseases if I start treating them immediatelly? I never noticed it before, but on beta19 (at least when it was unstable) I was able to cure 2 out of 3 cases of malaria right as they appeared.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: JimmyAgnt007 on August 29, 2018, 09:46:01 AM
Anyone else getting some minor lag right before a notification?  Never had it before and not sure if its just me.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Wrecker013 on August 29, 2018, 09:59:21 AM
Quote from: JimmyAgnt007 on August 29, 2018, 09:46:01 AM
Anyone else getting some minor lag right before a notification?  Never had it before and not sure if its just me.

In my experience this occurred in my heavily-modded games as a result of the game needing to select items from such a large list. Perhaps base Rimworld has had enough items added to it at this point to have a noticeable effect on the time it takes to generate raiders/travelers/traders, even if that effect is minute.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: gnominoz on August 29, 2018, 12:13:06 PM
Anyone knows the seed Tynan used in the B19 release video on youtube ? The map looked very nice !
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on August 29, 2018, 01:13:50 PM
My (steam version) of the game crashes whenever I click the "mods" button....
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on August 29, 2018, 03:36:12 PM
Quote from: spaceage on August 29, 2018, 01:13:50 PM
My (steam version) of the game crashes whenever I click the "mods" button....

This is happening on both my desktop and laptop so  :'(
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on August 29, 2018, 07:05:11 PM
Late in the 0.19 cycle, colonists started retaining their bed designations when going on caravans. This. Is. Awesome. One of my favorite things in the entire version. Seriously.

However, if you stay overnight after a raid and plop down your bedrolls - or even designate sleeping areas for your beleaguered travelers - they will instantly lose their beds back home. This is so sly and dastardly that I had to experience it 3 times before I figured out what the cause was.

So I have a request: Can we somehow keep colonist bed designations at the main camp, even when they get a bed designation on the road? I'd further like in multi-settlement games (even though they're not really recommended) to allow everybody a designated bed in every settlement, plus any on-the-road spots they may make while traveling.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Drewski on August 29, 2018, 10:03:47 PM
I vaguely tried to keep up with chatter when b19 was unstable but I wasn't aware of the changes to the stockpile settings. Thanks for that! Not just the fresh vs. rotten and dead man distinction (which are very nice), but stuff like being able to assign batteries and specific furniture. I also really like being able to uninstall workstations and assign them to stockpiles.

I mean, hooray, bridges and plate armor and stuff, of course, although I haven't had a chance to mess with much new stuff yet. But a lot of what I like about the game is trying to use management tools to avoid micromanaging noncritical stuff, and this improved granularity should really help out.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on August 30, 2018, 01:00:54 AM
Quote from: Drewski on August 29, 2018, 10:03:47 PM
I vaguely tried to keep up with chatter when b19 was unstable but I wasn't aware of the changes to the stockpile settings. Thanks for that! Not just the fresh vs. rotten and dead man distinction (which are very nice), but stuff like being able to assign batteries and specific furniture. I also really like being able to uninstall workstations and assign them to stockpiles.

I mean, hooray, bridges and plate armor and stuff, of course, although I haven't had a chance to mess with much new stuff yet. But a lot of what I like about the game is trying to use management tools to avoid micromanaging noncritical stuff, and this improved granularity should really help out.

Glad to hear. I would've mentioned that stuff in the video but I actually just forgot about it... it happens when the build gets so big.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Vidiks on August 30, 2018, 05:56:57 AM
Congrats. Love a lot of the new stuff. Also have a question:
Can anyone tell me if there was any change to the pawns way of reacting to events, or food lack reaction treshold, or something? Had 2 colonists in an initial colony of 3, getting enraged and attacking other colonists in less than 5 minutes for being hungry.
I have to note that while there was a warning about low food, it wasn't exactly over yet. Also, none of the colonists bio had any kind of indication or hint that would allow me to suspect they would go aggro on other colonists for any reason, or that they were in any way different. They were my initial 3, carefully handpicked. So, why 2 out of 3? Why not 3? There was nothing different between them.
Never had it happen to me before, and in several other colonies I remember only 1 other time where a pawn attacked it's buddies(and he was a violent, uncaring one, that guy lol), and at the time the colony had way more people. I'm just wondering if it was random luck or if something actually changed in that regard.  Cheers, and thanks. Keep the good work flowing.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: TheBasic on August 30, 2018, 06:09:54 AM
I just love this game, regardless of updates - I think it's fantastic.

Well done and much appreciated for the continued improvements on what is already a very enjoyable game.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: JimmyAgnt007 on August 30, 2018, 09:41:15 AM
Quote from: Wrecker013 on August 29, 2018, 09:59:21 AM
Quote from: JimmyAgnt007 on August 29, 2018, 09:46:01 AM
Anyone else getting some minor lag right before a notification?  Never had it before and not sure if its just me.

In my experience this occurred in my heavily-modded games as a result of the game needing to select items from such a large list. Perhaps base Rimworld has had enough items added to it at this point to have a noticeable effect on the time it takes to generate raiders/travelers/traders, even if that effect is minute.

