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RimWorld => General Discussion => Topic started by: Semmy on November 04, 2013, 03:00:41 PM

Title: The Big Patch Notes Topic
Post by: Semmy on November 04, 2013, 03:00:41 PM
A link (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub) to the patch notes
A link (http://rimworldwiki.com/Version) to the wiki page with patch notes

When you encounter anything within the latest version.
Than bugreport guidelines can be found here (http://ludeon.com/forums/index.php?topic=513.0)
And please post them as clear as possible within this forum (http://ludeon.com/forums/index.php?board=11.0).
Make sure you are using the latest version please (-:

Here i will post the latest patch notes.


Keep in mind last released version is 0.1.334b Rimworldalpha1


February 25

    Added simple door. Cheaper, but cannot be powered.
    Filled out storyteller moddability.
    Bugfixes.

364 - February 24

    Bugfixes.

Februray 23

    Bugfixes.
    Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.

361b/362 - February 22

    Bugfixes.

360a/b/c, 361a - February 21

    Finished up stone economy with stone walls.
    Bugfixes.
    Added blasting charges back in as a mod.
    Started working on getting code loading with mods.

359 - February 20

    Tons more bugfixes.
    Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.
    Added gather spots so you can make idle colonists gather around certain tables.
    Added stone economy: stonecutter�s table, crafting worktype, stone cutting workgiver, stone blocks thing, stone tiles floor, low stone wall, high stone wall.

358 - February 19

    Tons of bugfixes.

February 18

    Extensive refactoring and bugfixing.

February 17

    Bugfixing and prepping for internal test cycle.
    Added max ingredient search radius for bills.
    Added qualitative descriptions to skill levels.
    Skills now decay over time when at very high levels.
    Created the passion system, which affects learning rate according to characters� natural inclination towards different subjects. As in real life, anyone can learn anything that they�re willing to do, but you learn a lot faster if you�re naturally interested in the subject.
    Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.
    Mods can now override core game data as well as add to it.
    Storytellers are now defined in XML.
    Made turret look and sound weak to match its functionality.

February 14

    Migrated all remaining Thing data into XML.
    Rewrote how thing component data is handled (it�s no longer defined per enum on a centralized list) and migrated it all into XML.
    Rewrote XML inheritance to inherit data about subelements and permit inheritance chaining (e.g. pawn->animal->squirrel).
    Set up apparels to spawn according to who they are, data-driven.
    Some late-night optimization, especially to the reachability checker, which, although not an expensive algorithm, can be called thousands of times in a frame, and so needs to be fast as hell.

February 13

    Finished decent refactoring of effects system so it can be data-driven. Different meals/recipes can make different effects while being eaten/worked on.
    Finished refactoring out the Interactive interface; all AI actions are now specified in AI code, not in the things they interact with.
    Factored out a lot of EntityDefinitions. These are now used as mini-categories, not individual entity identifiers, so modders can add more entities easily.
    Migrated pawn kind definitions (sniper, drifter, refugee, etc) into XML.
    Migrated research project definitions into XML.

February 12

    Refactoring day.
    Converted a bunch of old AI code into the new consistent toil format.
    Converted all building definitions from hardcoded into XML.
    Started modularizing EffectMakers and making them data-driven.

February 11

    Recipe ingredients are now configurable and work using categories. You can tell your colonists what to butcher, and whether or not it should include people.
    Balance: Colonists self-extinguish 2.5x more often.
    Created cook stove and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
    Advanced meal types require advanced cooking skills.
    Added varied food types from plants: potatoes, agave, and berries.
    Added release-mode console GUI so modders can properly debug their content without going insane.

February 10

    Refactoring day.
    Cleaned up and pumped up map save/load to be able to handle all sorts of funky cross-references. This was originally so I could save a colonist�s job with a true reference to the specific work order they were in the process of carrying out.
    Blasting charges cut (until they can be balanced properly).
    Skill needs are now data-driven so you can define specific relationships between skills and different recipes� efficiency and work time.

February 7

    Started creating the �bill� interface so you can tell your colonists what to create at a recipe station. e.g. What meals to cook, what to butcher, etc.
    Reactions are now called recipes.
    Created a data-driven default settings system for storage buildings. Hoppers default to not accepting human meat.

February 6

    Finished basic new AI failure condition framework.
    Thoughts are now moddable definitions.
    Cannibalism causes bad thoughts, differently depending on whether it�s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.
    Integrated first-pass weather and ambient sounds.

February 5

    AI: The old code for having AIs watch for job failure conditions is creaking under the strain. I�ve cut it and started a new, more modularized failure condition watcher infrastructure. Now, when the JobDriver defines the high-level behaviors, the action and failure conditions won�t have to be coupled together. You�ll be able to configure and stack together failure conditions appropriate to the job being done. This allows reuse of behavior code in different contexts (e.g. Hauling a resource to a stockpile, hauling a resource to a building site, hauling a resource to a table for reaction site have different fail conditions but can use the same hauling core code).
    Started integrating Al�s ambient sounds.

February 4

    AI: Started the reaction/butchery/cooking system. Working on a generalized reactions framework that characters will follow to transmute one set of items into another.
    Letters now have varying urgencies. More urgent gets a hotter color. The most urgent ones also bounce occasionally to get your attention.
    Readjusted probabilities of solid and shuffled pawn bios appearing.
    Combined pawn RaceDefinitions into general ThingDefinitions. All pawn definitions now generate meat definitions.

February 3

    Guns and equipment, plants, and apparel are all now loaded from XML. Added rose decorative plant.

February 2

    Mods can now load content cross-references and images. Content handling is much cleaner overall. In progress. Created Royal Bed test mod.

February 1

    Added mod browser. Restructured mod data to be configurable. You can now install mods and run them in parallel. Created mod metadata screen (author, description, etc). http://puu.sh/6GuGD.jpg
    Stockpiling AI: when on hauling runs, colonists now pick up extra resources from nearby piles even if they can�t carry all of them.
    Cooks taking food to hoppers now more perf-efficient and cooks will no longer fill hoppers that are already nearly full.

334b[Released]27-1-2014
334a/b - January 26 - Alpha 1 Release Candidate 5
    Bugfixes.
    Added adaptive tutor messages for opening comms, setting storage priorities, and growing food.

333a/b/c/d - January 25 - Alpha 1 Release Candidates 1/2/3/4
    Various pre-release fixes.

332 - January 24
    Created a consistent PathMode system to explicitly handle the difference between pathing to a square and pathing to adjacent to a square or thing, in all methods and interfaces that handle finding paths or checking reachability. Ambiguity between these was causing subtle bugs.
    Performance optimizations and a worryingly large number of bugfixes.
    Integrated Ricardo�s new menu background screen. Not animated yet, but you get the idea.
    You now start with three guns, to alleviate problems with early-battle balance. The battles are supposed to get harder as you go along, not easier.

331 - January 23
● Bugfixes.

330 - January 22
● Adaptive tutor now saves its estimates of the player�s knowledge as a separate file that will persist between games. Delete Knowledge.xml (in savegames� parent folder) to reset it.
● Retuned adaptive tutor and reworked the internal numbers to all be percentages.
● Major optimizations on the algorithm for regenerating rooms. Will help during mining.
● Fixed some deep bugs in hard-case stockpiling (e.g. dropping food in a sealed room packed with food).
● Deconstructing is now done by designating a target, which the colonists go deconstruct.

329 - January 21

    Worker AI rejiggered to allow prioritization of different classes of targets within one work type. The upshot is that they�ll try to finish existing unfinished buildings before carrying resources to blueprints.
    Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
    Rho did nicer thicker outlines for characters.
    Various bugs fixed.

328 - January 20

    Stockpiling AI: Created cooking stub work type. Currently it only loads food into dispenser hoppers, so you can set this activity at a different priority than hauling.
    Refined and tuned the adaptive tutor, added about six new concepts to teach.
    Did a ton of low-hanging-fruit optimizations, greatly increasing the performance of the game and reducing memory allocations about 50%.
    Small usability changes and bug fixes.

327 - January 19

    A pile of bugfixes, especially for stockpiling AI.
    Continuing to tune the adaptive tutor and put in more lessons and cues.

325 - January 17

Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn�t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
    Terrain, building, and terrain scatterable definitions are now all moddable. Concept definitions (used by the adaptive tutor) as well.
    Stockpiling AI bug fixes.
    Various bug fixes.
    Imported the latest player creative content.