I dont have any mods, just tweaked a few settings. (I like powerful reactors in my mountain) but it does the lag thing for all the events, regardless if its the first time or not.  Anyone else have this issue?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Elendil on August 30, 2018, 09:53:29 AM
Since in 0.19 caravaning system became very pretty beneficial to use, I have a QoL suggestion: ability to assign meal types to colonists in the same way I can assign medicine. I find that colonists will eat packaged survival meals that I want to stockpile, and forbiding them is quite burdensome since they can't be moved when forbidden. I also have to babysit my cook and every time he makes a new stack of packaged survival meals I have to forbid them.

I would love to have the option in the assign menu to make colonist eat. Choices could be:

1) any meal (default)
2) any meal but no long-lasting meal
3) fine meal or worse but no long lasting meal
4) simple meal or worse but no long lasting meal
5) raw food only

And while I'm making QoL suggestion, It would spare me a lot of clicking if by hovering over a box in the 'work' menu I could see if colonist has passion for the job. A simple icon of a small flame or large flame. As it is, I always have to click on a colonist a check if he is passionate. At the start of a new game, I always spend 5 min clicking on colonists and the 'work' tab. For hunting it could either show both shooting and animals.

I feel like these two changes would spare me a lot of headache. Anyone else shares the sentiment, or have I been doing it wrong all this time?
Thanks for consideration
Title: Re: Beta 19 - Polish the Cannons released!
Post by: lancar on August 30, 2018, 11:06:45 AM
Quote from: Elendil on August 30, 2018, 09:53:29 AM
Since in 0.19 caravaning system became very pretty beneficial to use, I have a QoL suggestion: ability to assign meal types to colonists in the same way I can assign medicine. I find that colonists will eat packaged survival meals that I want to stockpile, and forbiding them is quite burdensome since they can't be moved when forbidden. I also have to babysit my cook and every time he makes a new stack of packaged survival meals I have to forbid them.

I would love to have the option in the assign menu to make colonist eat. Choices could be:

1) any meal (default)
2) any meal but no long-lasting meal
3) fine meal or worse but no long lasting meal
4) simple meal or worse but no long lasting meal
5) raw food only

And while I'm making QoL suggestion, It would spare me a lot of clicking if by hovering over a box in the 'work' menu I could see if colonist has passion for the job. A simple icon of a small flame or large flame. As it is, I always have to click on a colonist a check if he is passionate. At the start of a new game, I always spend 5 min clicking on colonists and the 'work' tab. For hunting it could either show both shooting and animals.

I feel like these two changes would spare me a lot of headache. Anyone else shares the sentiment, or have I been doing it wrong all this time?
Thanks for consideration
I absolutely share this sentiment. It would be very good to have this, indeed.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Perq on August 30, 2018, 11:53:59 AM
dat feel when you google up the title and realize Tynan has YouTube channel.
I never felt closer to a diety.

D:

Jokes (or are they?!) aside - good call on going with B19 instead of 1.0. While adding infinitely is not a good idea, think we shouldn't be adding a lot of content on the last patch. Just balance and fix everything that isn't working, and then calli it 1.0, I think.

Also, loved the post about deciding when to end development. With this in mind - have you thought about what comes next? Some more patches are to come, but I don't think any major content is on the way (given how much time it takes). Do you plan on working on expansion packs (lets not call them DLCs, expansion packs of old are the stuff), or have any other projects in mind?
Have you considered getting more people to work on RimWorld, to quicken the process a lil bit (but not too much, to keep it laser-focused as you did so far)?

Love the game, love the process, love your attitude towards all this. Keep it up. :)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Paul_ on August 30, 2018, 03:09:18 PM
There is still "bad temperature" trigger for traders, it's really annoying (+ it makes no sense). At least it need some timer.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on August 30, 2018, 03:20:27 PM
Quote from: spaceage on August 29, 2018, 03:36:12 PM
Quote from: spaceage on August 29, 2018, 01:13:50 PM
My (steam version) of the game crashes whenever I click the "mods" button....

This is happening on both my desktop and laptop so  :'(

Tynan, can I please have access to the non-steam version so I can keep playing?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on August 30, 2018, 05:03:46 PM
Quote from: Elendil on August 30, 2018, 09:53:29 AM
I find that colonists will eat packaged survival meals that I want to stockpile, and forbiding them is quite burdensome since they can't be moved when forbidden. I also have to babysit my cook and every time he makes a new stack of packaged survival meals I have to forbid them.

I put my forbidden meals in a seperate closet room with one door, and make a new zone called "Colony" that is the entire map minus this room. One colonist - either the main hauler or the cook - has access to this room ("Unforbidden") and everybody else does not. The only problem is when actually going on a caravan, you have to temporarily allow people in the room.

Clunky, but it works.

Also, I agree with you that meals should be able to be limited like medicine. Also guns should be considered apparel and when your colonists drop a gun it should never, ever be forbidden. Or at least you should be able to opt into that. Which I would in a heartbeat.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Elendil on August 30, 2018, 05:17:33 PM
QuoteI put my forbidden meals in a seperate closet room with one door, and make a new zone called "Colony" that is the entire map minus this room. One colonist - either the main hauler or the cook - has access to this room ("Unforbidden") and everybody else does not. The only problem is when actually going on a caravan, you have to temporarily allow people in the room.

Clunky, but it works.

Yeah, I usually resort to something along those lines. And I mean yeah, it kinda works. But I'm glad I am not the only one who has to resort to some makeshift solution. It would be nice having the ability to assign meals.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Zombra on August 30, 2018, 05:53:32 PM
Do dogs still drink themselves to death in 0.19?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Crow_T on August 30, 2018, 06:33:08 PM
I like the move to do another beta, having a stable-ish release brings in a lot more play testers than an unstable testing version. Hopefully some clarity will happen in regard to balance with a bigger pool of players, as opposed to a handful of squeaky wheels getting the grease and muddying matters a bit. I'm interested in seeing what kind of difficulty tweaks the modders come up with, watching playthroughs of good players it seems that maybe B18 had a better (as in more challenging) hard difficulty than what is currently happening.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Senacharim on August 30, 2018, 07:59:51 PM
Tynan,  Thanks for making this work natively on Linux, and for making it multi-lingual.

Title: Re: Beta 19 - Polish the Cannons released!
Post by: Anni on August 30, 2018, 08:07:27 PM
Did we lose the 64-bit version? I am starting to get crashes again and I no longer have the option when I press play to choose 64 or 32
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on August 30, 2018, 08:12:38 PM
Quote from: Anni on August 30, 2018, 08:07:27 PM
Did we lose the 64-bit version? I am starting to get crashes again and I no longer have the option when I press play to choose 64 or 32

The Steam version no longer has the 64-bit version due to backward compatibility reasons, but apparently the non-Steam version still has the 64-bit version. Tynan said he is working with Steam to get the issue sorted, but who knows how long that will be. I am also now unable to play due to crashes.  :-\
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on August 30, 2018, 08:27:19 PM
If your game is crashing, can you please post a report on the bugs forum? Be sure to include your output_log file. Instructions are in the pinned post in the bugs forum.

We can't fix it unless someone reports it! Thanks.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Blato on August 31, 2018, 01:51:35 AM
Quote from: Zombra on August 30, 2018, 05:53:32 PM
Do dogs still drink themselves to death in 0.19?
And need cancer removal. Yes


[attachment deleted due to age]
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on August 31, 2018, 04:26:38 AM
After some rather sluggish back-and-forth with Valve, and extensive kludging (using the Steam client to download old builds just to re-upload them as placeholders in the 64-bit depot for old builds)... I just made some publishing config changes to how Steam will deploy RimWorld. It should properly send the 64-bit build now, and work for old 32-bit-only versions too. In addition, it will send just the one correct version to each user, whereas in the unstable phase it used to send both 32 and 64-bit to every Windows user.

Please let me know if there are any issues!

The only downside is that for old beta/alpha branches, you now need to select a special startup option because the default option is broken (wrong name .exe file). This seems to be a limitation of Steam, which doesn't allow me to set a startup option for default branch only.

Title: Re: Beta 19 - Polish the Cannons released!
Post by: Canute on August 31, 2018, 04:38:04 AM
Maybe you just should end the 32 bit support for Rimworld.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Jdalt40 on August 31, 2018, 06:41:17 AM
That would mean disabling every update before this Canute. I don't think he wants to mess over that one person that is playing in Alpha 15 still
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Zombra on August 31, 2018, 07:38:55 AM
Quote from: Blato on August 31, 2018, 01:51:35 AM
Quote from: Zombra on August 30, 2018, 05:53:32 PM
Do dogs still drink themselves to death in 0.19?
And need cancer removal. Yes
Thanks for the reply ... here's hoping that 1.0 will feature a beer bottle that dogs don't know how to open ...   ;)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Canute on August 31, 2018, 08:41:39 AM
Quote from: Jdalt40 on August 31, 2018, 06:41:17 AM
That would mean disabling every update before this Canute. I don't think he wants to mess over that one person that is playing in Alpha 15 still
I would understand this if Alpha 15 would be a different game.
But the update for Alpha 15 is Alpha 16.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Drewski on August 31, 2018, 12:09:49 PM
Quote from: Canute on August 31, 2018, 04:38:04 AM
Maybe you just should end the 32 bit support for Rimworld.

That would be kind of a dickish move to those of us who supported the game's development because it runs on our old 32-bit computers. "Oh, hey, development is complete, don't need you anymore, sucker," would be the message I would take away from that.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on August 31, 2018, 12:16:38 PM
Quote from: Drewski on August 31, 2018, 12:09:49 PM
Quote from: Canute on August 31, 2018, 04:38:04 AM
Maybe you just should end the 32 bit support for Rimworld.

That would be kind of a dickish move to those of us who supported the game's development because it runs on our old 32-bit computers. "Oh, hey, development is complete, don't need you anymore, sucker," would be the message I would take away from that.

How old is your computer??
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Lowkey1987 on August 31, 2018, 01:35:13 PM
Quote from: spaceage on August 31, 2018, 12:16:38 PM
Quote from: Drewski on August 31, 2018, 12:09:49 PM
Quote from: Canute on August 31, 2018, 04:38:04 AM
Maybe you just should end the 32 bit support for Rimworld.

That would be kind of a dickish move to those of us who supported the game's development because it runs on our old 32-bit computers. "Oh, hey, development is complete, don't need you anymore, sucker," would be the message I would take away from that.

How old is your computer??