324 - January 16
● Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
● Included Rho�s new RimWorld logo and Ricardo�s happy/sad Randy portrait.
● Various bug fixes.
● Colonist will now eat from dispensers in prisoners� rooms as well as store meals in prisoners� rooms if there is no prisoner present.
● You can now rename stockpiles.
● Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.


323 January 16
Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
Various bugfixes.

322
    A pile of bugfixes for stockpiling AI.
    Updated credits.

321 - January 13
● AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
● Unified thing dropping placement code.
● Kassandra is now Cleopatra.

320

● Integrated storyteller portraits in entry menus.
● Various further bugfixes, some stockpile related, some old bugs.

318 - January 10

    Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
    Had to scrap and try a new approach to having fixed default categories on the storage buildings.

317b - January 9

    Spent all day fixing bugs found by testers in the stockpiling AI system (and in other systems). Great thanks to Semmy for finding a huge number of bugs in this one.
    AIs now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.

317 - January 8

    Many, many bug fixes for stockpiling-related stuff.
    Redid storage allowance system into a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-category interface.
    Added jacket from Rho.

314 - January 6

First testing version in a while.

    First attempt at basic stockpiling system. Many bugs are still in.
    Lots of other little changes, most related to stockpiling. I�ve had to redo trading, money, how dispensers use food, how things are sold and resources reclaimed, and how things are built.
    Lots of new art from Rho.

294 - December 17

    Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
    Created live-modding system, which allows modification of game content while the game is running. This includes the package editor and the definition editor.
    Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the mod system.
    Created apparel system and introduced the first batch of apparel from Rho�s art.
    Created a system to randomize, remember, and manage colors for apparel and characters� skin.
    Various other changes.
[/i]
Title: Re: The Big Patch Notes Topic
Post by: W1Z25 on November 04, 2013, 03:30:43 PM
thanks for posting a public patch note!! if i could rep you i would
Title: Re: The Big Patch Notes Topic
Post by: Oranda on November 04, 2013, 05:33:59 PM
Ah cool, thats what I was hoping to see... Patch notes! \o/
Title: Re: The Big Patch Notes Topic
Post by: Kender on November 06, 2013, 06:33:46 AM
Why '257 - October 31' is in between '248 - November 1' and '245 - October 29'?

Shouldn't the build 257 the latest one?
Title: Re: The Big Patch Notes Topic
Post by: nnescio on November 06, 2013, 06:36:55 AM
I assume it's a typo and should be 247 instead.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on November 06, 2013, 06:43:31 AM
A typo on tynan's and and a I should have checked the text before i posted.

My apologies
Title: Re: The Big Patch Notes Topic
Post by: Jaybanger on November 06, 2013, 09:36:30 PM
Quote from: Semmy on November 06, 2013, 06:43:31 AM
A typo on tynan's and and a I should have checked the text before i posted.

My apologies

Was that extra and for lol's? Given that you were saying that you should check text before you post.

Just thought it was funny enough to point out :p
Title: Re: The Big Patch Notes Topic
Post by: vince0018 on November 07, 2013, 02:48:49 PM
Now the real question is when we'll be able to download the latest patch.
Instead of just reading the patch notes :P
Title: Re: The Big Patch Notes Topic
Post by: lordgiza on November 07, 2013, 03:48:50 PM
"Walls now short circuit as well as power conduits."

This sounds like a really bad idea. I mean absolutely horrific.
Title: Re: The Big Patch Notes Topic
Post by: Aviator on November 07, 2013, 04:06:19 PM
Quote from: lordgiza on November 07, 2013, 03:48:50 PM
"Walls now short circuit as well as power conduits."

This sounds like a really bad idea. I mean absolutely horrific.
I hope that Tynan will add non-powerline walls. Because I like to run walls all over the place, this will limit the way I place my stuff too much.
Title: Re: The Big Patch Notes Topic
Post by: DeltaV on November 07, 2013, 04:18:58 PM
I agree, short-circuiting walls is a bad thing.
Title: Re: The Big Patch Notes Topic
Post by: lordgiza on November 07, 2013, 04:26:30 PM
Quote from: DeltaV on November 07, 2013, 04:18:58 PM
I agree, short-circuiting walls is a bad thing.
Plus power conduits only short circuit when they have a crack in the casing and wiring. Meaning they rarely ever short circuit. Plus shouldn't they be built underground anyway?
Title: Re: The Big Patch Notes Topic
Post by: vince0018 on November 07, 2013, 04:39:10 PM
 I think short-circuiting walls will make for more excitement  ;)

Plus. Since circuits run through the walls, doesn't this make it more realistic/fleshed-out anyways?

I like the idea.
Title: Re: The Big Patch Notes Topic
Post by: lordgiza on November 07, 2013, 06:53:29 PM
Quote from: vince0018 on November 07, 2013, 04:39:10 PM
Plus. Since circuits run through the walls, doesn't this make it more realistic/fleshed-out anyways?
Think about how often the circuitry in your house short circuits during the rain, or the power lines that are just hanging there outside all the time. Really I think Tynan should re-think this and give us tools for moving power over distances outside before doing this. Although I am too late anyway, downloading the newest update now.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on November 07, 2013, 07:41:03 PM
Quote from: lordgiza on November 07, 2013, 06:53:29 PMThink about how often the circuitry in your house short circuits during the rain, or the power lines that are just hanging there outside all the time.

World logic vs. game logic.
Title: Re: The Big Patch Notes Topic
Post by: Morrigi on November 07, 2013, 08:56:22 PM
Quote from: Galileus on November 07, 2013, 07:41:03 PM
Quote from: lordgiza on November 07, 2013, 06:53:29 PMThink about how often the circuitry in your house short circuits during the rain, or the power lines that are just hanging there outside all the time.

World logic vs. game logic.
And usually game logic winds up being downright silly. Artificial difficulty is usually not fun.
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on November 08, 2013, 06:44:32 AM
I want a blast-proof wall.  :-\
Title: Re: The Big Patch Notes Topic
Post by: Galileus on November 08, 2013, 07:00:34 AM
Quote from: Morrigi on November 07, 2013, 08:56:22 PMAnd usually game logic winds up being downright silly. Artificial difficulty is usually not fun.

All difficulty in games is artificial difficulty :) What my point is - argument about game logic needs to consist of pros and cons for the game, not it's real-world counterpart.

Also - Morrigi like in these traders with these pesky automated droids making my huge, powerfull guns seem useless? :P
Title: Re: The Big Patch Notes Topic
Post by: vince0018 on November 08, 2013, 08:56:31 PM
Comparing it to real life / realism was a mistake on my part I suppose hehe.

I just think it will make the game more interesting, more 'action' etc.
I mean if the power lines in the ground can malfunction, why not the ones in the walls?
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on November 09, 2013, 10:52:50 PM
Quote from: vince0018 on November 08, 2013, 08:56:31 PM
I mean if the power lines in the ground can malfunction, why not the ones in the walls?

power line walls are already imbalanced.
1. HP so low, frag grenades can blow it up leaving fire and destruction
2. unlike conduit lines, powerline in walls are enclosed so it should be safe from short-circuit
3. im more in favour of capacity-based power lines. they short-circuit when there are not enough power connections. eg. 1 conduit line to connect 10 turrets. (thats 1500w!)
4. if they gonna implement that, they need to add more content to the game.
eg. wall types, rock types, underground lines(still vulnerable to short-circuit)
Title: Re: The Big Patch Notes Topic
Post by: lordgiza on November 10, 2013, 06:46:42 PM
Quote from: deadbeat88 on November 09, 2013, 10:52:50 PM
3. im more in favour of capacity-based power lines. they short-circuit when there are not enough power connections. eg. 1 conduit line to connect 10 turrets. (thats 1500w!)
That's what I'm hoping this game will have. An entire realistic electrical system will really make the game awesome.
Title: Re: The Big Patch Notes Topic
Post by: Thubin on November 11, 2013, 10:58:48 PM
While I like the idea of a power capacity for the lines; let me play devil's advocate for a minute. Assuming you have power cords just laying out (Lets ignore the walls for a moment), we can RP that the rain on the world is more acidic, or not even water. In the frontier environment, the insulation is not the best and breaks down quickly in the exotic rain. The liquid is still conductive, however, and therefore shorts the power line out quickly.