I dont think this is moving in the right direction. Is it okay when one buyer can not play the game after 32bit support run out? Or 10 people? Maybe hundrets? Is it okay when my friend can not play it?
It is not even finished.
When it is finished, you can change this things. But till then, somebody had given money for it.

Soooooo....  :) what about some fancy hats?

EDIT: I had one unburnable corpse. My burningchamber had 1000 °C ... but he didnt catch fire. I think it is a bug, but i dont have a savegame (was 3 days back). Perhaps it was just a cool guy.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Praeses on September 01, 2018, 09:53:28 AM
Quote from: Drewski on August 31, 2018, 12:09:49 PM
Quote from: Canute on August 31, 2018, 04:38:04 AM
Maybe you just should end the 32 bit support for Rimworld.

That would be kind of a dickish move to those of us who supported the game's development because it runs on our old 32-bit computers. "Oh, hey, development is complete, don't need you anymore, sucker," would be the message I would take away from that.

Although I agree with you - just note that the game's requirements include a Core 2 Duo with 4GB of memory - so if it becomes a hassle for some reason to develop for 32bit, I wouldn't be surprised if it gets dropped. Don't think that will become a problem though.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on September 01, 2018, 11:50:15 AM
Quote from: Lowkey1987 on August 31, 2018, 01:35:13 PM
Quote from: spaceage on August 31, 2018, 12:16:38 PM
Quote from: Drewski on August 31, 2018, 12:09:49 PM
Quote from: Canute on August 31, 2018, 04:38:04 AM
Maybe you just should end the 32 bit support for Rimworld.

That would be kind of a dickish move to those of us who supported the game's development because it runs on our old 32-bit computers. "Oh, hey, development is complete, don't need you anymore, sucker," would be the message I would take away from that.

How old is your computer??

I dont think this is moving in the right direction. Is it okay when one buyer can not play the game after 32bit support run out? Or 10 people? Maybe hundrets? Is it okay when my friend can not play it?
It is not even finished.
When it is finished, you can change this things. But till then, somebody had given money for it.

Soooooo....  :) what about some fancy hats?

EDIT: I had one unburnable corpse. My burningchamber had 1000 °C ... but he didnt catch fire. I think it is a bug, but i dont have a savegame (was 3 days back). Perhaps it was just a cool guy.

Here are the system requirements: https://store.steampowered.com/app/294100/RimWorld/

You're free to purchase any software license you'd like, it doesn't mean the dev is forced to support your machine.

Anyway, thanks Tynan for resolving 64-bit support on Steam.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Drewski on September 01, 2018, 01:27:47 PM
Quote from: spaceage on September 01, 2018, 11:50:15 AMHere are the system requirements: https://store.steampowered.com/app/294100/RimWorld/

So what? Are you under the impression that dual-core and 64-bit are in some way the same thing? Stop wasting my time.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on September 01, 2018, 03:08:15 PM
Quote from: Drewski on September 01, 2018, 01:27:47 PM
Quote from: spaceage on September 01, 2018, 11:50:15 AMHere are the system requirements: https://store.steampowered.com/app/294100/RimWorld/

So what? Are you under the impression that dual-core and 64-bit are in some way the same thing? Stop wasting my time.

All Core 2 Duo processors have 64-bit support.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: RemingtonRyder on September 01, 2018, 03:48:47 PM
Steam decides whether to send you thr 32-bit or 64-bit executable, so there's no need to fret right away about 32-bit support suddenly being dropped.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: BlackSmokeDMax on September 01, 2018, 04:01:26 PM
Quote from: MarvinKosh on September 01, 2018, 03:48:47 PM
Steam decides whether to send you thr 32-bit or 64-bit executable...

Ah, is that why we no longer have 2 exe files in the Rimworld install folder since Tynan got 64 bit support back up and running?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Drewski on September 01, 2018, 04:52:03 PM
Quote from: spaceage on September 01, 2018, 03:08:15 PM
All Core 2 Duo processors have 64-bit support.

Huh. Regardless, my processor is newer than the early Core 2 Duos, and a 64-bit OS isn't required, so that's probably why I met the requirements. At any rate, let's stop wasting all the readers' time. You want Tynan to cut support for some customers so you get updates faster, I think it would be a dick move, I don't want to talk to you any more, conversation is over.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: spaceage on September 01, 2018, 05:45:31 PM
Quote from: Drewski on September 01, 2018, 04:52:03 PM
Quote from: spaceage on September 01, 2018, 03:08:15 PM
All Core 2 Duo processors have 64-bit support.

Huh. Regardless, my processor is newer than the early Core 2 Duos, and a 64-bit OS isn't required, so that's probably why I met the requirements. At any rate, let's stop wasting all the readers' time. You want Tynan to cut support for some customers so you get updates faster, I think it would be a dick move, I don't want to talk to you any more, conversation is over.

cool
Title: Re: Beta 19 - Polish the Cannons released!
Post by: RemingtonRyder on September 01, 2018, 10:01:30 PM
Quote from: BlackSmokeDMax on September 01, 2018, 04:01:26 PM
Ah, is that why we no longer have exe files in the Rimworld install folder since Tynan got 64 bit support back up and running?

You should have one executable, yep.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on September 02, 2018, 12:35:17 AM
Thanks guys but let's please keep this a bit more specifically on-topic.