That's the way I reconcile it anyway...
Title: Re: The Big Patch Notes Topic
Post by: mrfrosty on November 12, 2013, 02:17:08 PM
How do I update my game? Im at .250 public build not .254 or whatever it is
Title: Re: The Big Patch Notes Topic
Post by: Produno on November 12, 2013, 02:35:07 PM
As thubin said, we dont know what the atmosphere is like. Besides how do we know these guys havnt just shoved some copper windings down some plastic conduit, it wouldnt be very reliable.

Depending on the atmosphere and considering the abilities and materials available i think Tynans direction is actually pretty realistic.

As for capacity based lines that wouldnt work without a whole load of other mechanics. The capacity is based on the csa of the cable, whos to say they havnt used a nice thick bit of cable on that run. So everything as it stands is completely feasible,  but anyway its a game. If you want realistic you need to take in effect of resistance and volt drop and power factors plus a whole host of other things.

Anyways ill stop now cos im sure this is not the thread to be discussing this.
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on November 12, 2013, 10:20:30 PM
Quote from: mrfrosty on November 12, 2013, 02:17:08 PM
How do I update my game? Im at .250 public build not .254 or whatever it is

you are provided with download link sent to your email. use that.

@Produno: yes, Im not saying that they should implement it now, but its a possibility that should be looked at in the future updates.

I also like the idea of  acidic environment, though I would prefer it to damage all metallic objects, not the walls (for hard mode, that is. ;D)
Title: Re: The Big Patch Notes Topic
Post by: Darthaidan on November 13, 2013, 12:56:16 PM
Quote from: mrfrosty on November 12, 2013, 02:17:08 PM
How do I update my game? Im at .250 public build not .254 or whatever it is

I went to look and It said that my downloads were all gone for my windows. I had 3 before I think, but that shouldn't matter because there should have been a new email which I must not have gotten. So any help with my problem I am looking forward to playing the new patches.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on November 13, 2013, 10:53:45 PM
Quote from: Darthaidan on November 13, 2013, 12:56:16 PM
Quote from: mrfrosty on November 12, 2013, 02:17:08 PM
How do I update my game? Im at .250 public build not .254 or whatever it is

I went to look and It said that my downloads were all gone for my windows. I had 3 before I think, but that shouldn't matter because there should have been a new email which I must not have gotten. So any help with my problem I am looking forward to playing the new patches.

http://ludeon.com/forums/index.php?topic=985.0
email tynan or make a post in support please.
Title: Re: The Big Patch Notes Topic
Post by: Greuslich on November 17, 2013, 12:28:24 PM
Quote from: lordgiza on November 07, 2013, 03:48:50 PM
"Walls now short circuit as well as power conduits."

This sounds like a really bad idea. I mean absolutely horrific.

How about to implement fuses, to be placed betwen the batteries and the whole power net. So in case of an short the fuse gets blown up (or just damaged and stay disabled untill repaired) to protect the batteries from discharge.

PS: just for now its advisably to get some charged batteries disconected untill need, so they are kinda safe from discharging shorts.
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on November 17, 2013, 08:04:48 PM
Quote from: Greuslich on November 17, 2013, 12:28:24 PM
How about to implement fuses, to be placed betwen the batteries and the whole power net.
I was about to suggest that. I also wanted to dedicate my batteries to specific object(s). coz obviously you cant put batteries outside beside a turret anymore. :(

Quote
PS: just for now its advisably to get some charged batteries disconected untill need, so they are kinda safe from discharging shorts.
That is still prone to short-circuit and explosion . I dont even know how it that possible. I have 4 disconnected batteries away from any wall, they still exploded. weird. ???
Title: Re: The Big Patch Notes Topic
Post by: Bradski on November 19, 2013, 02:06:36 AM
So I noticed Ty said the next update wouldn't be for a little bit, but could we get a rough ETA? Slowly running out of stuff to do. D:
Title: Re: The Big Patch Notes Topic
Post by: Semmy on November 19, 2013, 04:04:09 AM
I don't think he even knows himself.
He is busy with so much stuff atm.
Title: Re: The Big Patch Notes Topic
Post by: daZza on November 27, 2013, 11:54:47 AM
Game dead? No progress at all for 20days...
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on November 27, 2013, 11:58:47 AM
Quote from: daZza on November 27, 2013, 11:54:47 AM
Game dead? No progress at all for 20days...
lolwut. visit http://rimworldwiki.com/ (http://rimworldwiki.com/) for more info.
Title: Re: The Big Patch Notes Topic
Post by: laser50 on November 29, 2013, 07:10:47 PM
Quote from: daZza on November 27, 2013, 11:54:47 AM
Game dead? No progress at all for 20days...

Yeah, the game is completely dead, the developer quit.

No, it's in Pre-Alpha, nobody discussed any standard period for releases, perhaps next week, the week after, who knows?
Title: Re: The Big Patch Notes Topic
Post by: Semmy on November 30, 2013, 05:28:30 AM
Quote from: daZza on November 27, 2013, 11:54:47 AM
Game dead? No progress at all for 20days...

Tynan is working on some bigger projects as we speak.
Modding teaser update (http://ludeon.com/forums/index.php?topic=1230.0)
He is getting the audio implementation files ready for alistair to start working on his part of the game and he is implementing part of the modding system at the same time.

Don't worry he is really really busy.
Title: Re: The Big Patch Notes Topic
Post by: Evul on December 01, 2013, 08:12:31 AM
Nice!
Title: Re: The Big Patch Notes Topic
Post by: NephilimNexus on December 01, 2013, 07:17:17 PM
Quote from: daZza on November 27, 2013, 11:54:47 AM
Game dead? No progress at all for 20days...

Actually, 27 days

Today: 12/1/13
Last Update: 11/4/13
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on December 04, 2013, 07:57:28 PM
Any news about the patch??
Wiki said it will be release 4 Dec. its already 5/6 Dec.

D:
Title: Re: The Big Patch Notes Topic
Post by: NephilimNexus on December 05, 2013, 09:54:55 PM
31 days and counting.
Title: Re: The Big Patch Notes Topic
Post by: Bradski on December 08, 2013, 01:54:12 AM
Not going to lie, even though regular updates were not promised in early alpha they're pretty much expected. At the very least the developers usually keep intouch with the community on how things are progressing.
Title: Re: The Big Patch Notes Topic
Post by: Lead_Cortex on December 08, 2013, 08:47:13 PM
This is a little ridiculous. Like come on, give us SOMETHING.
Title: Re: The Big Patch Notes Topic
Post by: daZza on December 12, 2013, 01:17:12 PM
Quote from: Bradski on December 08, 2013, 01:54:12 AM
Not going to lie, even though regular updates were not promised in early alpha they're pretty much expected. At the very least the developers usually keep intouch with the community on how things are progressing.

In alpha phase there should be daily if not hourly updates... Especially in this phase critical fixes and new features are implemented permanently in order to reach a feature freeze at some point.

If this were the beta+ phase, then I could understand the lack of updates as one would concentrate on balancing,etc. which takes time....
Title: Re: The Big Patch Notes Topic
Post by: Semmy on December 12, 2013, 01:39:18 PM
So even though there is nothing new to do/show there must be updates?
Tynan is working on implementing the modding/audio system at the moment.
Wich takes alot of time. Also he had to take care of real life stuff like moving 2 times finances and kickstarter aftermath.
I am sure that when the audiosystem and modding system come along there will be plenty of new updates.

Also check his blog he does some updates there.
10th of december (http://ludeon.com/blog/) About the art style.
24th of november (http://ludeon.com/blog/2013/11/modding-and-audio-progress/) about the modding and audio system.
Title: Re: The Big Patch Notes Topic
Post by: Vilusia on December 12, 2013, 06:30:15 PM
Quote from: daZza on December 12, 2013, 01:17:12 PM
Quote from: Bradski on December 08, 2013, 01:54:12 AM
Not going to lie, even though regular updates were not promised in early alpha they're pretty much expected. At the very least the developers usually keep intouch with the community on how things are progressing.

In alpha phase there should be daily if not hourly updates... Especially in this phase critical fixes and new features are implemented permanently in order to reach a feature freeze at some point.

If this were the beta+ phase, then I could understand the lack of updates as one would concentrate on balancing,etc. which takes time....
No one ever said there would be constant updates for an alpha. Stop being so entitled.
Title: Re: The Big Patch Notes Topic
Post by: Bradski on December 12, 2013, 11:06:08 PM
Quote from: Vilusia on December 12, 2013, 06:30:15 PM
Quote from: daZza on December 12, 2013, 01:17:12 PM
Quote from: Bradski on December 08, 2013, 01:54:12 AM
Not going to lie, even though regular updates were not promised in early alpha they're pretty much expected. At the very least the developers usually keep intouch with the community on how things are progressing.