We are not planning to drop 32-bit support. Don't worry. It's not hard for me to support on my end. It was just hell to get it set up to deploy on Steam without breaking old versions. Steam doesn't have any real support for keeping old versions around, everything that's there is a hack derived from the beta-testing system, which has a bunch of built-in assumptions coming from the idea that beta branches are always newer than the default branch - of course for RW they're older.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Sniper Pilot on September 02, 2018, 10:49:37 AM
Sorry for my ignorance, but how can I  tell if Rimworld is running in 64bit? or rather how can I switch between 32, 64 and vice-versa?
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Starbug3D on September 02, 2018, 02:29:27 PM
Quote from: Sniper Pilot on September 02, 2018, 10:49:37 AM
Sorry for my ignorance, but how can I  tell if Rimworld is running in 64bit? or rather how can I switch between 32, 64 and vice-versa?

When start the game or you are running the game and enter the game menu, it will show you the version and if you're 64-bit.  It will likely either say 32-bit or nothing if 32-bit.

No idea how to run a specific version.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: b0rsuk on September 03, 2018, 05:33:17 AM
I wish I had time to pour into Rimworld, but hey at least I have a (good) job now. These are very interesting and ambitious changes. Without playing the game, my feelings are:

LIKE:
- opportunistic hauling
- soft sand, impossible to build on. There should be an underground variety, because it's odd you have no constraints in there.
- low tech armor
- less random recruitment
- caravan, transport pods interface improvements
- seasonal trees
- armor rework sounds good, might make power armor better
- wooden bridges. Maybe it's a bit odd they're wooden only(?) but it gives wood a purpose. Also, waterproof conduits. No more battery juggling.
- condensing leathers into several types, patchwork leather
- animal training decay. Simple and elegant! Animals need more of a purpose though. It's bloody hard from interface perspective even to run an animal-centric colony where you limit farming next to 0.
- less busywork with downed enemies (animals, mechanoids)

Unnecessary:
- crafting bionics
- even MOAR turrets
At least now there is hope for early crippled colonists. Unless it's shattered pelvis I guess?

Underwhelming:
- splitting mechanoids. There are so many creative things that could have been done to make them interesting.

Suggestions:
- masterwork/legendary should still very occassionally generate on traders/enemies if you sell/gift them to someone first.

Unadressed:
Hot biomes, especially deserts, are boring and feel undeveloped compared to the cold ones. Snow is an interesting mechanic. Deserts need something to make them interesting. More accurate temperature modeling (shade, higher temperature difference between day&night), something like watering plants, sandstorms that damage structures and increase the need for maintenance.

In general, I feel biomes and the place you settle in have too little impact on how you run a colony. The same ways work everywhere especially once you get to hydroponics.

I think there's still no display for how many days worth of food you have left? And the game has survival elements? Such a basic feature.

Distinctions between factions. Now tribals become more like other factions because they too can tunnel. But two tribes are exactly alike, two outlander factions are exactly alike, two pirate factions are indistinguishable. At the very least they should have favorite apparel colors, favored weapons, sacred animals that influence relations when they die on your map.

Lack of ability to restrict workstations to certain colonists. Sometimes I'd build a tailoring or research bench in someone's bedroom because of time constraints (ice sheet/mining rooms) or because the person is toxic to some other colonists. I want a toggle "restrict to bedrooms' owner" or similar.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Elendil on September 03, 2018, 07:34:30 AM
QuoteUnderwhelming:
- splitting mechanoids. There are so many creative things that could have been done to make them interesting.

Please elaborate.

I find that most mech encounters play out quite differently than they used to. When I attacked my last poison ship, there were three scythers and one lancer (it was a very young colony). I gunned them down with some injuries and the fight was actually pretty interesting. Also now rushing a group of lancers is an option and not suicide. The one thing left that seemed tedious and unfun is when the new event 'the whole raid is one type of enemy' decided to send me 18 centipedes.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: b0rsuk on September 03, 2018, 12:01:08 PM
I mean there are more possibilities, especially putting more emphasis on the mechanical aspect of mechanoids.

- a mechanoid which mostly hangs back and scavenges parts from downed (destroyed) teammates to repair and/or upgrade itself. It's interesting because it's something no organic enemy could convincingly do.
- a mechanoid which can take over colony machines, especially turrets, and possibly tap into energy grid.
- making mechanoids short circuit in the rain, but only if they're past certain damage threshold. When their external shell is damaged.
- giving centipedes amazing FRONTAL armor and reducing elsewhere. Up to a point it would make fighting them more interesting (and then you can transition into EMP / explosives).
- a mechanoid which attempts to ram into enemies at great speed, but is fairly easy to dodge. If it misses, it continues until it hits an obstacle. This could soon put the said mechanoid behind enemy (your) lines and you'd have to fight at 2 fronts.
- making Centipedes shoot while moving. This would make them a bit more terrifying and less dumb. At times they're too easy to distract.

I've posted all of these and more in various suggestion threads.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: TheVoidDragon on September 03, 2018, 12:36:58 PM
Quote from: b0rsuk on September 03, 2018, 12:01:08 PM
I mean there are more possibilities, especially putting more emphasis on the mechanical aspect of mechanoids.

- a mechanoid which mostly hangs back and scavenges parts from downed (destroyed) teammates to repair and/or upgrade itself. It's interesting because it's something no organic enemy could convincingly do.
- a mechanoid which can take over colony machines, especially turrets, and possibly tap into energy grid.
- making mechanoids short circuit in the rain, but only if they're past certain damage threshold. When their external shell is damaged.
- giving centipedes amazing FRONTAL armor and reducing elsewhere. Up to a point it would make fighting them more interesting (and then you can transition into EMP / explosives).
- a mechanoid which attempts to ram into enemies at great speed, but is fairly easy to dodge. If it misses, it continues until it hits an obstacle. This could soon put the said mechanoid behind enemy (your) lines and you'd have to fight at 2 fronts.
- making Centipedes shoot while moving. This would make them a bit more terrifying and less dumb. At times they're too easy to distract.

I've posted all of these and more in various suggestion threads.

I think you're missing that the reason the mechanoids were split into two sorts wasn't simply to create more enemy types. It was to balance the one that was there, stopping there being 1 mechanoid that had no real specific function and could do everything pretty well - the change was to make them a bit fairer and make the options available to players more apparent, now there's 2 types with each having a more defined role.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: b0rsuk on September 03, 2018, 01:32:10 PM
That's fair. The old Scyther didn't really have a weakness - possibly durability. It was killable in melee especially, but very dicey without armor.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Bolgfred on September 05, 2018, 04:17:57 AM
My two cents, about the changes I noticed and had an opinion to:

Bridges:
Quick alternative to moisture pumps, basicly a good one, as moisture pumps are not realistic to use for base design.
Anyway they feel too strong for me, as they can be build anywhere and nullify most terrain issues. Could be nerved a little bit.

Message History:
A good step into the right direction for better storytelling. I like to reread things I haven't noticed or forgotten. Anyway, for now it's just for amusement. I never read it for any real purpose. But still, it's cool.

Plate armor
Basicly cool. Sounds like a melee focused armor. Anyway I am not sure if the slower speed is worth the higher resistances.

Wildlife Tab
Cool thing. Very cool. I miss the ability to set auto hunting, like I had it in 'colony manager' but for now the mod is obsolete for me.

Ship Sequence
Very cool. Ship launch now feels more end-boss.

Raid Type:  Multiple groups / Multiple pods
I barely noticed them as they mostly focus to the same targets and end up being like a normal raid. Might be a false feeling, but as said: barely noticed.

Faction relations
Another good step. Combat support is a really nice-to-have. With trades and quests there are enough options to influence relations, which is good. Anyway, all factions feel the same and all factions are the same, as they all provide the same quests and the traders are kind of similar.
Wish there to be a bigger personality to factions.

Watermill
Basicly a nice idea. It's equal to solar and wind in tech level, but doesn't have any of their downsides.
As being a perfect energy source it's endgame viable for me together with geo power.

I am happy with the new leathers. Still they are quite plenty for flavor and color, but they are not that plenty as they feel spammy.

Anyway I am unhappy with the new leathers and devilstrand, as they feel very underpowered for me now. They all have their differences, but they are not that large. I'd wish all leathers/fabric would be more special, having more utility or specialisation.
Currently leather is just a filler until flak armor can be crafted - and that's quite a short period..

opportunistically hauling
Great one. Only problem I had with haul for constructions, is that it seems to have a low priority. Mostly have to assign it manually as people prefer to carry blocks to a storage instead of the next wall blueprint.

Title: Re: Beta 19 - Polish the Cannons released!
Post by: enterprise12 on September 08, 2018, 06:09:16 PM
Quote from: lancar on August 30, 2018, 11:06:45 AM
Quote from: Elendil on August 30, 2018, 09:53:29 AM
Since in 0.19 caravaning system became very pretty beneficial to use, I have a QoL suggestion: ability to assign meal types to colonists in the same way I can assign medicine. I find that colonists will eat packaged survival meals that I want to stockpile, and forbiding them is quite burdensome since they can't be moved when forbidden. I also have to babysit my cook and every time he makes a new stack of packaged survival meals I have to forbid them.

I would love to have the option in the assign menu to make colonist eat. Choices could be:

1) any meal (default)
2) any meal but no long-lasting meal
3) fine meal or worse but no long lasting meal
4) simple meal or worse but no long lasting meal
5) raw food only

And while I'm making QoL suggestion, It would spare me a lot of clicking if by hovering over a box in the 'work' menu I could see if colonist has passion for the job. A simple icon of a small flame or large flame. As it is, I always have to click on a colonist a check if he is passionate. At the start of a new game, I always spend 5 min clicking on colonists and the 'work' tab. For hunting it could either show both shooting and animals.

I feel like these two changes would spare me a lot of headache. Anyone else shares the sentiment, or have I been doing it wrong all this time?
Thanks for consideration
I absolutely share this sentiment. It would be very good to have this, indeed.

Agreed! some way to specify what people can or cannot eat!, add it to "Assign" tab
Title: Re: Beta 19 - Polish the Cannons released!
Post by: enterprise12 on September 09, 2018, 12:05:09 AM
Also Tynan!