In alpha phase there should be daily if not hourly updates... Especially in this phase critical fixes and new features are implemented permanently in order to reach a feature freeze at some point.

If this were the beta+ phase, then I could understand the lack of updates as one would concentrate on balancing,etc. which takes time....
No one ever said there would be constant updates for an alpha. Stop being so entitled.

Being entitled is very different then wanting updates. Especially since on the Wiki that someone posted earlier it mentioned a patch was due and it hasn't yet arrived. Stop being a sheep who thinks you shouldn't question things.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on December 13, 2013, 06:15:28 AM
Quote from: Bradski on December 12, 2013, 11:06:08 PMBeing entitled is very different then wanting updates. Especially since on the Wiki that someone posted earlier it mentioned a patch was due and it hasn't yet arrived. Stop being a sheep who thinks you shouldn't question things.

Wanting updates is fine. Everyone wants updates.

You demand updates as if you have any right to. You are acting like you're entitled and as if you hired Tynan yourself. It ain't quite like that. We gave Tynan money as a loan with no roadmap or solid timetable at all. We can suggest changes or features, but we have no right at all to demand anything. Especially that we get a fair share of updates and news on the progress - something we are not entitled to have either. If Tynan wanted to - he could vanish underground and pop-up with complete product. And you know what? He has every right in the universe to do so. It wouldn't be pretty, sure, but it wouldn't be wrong per se either.

Daily, hourly updates? Are you guys so far gone you actually believe that? Not even an employer gets hourly updates in alpha stage. Some parts of the game take weeks to implement and bugtest - and here there's only one guy working on it. Working on it, contacting new people for SFX and GFX and actually having a company to run. Do you expect hourly updates of something that doesn't work yet? And no doubt would be furious it doesn't work yet? I lack words to describe how ridiculous that attitude is.

If you expected constant updates in alpha stage, you can blame yourself, not Tynan. Never once was something like that promised and as such you have no reason to expect it, even less yet to demand it.

Also, wiki is NOT and official statement EVER. EVERER. EVEREST even! Wiki is fan-made, and as such needs to be treated accordingly. What you're saying is: "some guy said he heard some guy saying Tynan said patch was due! And there is none! It's fishy!". What you were supposed to say is: "Hmmm, wiki's info is outdated. I'll update it, so that no-one looks for that one patch that didn't came up".
Title: Re: The Big Patch Notes Topic
Post by: BattleFate on December 13, 2013, 11:58:51 AM
Having no patch for over a month is not too serious. I thought people were joking when they were saying it's been too long. I mean seriously? 1 month isn't the end of the world. Particularly when you take into account Tynan did actually keep us in the loop through blog posts and forum interaction.

He explained, very clearly what he's been working on and what he's been spending his time on. I'm not sure what the issue is. He didn't disappear. He didn't promise a patch then not deliver. He didn't take our money and run...

I mean if in 2 more months there's still no changes to the game in our hands, then I'd start to wonder (I mean half the reason so many of us pledged was to have early involvement and see the game progress and evolve). But a little patience is a requirement in a project like this.

Being patient is not being a sheep.
Title: Re: The Big Patch Notes Topic
Post by: BanzaiBlitz on December 13, 2013, 02:15:43 PM
I keep wanting a +1 button for sensible posts about why demands for updates are, bluntly, exceedingly rude and selfish.

There are ten thousand other games to play.  Manners are also more likely to grant answers to questions when reasonable as well.

Kickstarter backing does not give one any sort of authority to make demands. Barring of course a backing tier that EXPLICITY grants managerial cooperation with the dev or team.  None here I know of.

Take a chill pill or crack open a beer and relax.  Code will take the time required, not appear on demand.

Edit: Also, forgot to mention you can easily check Tynan's forum profile to see his activity, recent posts, etc.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on December 13, 2013, 03:45:53 PM
And tynan is active on almost daily basis.
He is online multiple times per day.
And i always get a responce when i send him a msg. Even at hours i think canada should be asleep. But like most of us even tynan is most productive at night (-:
Title: Re: The Big Patch Notes Topic
Post by: daft73 on December 13, 2013, 04:27:13 PM
Quote from: BattleFate on December 13, 2013, 11:58:51 AM.....
Being patient is not being a sheep.
No one needs to be a sheep ???...Life happens, it is just a game. Whilst the rest of the world takes it time to do what they are doing...so will programmers. To do a proper project one must be in the proper space of mind, only then will the work be effective, or beneficial. And if I recall Tynan just moved(home), so that may slow down a bit of progress..that's fine Real Life is kinda important.

So play or do something else to pass the time, it's the holidays see the family, go on vacation or w/e.
Patience is a virtue.  ;)
Title: Re: The Big Patch Notes Topic
Post by: Bradski on December 14, 2013, 02:58:27 AM
Quote from: Galileus on December 13, 2013, 06:15:28 AM

Wanting updates is fine. Everyone wants updates.

You demand updates as if you have any right to. You are acting like you're entitled and as if you hired Tynan yourself. It ain't quite like that. We gave Tynan money as a loan with no roadmap or solid timetable at all. We can suggest changes or features, but we have no right at all to demand anything. Especially that we get a fair share of updates and news on the progress - something we are not entitled to have either. If Tynan wanted to - he could vanish underground and pop-up with complete product. And you know what? He has every right in the universe to do so. It wouldn't be pretty, sure, but it wouldn't be wrong per se either.

Daily, hourly updates? Are you guys so far gone you actually believe that? Not even an employer gets hourly updates in alpha stage. Some parts of the game take weeks to implement and bugtest - and here there's only one guy working on it. Working on it, contacting new people for SFX and GFX and actually having a company to run. Do you expect hourly updates of something that doesn't work yet? And no doubt would be furious it doesn't work yet? I lack words to describe how ridiculous that attitude is.

If you expected constant updates in alpha stage, you can blame yourself, not Tynan. Never once was something like that promised and as such you have no reason to expect it, even less yet to demand it.

Also, wiki is NOT and official statement EVER. EVERER. EVEREST even! Wiki is fan-made, and as such needs to be treated accordingly. What you're saying is: "some guy said he heard some guy saying Tynan said patch was due! And there is none! It's fishy!". What you were supposed to say is: "Hmmm, wiki's info is outdated. I'll update it, so that no-one looks for that one patch that didn't came up".

I never demanded anything, I just stated in early development where changes tend to happen daily, updates are common.
Title: Re: The Big Patch Notes Topic
Post by: Vilusia on December 14, 2013, 05:39:59 PM
Since when? Which magical law stated that updates are common with games in alpha?
Title: Re: The Big Patch Notes Topic
Post by: Galileus on December 14, 2013, 06:17:26 PM
Quote from: Bradski on December 14, 2013, 02:58:27 AMI never demanded anything, I just stated in early development where changes tend to happen daily, updates are common.

Here:

Quote from: Bradski on December 08, 2013, 01:54:12 AMNot going to lie, even though regular updates were not promised in early alpha they're pretty much expected.

And here:

Quote from: Bradski on December 12, 2013, 11:06:08 PMBeing entitled is very different then wanting updates. Especially since on the Wiki that someone posted earlier it mentioned a patch was due and it hasn't yet arrived. Stop being a sheep who thinks you shouldn't question things.

Both of those either suggest it is an widely understood expectation that there should be weekly/daily updates or even that it is fishy that updates are not there yet (which, btw, blows my mind... seriously, how does one go on being THAT entitled?). If you're going to say something, at least take responsibility for it. And in contradiction to common internet belief, the "manly way out" is not to negate what can be easily quoted against you, but to admit a mistake. Same rule prevails in real life too, btw...

And YES, saying something is expected is an demand backed by argument. You don't need to use word "demand" to be demanding. And being demanding is usually bad.

Quote from: Vilusia on December 14, 2013, 05:39:59 PM
Since when? Which magical law stated that updates are common with games in alpha?

I have to back this wholeheartedly. The very idea of frequently updated alpha sounds like an oxymoron to me. I mean - alpha means a proof of concept, and proof of concept is a platform on which you develop the real thing. We're talking about adding a whole huge chunks of the game in. I don't have any experience with game dev from programming perspective, but I worked with animatics ("alpha version" of animation) quite a bit... and if someone would ask me to provide hourly or daily updates, I would sit down and crylaugh my way to oblivion. It cannot be done. If you have alpha version with frequent updates, I dare to say it's not an alpha version at all!
Title: Re: The Big Patch Notes Topic
Post by: Vilusia on December 15, 2013, 05:08:00 PM
Plus the payout for this long wait is modding! So lets all cheer on Tynan so he knows he has our support. Rushing him or making him feel uneasy will only make for a bad product!
Title: Re: The Big Patch Notes Topic
Post by: Semmy on December 16, 2013, 12:26:21 AM
I doubt tynan will let himself be influenced to much.
We saw that with the big cry for stretch goals he refused and carried on down the road he set for himself.

But lets stop the discussion about how many patches there should be and use this topic for what I intended it to be.
Title: Re: The Big Patch Notes Topic
Post by: NephilimNexus on December 16, 2013, 12:57:15 AM
42 days and counting.

Today: 12/16/13
Last Update: 11/4/13
Title: Re: The Big Patch Notes Topic
Post by: palandus on December 16, 2013, 01:26:43 AM
Technically he has been fairly forthright with what he is up to. He has shown us in the past month:

1) Rho is now working on the art, and has shown off some of the new changes with that including how Rho will show a lot of detail in a 32x32 pixel space.
2) He has an audio artist making new sounds and effects, that he is saying will sound more professional than the current ones from freesound.
3) He has mentioned that he has been working on a Mod Editor. This editor will allow us to create our own content, as well as sound effects/modify current ones.
4) He has also mentioned that tentatively a new build will come out in January 2014. This build will probably featuring new art by Rho, some of the Creative Content, new sound effects, and probably a bare bones mod editor in its infant stages.
5) He has mentioned that hes been spending time on doing the business pre-amble stuff with an accountant, probably setting up a business plan, moving to a new city and all the fun stuff that comes with it.
6) Hes been addressing a lot of bugs in the Bugs section.
7) Hes been addressing a lot of the complexities in the Creative Content section for those who backed in those tiers so that they may see some of their content in the game in the next build.

I dunno about you, but hes been keeping us quite informed on a weekly basis, if not daily basis.

If you are looking for daily reports, I think you are in the wrong place. The thing with coding is that you could make a huge breakthrough, but may be difficult to explain visually/audibly (text, pictures, videos) how this breakthrough is important. Having some patience and/or reading through his blogs, or even clicking on his profile and taking a look at his posts for the day will show he is active and is keeping people in the loop.

Its not just developing the game thats important. Its also important to:
-> Make fans who backed for creative content feel that their content is getting inputted into the game.
-> Make bugs that has been discovered disappear.
-> Make sure the government doesn't drown him in fees for not filling his taxes properly (you can get fined quite brutally if you screw up... in the range of 10 to 50k (thousand) dollars).

As people have said patience is a virtue. If you can't be patient either: Stalk Tynan's posts or go play another game while you wait.
Title: Re: The Big Patch Notes Topic
Post by: kdfsjljklgjfg on January 05, 2014, 08:30:38 AM
Quote from: Galileus on December 14, 2013, 06:17:26 PMAnd YES, saying something is expected is an demand backed by argument. You don't need to use word "demand" to be demanding. And being demanding is usually bad.

In all fairness, that depends on the delivery of the word. It doesn't have to be demanding in tone. Personally, I expect quicker updates, but only because I've never bought into a game so early before, so I'm entirely unfamiliar with it, and thus am basing it more on late betas and post-release games, since that's the only experience I have. That doesn't mean that I'm not perfectly fine with waiting (Which I am. There's so much promise here that it's worth waiting for.)

Having said that, yeah, he totally came off as a d-bag.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 05, 2014, 02:35:40 PM
Wording ;) "To expect" or "to have expected" is very different from "is expected to" ;) First two are always from personal perspective and as such can go both ways depending on the followup. Last one is a statement, that something is a common knowledge or a rule that others should follow, and are at fault if not doing so.
Title: Re: The Big Patch Notes Topic
Post by: palandus on January 07, 2014, 01:20:24 AM
Can someone actually name a game with daily or weekly updates? I find that if someone can manage to do a 2-week update is pretty good, or even a 1-month update.

The other thing to consider is the 80-20 rule (80% work 20% return/goods/etc). If someone is spending time doing daily updates, that is 80% work to produce 20% return because the time spent iterating wouldn't justify a couple sentences for an update. Whereas if they wait a month, it would be 20% work and 80% return, because there is simply so much more to report. (Hope that made sense)
Title: Re: The Big Patch Notes Topic
Post by: Insulus on January 07, 2014, 09:01:01 PM
QuoteCan someone actually name a game with daily or weekly updates? I find that if someone can manage to do a 2-week update is pretty good, or even a 1-month update.

Project Zomboid
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 07, 2014, 09:25:37 PM
Quote from: Insulus on January 07, 2014, 09:01:01 PMProject Zomboid

I will call you out on that info.

With my info. (http://www.youtube.com/watch?v=xKG07305CBs)

Oh wait. Wrong link (http://pzwiki.net/wiki/Version_history#Pre_Alpha) :P
Title: Re: The Big Patch Notes Topic
Post by: Untrustedlife on January 07, 2014, 11:25:17 PM
Quote from: Insulus on January 07, 2014, 09:01:01 PM
QuoteCan someone actually name a game with daily or weekly updates? I find that if someone can manage to do a 2-week update is pretty good, or even a 1-month update.

Project Zomboid

space-base df9 was doing that pretty well for awhile.
They seem to have slowed down as-well though.
Title: Re: The Big Patch Notes Topic
Post by: Merry76 on January 08, 2014, 04:21:20 AM
Quote from: palandus on January 07, 2014, 01:20:24 AM
Can someone actually name a game with daily or weekly updates? I find that if someone can manage to do a 2-week update is pretty good, or even a 1-month update.

Gnomoria. Used to have a every week cycle until it became impossible to do. It currently has a 2 week cycle, broken up by holidays. Sure it missed an update here and there. Its almost impossible to get stuff implemented and stable at that rate, so some missed update times are expected.

Would love a Rimworld update sometime in January though. I dont enjoy it as much as I once did.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 08, 2014, 04:39:19 AM
Quote from: Merry76 on January 08, 2014, 04:21:20 AMGnomoria. Used to have a every week cycle until it became impossible to do. It currently has a 2 week cycle, broken up by holidays. Sure it missed an update here and there. Its almost impossible to get stuff implemented and stable at that rate, so some missed update times are expected.

Gnomoria's patchlog is quite a bit of fun to read :D Today's update: a new hotkey. Definitely worth that two more bug-squishing sessions and hotfix the very next day, breaking up developement of bigger features to get that. New hotkey! Would download, 10/10 XD

Basically a hotfix to a hotfix, that then had to be hotfixed. Darn, didn't though anyone but HiRez can pull that off :D Now, someone tell me daily updates are a good idea, when things like that happen to weekly ones :D
Title: Re: The Big Patch Notes Topic
Post by: Insulus on January 08, 2014, 12:54:10 PM
my bad,

I thought he was referring to community updates not software updates, that would just be insane.

besides I remember when some of the mmo's were doing weekly software updates. that can be very annoying, particularly to people who only play twice a week.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on January 08, 2014, 02:07:03 PM
Be patient all.
soon â,,¢
Title: Re: The Big Patch Notes Topic
Post by: Ender on January 09, 2014, 09:46:03 PM
Quote from: Semmy on January 08, 2014, 02:07:03 PM
Be patient all.
soon â,,¢

to semi quote Ned Stark "An update is coming"

[attachment deleted by admin: too old]
Title: Re: The Big Patch Notes Topic
Post by: Semmy on January 10, 2014, 12:14:45 AM
The timeline for the update is for it to be released within a month.
Unless some weird stuff pops up offcourse.
Title: Re: The Big Patch Notes Topic
Post by: spacemarine658 on January 11, 2014, 11:14:50 AM
Quote from: Semmy on January 10, 2014, 12:14:45 AM
The timeline for the update is for it to be released within a month.
Unless some weird stuff pops up offcourse.

He has posted new fixes and stuff would you update this page? thanks
Title: Re: The Big Patch Notes Topic
Post by: Semmy on January 11, 2014, 11:27:13 AM
I haven't updated on purpose as there is no public release atm.