New Recommendation:
Specify what MATERIAL clothing colonists can wear...ahem
When you have human leather clothing in your cannibal society but you have a special NON cannibal they dont like wearing human leather clothing :).
So some cannibals take human leather clothing and normal clothing, i want to restrict them to just human leather clothing for mood boost, leave other clothing for normal colonists!
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Yoshida Keiji on September 18, 2018, 10:26:19 AM
Let's talk about prison cells.

How do you guys picture a prison cell?

For me, one of the most obvious details is that their door has a lock key, as an average handle on both ways would provide an escape chance. You would of course, lock the door with the corresponding key.

I usually get prisoners to enter berserk mood when their cells are of poor conditions, like a sleeping spot but no bedroll or bed, no table and chair, etc. This is all okay with me, specially at early stage when not even my own colonists have their bedrolls yet.

However something that keeps pissing me off is when I send a builder to repair the door from the outside until the prisoner cools off but... a random pet all of a sudden decides to open the prison door...and either one of these two things happen:

* The pet bites the prisoner to death. (Dev mode > Resurrect)
* The pet gets knocked down and it's body blocks the door from closing and the prisoner escapes.


Why the F do pets open prison cell doors? (The pet is not bonded to the builder either, nor set to follow anyone)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: bootcampvictim on September 18, 2018, 10:49:26 AM
Awesome work on the changes and fixes. Would have loved to see some work on wild or even tamed animal behavior when a colonist or any other animal gets close. Like if a carnivore got close to a herbivore or if they were being hunted they would flee a certain distance and wouldn't just stand and take the damage. We already have a flee mechanic so would be interesting to see it implemented someday.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Third_Of_Five on September 18, 2018, 06:03:01 PM
I've got some suggestions/feedback for B19, now that I've been playing it for a few weeks:

Changes I Don't Like
1. New Comms Console Mechanics I used to be able to order a caravan via the comms console from any faction so long as they didn't hate me. I had to pay a hefty price and lost some goodwill, but it was convenient, and even life-saving. Now, I can't do that unless a faction is already an ally, and even then I still have to fork over the silver and lose goodwill. I like the new faction alliance system in B19, but I don't like the new limitations imposed on the comms console. Can't I at least be able to offer gifts to other factions over the comms console, like I used to?

2. Late-Game Lag is Still a Problem I still have issues with lag in the mid to late game. Nothing too game-breaking, but a few times I've had a large group of animals join my colony and I've had to kill them all because they are lagging my game through sheer numbers. And that was while running Rimworld on my ~$2000 gaming PC. I know that optimization and performance improvements are things that you have mentioned frequently when talking about future updates, so just something to keep in mind.

3. Gourmand is a Death Sentence Tynan, if you're actually reading this and there is one thing that I want you to remember more than any of my other suggestions, it's this; Please, please nerf the Gourmand trait. I get the idea of having a colonist who is a bit of a glutton, but the 150% hunger rate is just absurd. Gourmands are even more dangerous than pyromaniacs now, because they just eat so much food that no matter how useful they are I have no choice but to banish them or let my colony starve. Please rework gourmand so that maybe they are instead picky about their food, or lower the hunger rate to something reasonable like 105%.

Changes I Like
1. The new faction alliance system is much better
2. Being able to lock dev mode
3. The new method for plant growth; I am genuinely glad that the map no longer looks like a barren wasteland after the first winter
4. The tech tree is more balanced
5. Caravans are so much better
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Crow_T on September 18, 2018, 07:50:11 PM
Some feedback:

It seems that many traders come right at night when pawns are all going to bed, not critical but kind of annoying- I imagine there is some reasoning behind it though?

I had a bunker composed of limestone walls and sandbags, like so WSWSWSW, 4 drafted pawns behind it, and they wouldn't shoot a scyther 3-5 diagonally tiles away as it destroyed a solar panel. Also, a lot of times when you have drafted shooter pawns and right click something to attack they go to melee it. I'm kind of frustrated with combat lately, it feels unintuitive. I am playing modded though.

I do like the themed raids, I had an all melee raid which was fun, and I wish I would have tried to save the colonist who had like 19 snipers on her tail.

Might be a bug, I had a visitor sick with the flu visit while I was sniping a charge blaster centipede, the centipede had 4-5 rounds of shots at the guy who was firing at it from pistol range, dude didn't have a scratch on him.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Meziljin on September 22, 2018, 04:18:42 PM
i got a bug that litellay ruin entire game experience....

i sent an expedition to a quest (clearing a bandit camp), after i won the fight, i stealed 5 lights (dunno english name, in italians are "plafoniere") and a warmer ("radiatore"). when caravan went back to my base, i placed that items and even if they say there is no electricity (im tribal and still not yet researched) even the lights and the warmer work perfectly energyless (the room where warmer is placed is effectively warm during the worst winter i got (-33 outside), the room is 22 instead, and even the light are working into the other rooms (benefit on moods)
. this bug break entirely the research and che base building because is stealed items works even without energy i can bypass research totally.


EDIT: Update

Seems problem solve if you re-replace the buildings, i replaced the heater and it stopped works without energy, but light still going (never replaced)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Snafu_RW on September 25, 2018, 07:12:30 PM
I suspect youuninstalled the lights/heaters without claiming them first. The outcome you experienced certainly sounds like a bug: either uninstalling should automatically claim, or items must be claimed before being uninstalled..
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Tynan on September 26, 2018, 01:36:14 AM
There is a bug with electrical items being moved between maps, but it's fixed in next build.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: PatrykSzczescie on September 27, 2018, 09:25:28 AM
My experience of playing B19, compared to B18. The difficulty is Cassandra Rough.