But I will do it now.
Title: Re: The Big Patch Notes Topic
Post by: AcDie on January 14, 2014, 02:09:46 PM
cummulative view (http://rimworldwiki.com/Version)
Title: Re: The Big Patch Notes Topic
Post by: Merry76 on January 15, 2014, 10:32:39 AM
Quote from: Galileus on January 08, 2014, 04:39:19 AM
Gnomoria's patchlog is quite a bit of fun to read :D Today's update: a new hotkey. Definitely worth that two more bug-squishing sessions and hotfix the very next day, breaking up developement of bigger features to get that. New hotkey! Would download, 10/10 XD

Basically a hotfix to a hotfix, that then had to be hotfixed. Darn, didn't though anyone but HiRez can pull that off :D Now, someone tell me daily updates are a good idea, when things like that happen to weekly ones :D

I never said it was optimal. I gave an example of a game/a dev who does use rapid development cylces. As you sarcastically pointed out, it leads to some rather miniscule updates. Like waiting for sounds for several weeks that add nothing to the game besides being said sounds.

A thing that Rimworld currently shares. At least we get some moddability in the same time, which is the only saving grace of the current no-update timeframe if you ask me.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 15, 2014, 10:56:46 AM
Quote from: Merry76 on January 15, 2014, 10:32:39 AMI never said it was optimal. I gave an example of a game/a dev who does use rapid development cylces. As you sarcastically pointed out, it leads to some rather miniscule updates. Like waiting for sounds for several weeks that add nothing to the game besides being said sounds.

A thing that Rimworld currently shares. At least we get some moddability in the same time, which is the only saving grace of the current no-update timeframe if you ask me.

Never said you said anything. Just stating a inb4, knowing there will be someone asking, why can't RimWorld have such updates.

And with all due respect, your comment ad. sounds not adding nothing to the game is simply... well, to put it blatantly, stupid. It's like saying that menus, rules, mechanics, code, balancing, difficulty, hotkeys, UI, options or the quality of port add nothing to the game. Well, actually nope. It would be like saying "controls don't add nothing to the game except for controls. It's a shame we need to waste an update, because Tynan has to put controls in game". Sounds are integral and very important part of any media that can use them - and you could even argue they are more important in games than in movies. The fact, that you would want something else is simply irrelevant. This game is not being made for you, and what you want is of no merit. I want world peace, but I'm not going to complain there won't be one in the update.

Not to mention some things need to be established at ground level before proceeding forward. Even if you dislike that fact, it's still a fact.

Your demanding tone is simply inappropriate. You act like as if you're the one founding the whole thing, having to put up with some "stupid decision" of your employees to put sounds in the game. This is not the case. You're of course free to state your opinion, just don't be surprised when someone will point out that your opinion is wrong.
Title: Re: The Big Patch Notes Topic
Post by: Merry76 on January 15, 2014, 02:08:41 PM
Quote from: Galileus on January 15, 2014, 10:56:46 AM
Your demanding tone is simply inappropriate. You act like as if you're the one founding the whole thing, having to put up with some "stupid decision" of your employees to put sounds in the game. This is not the case. You're of course free to state your opinion, just don't be surprised when someone will point out that your opinion is wrong.

Boy is it hard to bring a tone across on the internet. Because whatever tone you read out of my post - it wasnt the one I carried when I pressed "post". Thats normal, I remember disagreeing with you on similar topics.

My Kickstarter tier says "influencer" not "employer of Tynan(TM)". I am aware of that and wouldnt suggest otherwise. You probably got the wrong person. Tynan has a pretty good idea what he wants with the game, and somewhen in 2014 he will do things that make it fun again for me, of this I am quite sure. And solve stuff like "1 way to win", "Godhand wins", "Too many guns", "Food doesnt matter post Day X", "Walls burn better than actual burnables" etc. You know, game stuff. And we will have sounds in the game. I mean, more sounds than we already do. Which is fine.

That I value game mechanics over "polish" (not the nationality) like graphic and sound is no secret. I value stuff that makes a game "fun" or "Fun" for me over what it looks or sounds like. I am also willing to wait for whatever all those games I have "founded" (that is what kickstarter does, btw.) turn up to be, if they ever do (I have partially given up on Towns (goes kinda nowhere) and Castle Story (they need to learn how to create a GUI).... Those seem to have other things in mind when it comes to gaming...).
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 15, 2014, 03:20:25 PM
You deserve my sincere apologies, then. It's true, it's hard to carry a tone over the internet, and it seems in this case I read this one wrong. It's double tricky, because what you say can be read as your very personal feeling or an expectation - both would be described as opinion, to make matter worse. Many people state their opinions like a higher truth and a common sense - as in "it is my expectation in the light of Higher Power and The Truth, that such a thing should be as and as such". And to make matters even worse, it already happened in this topic, with people calling for this higher power, claiming it was a "common knowledge" that updates should be often and numerous.

So I jumped my guns and assumed this is yet another of such cases. Not this time - and I apologize.

With this in mind, I can safely agree with you. I try not to say such things in this topics - for reasons outlined above - and play a patient hermit; but in all truth I'm not waiting with my fists clenched for the next update either. Sounds are a must and they need to be there (and we're talking about a basic systems allowing Alistair to even begin the real work), so I don't mind it per se, it's fine. Just nothing to be thrilled about. Will probably skip past the gameplay itself just to play catchup and know my Rimworld, but other than modding tools (as basic as they may be at first) are probably the only hope to get me to spend some more time with it.

Unless we'll see something crazy in the patch notes, as for me that up could be safely skipped. By then again, as for me, most of the updates could be skipped when it comes to early access ;)

PS. That nationality was something you picked up somewhere on the forums, or just a lucky coincidence? ^^'
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on January 15, 2014, 04:53:18 PM
Will u 2 ever stop aurguing ?
Title: Re: The Big Patch Notes Topic
Post by: Merry76 on January 15, 2014, 05:10:36 PM
Quote from: Galileus on January 15, 2014, 03:20:25 PM
PS. That nationality was something you picked up somewhere on the forums, or just a lucky coincidence? ^^'

I thought it could be interpreted as a veeery bad pun, so I went for it. I remembered something from the Gnomoria forums, but usually my brain works quirky like that.

Quote from: bigwolf2101 on January 15, 2014, 04:53:18 PM
Will u 2 ever stop aurguing ?

Probably, yes. You might have to hit us over the head with a Rimworld Cactus(TM) first though. That will stop us right away  ;D
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 15, 2014, 07:02:54 PM
Quote from: Merry76 on January 15, 2014, 05:10:36 PMI thought it could be interpreted as a veeery bad pun, so I went for it. I remembered something from the Gnomoria forums, but usually my brain works quirky like that.

What i meant was, I'm Polish ;)

And only good pun is a bad pun :P
Title: Re: The Big Patch Notes Topic
Post by: Untrustedlife on January 16, 2014, 10:10:31 AM
Quote from: Galileus on January 15, 2014, 07:02:54 PM
Quote from: Merry76 on January 15, 2014, 05:10:36 PMI thought it could be interpreted as a veeery bad pun, so I went for it. I remembered something from the Gnomoria forums, but usually my brain works quirky like that.

What i meant was, I'm Polish ;)

And only good pun is a bad pun :P

The only good pun is a bad pun.....
that is.. very contradictory.....
But..makes sense in some way.....
strange....
:o
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 16, 2014, 10:23:31 AM
And it is a pun in itself. I was going to also add a joke about it being good or bad, but my head started to hurt after few seconds, so I gave up.
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on January 19, 2014, 01:41:42 PM
this game seriously needs new content. I stopped playing this just a month after because there's nothing much to do.

having 2-3 items per fortnight would surely keep this game interesting.
Title: Re: The Big Patch Notes Topic
Post by: DreamsDefined on January 19, 2014, 04:27:50 PM
Quote from: deadbeat88 on January 19, 2014, 01:41:42 PM
this game seriously needs new content. I stopped playing this just a month after because there's nothing much to do.

having 2-3 items per fortnight would surely keep this game interesting.

Oh dearrrrrrrr.

So you got a month out of a game that is pre-alpha (and clearly said so), and no one tied you down by your ovaries and forced you to buy it? The horror....

At least your name is uber apt  :D
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 19, 2014, 04:32:17 PM
How much value can one expect from a 20$ title anyway? ^^' It's a one trip to cinema, and I'm pretty sure no one complains to cinemas their movies would last more than a month if they added 5 more minutes to them every two weeks :P
Title: Re: The Big Patch Notes Topic
Post by: DreamsDefined on January 19, 2014, 04:36:30 PM
Quote from: Galileus on January 19, 2014, 04:32:17 PM
How much value can one expect from a 20$ title anyway? ^^' It's a one trip to cinema, and I'm pretty sure no one complains to cinemas their movies would last more than a month if they added 5 more minutes to them every two weeks :P

Exactly. Always find it interesting that video game prices get a constant hammering, yet on a per-hour value basis they're one of the best forms of entertainment going around; barring a yo-yo of course.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 19, 2014, 05:03:43 PM
Don't be silly now, yoyos weren't updated for 2,5k years now, it surely makes them pointless to have.
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on January 20, 2014, 11:54:23 AM
I hate it when people have to reply with rude comment just to make a point.

$30 is not a small money. imagine those who contributed even more. Im not complaining about them not releasing more content, Im just saying it be cooler IF THEY DO!

I also bought a game called Door Kickers for $15 as alpha, they always have new content every month(LIKE ALL ALPHA GAMES).

Or why not release the mod tools? surely, an "alpha" mod tool can address this issue, would you say?
Title: Re: The Big Patch Notes Topic
Post by: Semmy on January 20, 2014, 11:58:21 AM
There will be new content.
But some bigger stuff needed to be done. This just takes time.
Don't worry some cool new things next update.
Title: Re: The Big Patch Notes Topic
Post by: Ender on January 20, 2014, 05:03:20 PM
Quote from: deadbeat88 on January 20, 2014, 11:54:23 AM
I hate it when people have to reply with rude comment just to make a point.

$30 is not a small money. imagine those who contributed even more. Im not complaining about them not releasing more content, Im just saying it be cooler IF THEY DO!

I also bought a game called Door Kickers for $15 as alpha, they always have new content every month(LIKE ALL ALPHA GAMES).

Or why not release the mod tools? surely, an "alpha" mod tool can address this issue, would you say?
you may have a point with door kickers releasing every month, but i also own the game on steam, and to tell you the truth they don't add a whole lot, sure the updates are significant but, they also have 3 developers, not one. Tynan works as hard and as much as he can, but again hes only one person and does have a life other than sitting there coding for however many hours you wish him to work.
Title: Re: The Big Patch Notes Topic
Post by: deadbeat88 on January 21, 2014, 08:51:26 AM
Quote from: Ender on January 20, 2014, 05:03:20 PM
you may have a point with door kickers releasing every month, but i also own the game on steam, and to tell you the truth they don't add a whole lot, sure the updates are significant but, they also have 3 developers, not one. Tynan works as hard and as much as he can, but again hes only one person and does have a life other than sitting there coding for however many hours you wish him to work.

True. but can we vote for the release of version 324? that thing had many updates, it could probably change some things in the gameplay... that is if the save files are compatible with new versions now.

I'll just wait till they release new content. in the meantime, i'll finish that door kickers.
Title: Re: The Big Patch Notes Topic
Post by: Smokey the Bear on January 21, 2014, 10:05:59 AM
Quote from: Galileus on January 19, 2014, 04:32:17 PM
How much value can one expect from a 20$ title anyway? ^^' It's a one trip to cinema, and I'm pretty sure no one complains to cinemas their movies would last more than a month if they added 5 more minutes to them every two weeks :P

To be fair, I've clocked over 310 hours into Rust which was $20 and over 500 hours into LFD2 which even though it was a $60 title once, was $5. I could keep making this list bigger but I think my point was made; the price of a game should in no way determine it's actual value to a gamer, and how many hours of gameplay they'll get from it. In another year this game will more than likely offer countless hours of gameplay and people like the guy you were responding to should understand that a month for an initial public build of an Alpha game, is pretty damn good.

It's especially good that he never has to pay again, and in another year when the game is that much more fleshed out he can come back and play it for several months.

For the record I think I've complained after every movie I've went to the theaters to see, because it was so expensive and no movie has been worth it in years.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 21, 2014, 12:44:25 PM
Comparing multi-player titles to a single player title in terms of length or replayability is just a no-no. Never do that ;) Also, different genres and types of games can vary in length. I would expect longer gameplay from a RTS than from spectacle fighter for example - simply because of the way they handle.

Also, soaked more than 1k hours into Tribes and never paid a buck for it :P

And I disagree as to counting hours into bucks. Of course it's not a 1:1 relation, where you say how much the game should cost in correlation how long you play it - but some 60$ titles round up to 4h of uninspired and bland gameplay, and this IMHO is a great deal for concern. Especially if you can get 20$ titles that will give you 4h of extremely fun game or 60$ ones with a lot of replayability on top of long core game. The relation is not important above the minimum buck/hour you're willing to pay - but that is important. After all, we don't have unlimited resources, and thus there will be downtime between games we can play or want to play. In this case it's often better idea to get slightly worse, but much longer game than to blow it on extra-short experience that will leave you empty-handed one day after the purchase.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on January 22, 2014, 03:27:57 AM
Patch notes updated.

Public release coming closer and closer.
Title: Re: The Big Patch Notes Topic
Post by: Vilusia on January 23, 2014, 12:57:25 AM
Omgggg Im so excited. Been waiting for this for a while. Looks like it will be well worth the wait!
Title: Re: The Big Patch Notes Topic
Post by: Jones-250 on January 23, 2014, 04:46:34 AM
I would be crawling out of my trousers in excitement at this point, if that would not be such an silly and profanum vulgus thing to do.  ;D No, I´ll take that back any time now. I will crawl out of my trousers, against my will... In excitement, that is.  :)
Title: Re: The Big Patch Notes Topic
Post by: AcDie on January 23, 2014, 05:01:14 AM
Quote from: Semmy on January 22, 2014, 03:27:57 AMPublic release coming closer and closer.
Do not feed the animals!  ;D
Title: Re: The Big Patch Notes Topic
Post by: TokyoDan on January 23, 2014, 06:41:37 AM
Where can we get the latest version?
Title: Re: The Big Patch Notes Topic
Post by: AcDie on January 23, 2014, 07:37:08 AM
Quote from: TokyoDan on January 23, 2014, 06:41:37 AM
Where can we get the latest version?
Link in mail by "SendOwl Downloads"
Title: Re: The Big Patch Notes Topic
Post by: Semmy on January 23, 2014, 09:33:52 AM
Latest version is .254b

new version will be here within 2 weeks. If everything goed as plannes
Title: Re: The Big Patch Notes Topic
Post by: Smokey the Bear on January 24, 2014, 01:33:47 AM
Quote from: Galileus on January 21, 2014, 12:44:25 PM
Comparing multi-player titles to a single player title in terms of length or replayability is just a no-no. Never do that ;) Also, different genres and types of games can vary in length. I would expect longer gameplay from a RTS than from spectacle fighter for example - simply because of the way they handle.

Also, soaked more than 1k hours into Tribes and never paid a buck for it :P

And I disagree as to counting hours into bucks. Of course it's not a 1:1 relation, where you say how much the game should cost in correlation how long you play it - but some 60$ titles round up to 4h of uninspired and bland gameplay, and this IMHO is a great deal for concern. Especially if you can get 20$ titles that will give you 4h of extremely fun game or 60$ ones with a lot of replayability on top of long core game. The relation is not important above the minimum buck/hour you're willing to pay - but that is important. After all, we don't have unlimited resources, and thus there will be downtime between games we can play or want to play. In this case it's often better idea to get slightly worse, but much longer game than to blow it on extra-short experience that will leave you empty-handed one day after the purchase.

Which further proves my point which was that the cost doesn't determine the value.
Title: Re: The Big Patch Notes Topic
Post by: Jones-250 on January 27, 2014, 01:47:39 PM
It´s out, FYI.
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 27, 2014, 01:58:13 PM
When is the next update? It's been few hours since last patch, and we got nothing. Some alphas update every 1,76 minutes! It is very much expected, that Rimworld updates at least every hour!
Title: Re: The Big Patch Notes Topic
Post by: Merry76 on January 27, 2014, 02:28:31 PM
Quote from: Galileus on January 27, 2014, 01:58:13 PM
When is the next update? It's been few hours since last patch, and we got nothing. Some alphas update every 1,76 minutes! It is very much expected, that Rimworld updates at least every hour!