This time I decided to play with tribals, unlike to B18. I realized all the pawns had an interest either in shooting or melee fighting. Their skillset was really satisfying. People used to say that tribals were more difficult so I was astonished.

Hunting was uncomfortably easy. I was aware of the chance of going manhunter when hunted. Most predators go passive, especially that some of my hunters were great both in shooting and handling. Moreover, when a manhunter animal approached the hunter, there was no slow down. The hunter could run away easily if was faster than the animal.

Hunting improves shooting much greater than it was in the previous versions, but I wonder if the improvement wasn't too great. I started with at least lvl3 shooters and within a year all my shooters reached lvl11.

Cooking adjustment: food poisoning is now more serious so we gotta have a clean kitchen. Pawns bad a cooking have much lower chance to poison their meals due to incompetence but looking at their factor it looks too low for inexperienced chefs. However, most of the food poisoning came from a dirty kitchen. I can't find a way to make the chef clean the kitchen before cooking automatically unless I restrict areas, but the chef wouldn't get access to anything else. I had to put stove and butcher's table in separate rooms. That's sad, I liked building them both in one kitchen but butchering guarantees dirt. Also, I'm not certain if sterile tiles decrease the chance to poison food.

Caravaning is wonderful. All issues about caravanning from B18 seem to be solved. Foraging was what we were waiting for. Some pawns can travel forever if they're skilled with plants though. We can now choose routes instead of closing the tab because we wanted to make sure which way we were leaving the location. I also realized that if we had no colonies, the game goes much faster if we want to speed it up. I would be grateful if it applied to empty colonies as well. Also, I'd like to see how much fuel is needed to travel between two tiles so I wouldn't waste additional fuel when I transport a pawn to do a task and return after building a transport pod. Attacked caravans seem to never happen. Maybe I get good stealth, but I sometimes travel with groups that normally are supposed to be attacked sooner or later. I was mainly caravaning doing tasks.

Relationship decay is a good idea, in my opinion. This might calm those who are focused on being +100 with everybody only and freak out with a minor decrease. However, it's very easy to improve relation through gifts, especially of prisoners. There's a bug that there's no mood affection no matter what gift we send, we can even send a colonist as a gift. I'm even curious how much I'd improve relations with a hostile faction if I send them their own pawn but I wouldn't be surprised if the improvement was greater than releasing the prisoner.

I don't like how techprof subpersona core works. It instantly completes the current research. It means it's best to be used on those parts that require the most research points and this has the same effect as any other research, including the easiest ones. I even don't think we need any research facilitation.

Once I asked for graves not to improve home area when built. It was updated in an unstable build. Now, it's reverted. What happened?

I like portable deep drilling and dislike consumable deadfall traps in this version.

Raids seem to be much easier early game. Mechanoids are not that difficult as long as I focus on engaging lancers into melee fight and shooting off scythers before they approach. However, I made a grave mistake that made my colony to wipeout. There was an immediate mechanoid attack and I sent half of the colony to wear flak armor and helmets. Each part of armor required relatively a lot of time and I couldn't wear all I wanted when scythers approached the base. Maybe I wasn't supposed to store everything in the storage. Maybe I should start getting used to building shelves but I'd like not to take that much time wearing armor when an immediate attack occurs. Seemingly, mid-game raids are more difficult in this version.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: walterneto on October 06, 2018, 06:06:42 PM
How do I research stone floors? (ex: Granite Floor)
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on October 06, 2018, 09:03:05 PM
Quote from: walterneto on October 06, 2018, 06:06:42 PM
How do I research stone floors? (ex: Granite Floor)
Most likely you don't have any granite bricks. You need some granite bricks (not chunks) in a stockpile before you can plan granite floors.

I think also you need the stone cutting node.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: walterneto on October 06, 2018, 11:09:38 PM
I do have all these things ._.

I can build granite walls, I should be able to build the floors.

But as I saw in the last changelog, some floors now require research, I think granite/limestone are some of them. (I have their bricks).
And I did not find any type of research on the research tree that gives me the idea that they would unlock floors.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: 5thHorseman on October 07, 2018, 08:02:13 AM
Quote from: walterneto on October 06, 2018, 11:09:38 PM
I do have all these things ._.

I can build granite walls, I should be able to build the floors.
I just tried on the newest version of B19 and you can either make all tile floors or no tile floors, and the only thing that unlocks them is the Stonecutting tech node.

You can build walls and flagstone floors no matter what.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: walterneto on October 07, 2018, 01:26:15 PM
(https://i.imgur.com/cXkGrO1.png)

Look ._.
Title: Re: Beta 19 - Polish the Cannons released!
Post by: Serenity on October 07, 2018, 01:32:50 PM
Click on the floor icons. You should be able to select the materials
Title: Re: Beta 19 - Polish the Cannons released!
Post by: walterneto on October 07, 2018, 02:41:14 PM
Ooooooh I tottally forgot that hahaha some months without playing... -.-

Thanks.