MMD :)
Title: Re: The Big Patch Notes Topic
Post by: Thoughts on January 28, 2014, 12:16:43 PM
Played for several hours (like 10?) yesterday against the Alpha1 release and had a few comments:

Love the new resource management and flexible storage sites.  Particularly like that I can set priorities so that I can stockpile things like food, and then overflow to the launchpad whatever "excess" I have.

Had a few problems with Manual priorities (not sure if defaults have this, I tend to switch to manual pretty quickly):

*  In the early game, I'd fine my crew going idle, despite there being work to do.  This seemed to be a range thing.  I did check, and even though there was construction pending, nothing would happen.  Later that would occur when I ran out of metal, but doubt that was the issue (although I'll need to run again to verify that).  It might be my imagination, but it appeared they refused to doing anything north of a certain virtual latitude.

*  Random daze/leavings/berserk without warning were a pain late game.  Sometimes I could see it coming, but often not.

*  Feeding everyone was a LOT harder. This felt buggy, like me have rooms full of hydroponic tables and multiple growing zones bursting with goodness and people starving.  If I marked a bunch of outside plants for harvest they ravaged the plants and would be happy, but they were not harvesting from the tables/zones.  I could fix this by forcing cooking to be #1 and eventually balanced around that.

*  Overworked and hungry being a "Mental Break soon" event when there were plenty of beds and food seemed odd.  Fixable by removing most work assignments until they recovered.

*  Laughed when I realized I had too many potted plants.  Apparently those now require maintenance and seemed to take priority over planting food.  Each 5x6 room now gets just one in each corner instead of lining the walls with them.

*  Had several disabled colonist die in bed.  Almost like doctoring isn't working.  If they were active prisoners, they apparently got fed and recruited (I always recruit everyone - you can always use them as cleaners/haulers!)

*  Really tough time avoiding abandonment in early game.  They REALLY hate sharing a bedroom.  Ended up getting by this by building a lot of 3x3 rooms which I used as prison cells/overflow rooms later in the game.

Just my 2 cents!
Title: Re: The Big Patch Notes Topic
Post by: Tynan on January 28, 2014, 03:24:34 PM
Quote from: Thoughts on January 28, 2014, 12:16:43 PM
stuff

Useful feedback - thanks!
Title: Re: The Big Patch Notes Topic
Post by: Ravine on January 28, 2014, 04:06:33 PM
Quote from: Thoughts on January 28, 2014, 12:16:43 PM
Played for several hours (like 10?) yesterday against the Alpha1 release and had a few comments:

Love the new resource management and flexible storage sites.  Particularly like that I can set priorities so that I can stockpile things like food, and then overflow to the launchpad whatever "excess" I have.

Had a few problems with Manual priorities (not sure if defaults have this, I tend to switch to manual pretty quickly):

*  In the early game, I'd fine my crew going idle, despite there being work to do.  This seemed to be a range thing.  I did check, and even though there was construction pending, nothing would happen.  Later that would occur when I ran out of metal, but doubt that was the issue (although I'll need to run again to verify that).  It might be my imagination, but it appeared they refused to doing anything north of a certain virtual latitude.

*  Random daze/leavings/berserk without warning were a pain late game.  Sometimes I could see it coming, but often not.
*  Overworked and hungry being a "Mental Break soon" event when there were plenty of beds and food seemed odd.  Fixable by removing most work assignments until they recovered.
*  Really tough time avoiding abandonment in early game.  They REALLY hate sharing a bedroom.  Ended up getting by this by building a lot of 3x3 rooms which I used as prison cells/overflow rooms later in the game.

I double that. It's actually quite harder than before to not lose one or two early in game. And the alerts are a little bit too late. This has to be related to the "i'm leaving!" "no i arrest you" "NO IMMA RAMPAGE" gameplay bug raised by an alpha tester.

Quote
*  Feeding everyone was a LOT harder. This felt buggy, like me have rooms full of hydroponic tables and multiple growing zones bursting with goodness and people starving.  If I marked a bunch of outside plants for harvest they ravaged the plants and would be happy, but they were not harvesting from the tables/zones.  I could fix this by forcing cooking to be #1 and eventually balanced around that.
*  Laughed when I realized I had too many potted plants.  Apparently those now require maintenance and seemed to take priority over planting food.  Each 5x6 room now gets just one in each corner instead of lining the walls with them.

I ended up setting everyone as a Cook. Sub optimal, but avoid having random guys eating raw because the hopper is empty.

QuoteJust my 2 cents!

Have mine. 4 cents already, who's in ?
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 28, 2014, 04:19:50 PM
Resource numbers in upper-left corner change font size when you select something ^^'

Had something more. I could swear I had something more!
Title: Re: The Big Patch Notes Topic
Post by: Ender on January 28, 2014, 09:13:30 PM
Quote from: Galileus on January 28, 2014, 04:19:50 PM
Resource numbers in upper-left corner change font size when you select something ^^'

Had something more. I could swear I had something more!

i've also seen that font thing, and the colonists not eating raw food form hoppers, had a couple colonists almost die because the only food i had was in hoppers behind my nutrient paste dispensers and had no raw food left other than what was in the hoppers during an solar flare
Title: Re: The Big Patch Notes Topic
Post by: Galileus on January 29, 2014, 01:23:56 AM
Couldnt you simply lower the priority of the hoppers for time being?
Title: Re: The Big Patch Notes Topic
Post by: Semmy on January 29, 2014, 01:57:48 AM
(http://puu.sh/6C4VJ.jpg)

(-:
Title: Re: The Big Patch Notes Topic
Post by: Jones-250 on January 29, 2014, 09:20:51 AM
Quote from: Semmy on January 29, 2014, 01:57:48 AM
[img]-snip-
POSRIUYGVFFAÃ,,? What?! Storage zones, planting and what seems to be raspberry bushes. What is this dark sorcery?
Title: Re: The Big Patch Notes Topic
Post by: Xanting on January 30, 2014, 03:19:55 AM
oh man if those bushes are as blight resistant as the agave and wild berry bushes that would make a much less time intensive way to grow reliable crops.
Title: Re: The Big Patch Notes Topic
Post by: BattleFate on January 31, 2014, 04:18:19 PM
More Semmy, more...

Looks like the areas now apply to growing too? With it applying to growing different produce. The question is, will the different plants produce different foods? (one potatoes and the other raspberries), or everything will produce potatoes for now? Also, will the plants have different characteristics? Potatoes grow slower but produce 6 food, and raspberries grow faster but only produce 4...

Maybe I'm just way off altogether.
Title: Re: The Big Patch Notes Topic
Post by: Tynan on February 01, 2014, 09:47:49 AM
Quote from: BattleFate on January 31, 2014, 04:18:19 PM
More Semmy, more...

Looks like the areas now apply to growing too? With it applying to growing different produce. The question is, will the different plants produce different foods? (one potatoes and the other raspberries), or everything will produce potatoes for now? Also, will the plants have different characteristics? Potatoes grow slower but produce 6 food, and raspberries grow faster but only produce 4...

Maybe I'm just way off altogether.

Yeah, the idea is different plants will produce different foods.

I'm gearing up the game to accept many more kinds of objects. All this will be very easy to mod as well.
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on February 01, 2014, 11:23:57 AM
Quote from: Tynan on February 01, 2014, 09:47:49 AM
Quote from: BattleFate on January 31, 2014, 04:18:19 PM
More Semmy, more...

Looks like the areas now apply to growing too? With it applying to growing different produce. The question is, will the different plants produce different foods? (one potatoes and the other raspberries), or everything will produce potatoes for now? Also, will the plants have different characteristics? Potatoes grow slower but produce 6 food, and raspberries grow faster but only produce 4...

Maybe I'm just way off altogether.

Yeah, the idea is different plants will produce different foods.

I'm gearing up the game to accept many more kinds of objects. All this will be very easy to mod as well.

yay but winn thay going to be added I wood love my stuff to build
Title: Re: The Big Patch Notes Topic
Post by: kin on February 02, 2014, 04:18:06 AM
Been playing the new version since release and although I still love the game, it does seem a bit off now, since 334 my guys keep changing priorities mid-job and wandering off to start working elsewhere in the colony. The constant hand holding/ micro-managing is really putting me off playing till the next patch.
And whats with the new construction thingy of having to haul materials to the site? I understand the reasoning behind it, but one of my guys just fetched enough mats to build a turret then had to come all the way back to my stockpile to fetch a teeny bit more to finish the job.
Love the game so far, but like I said, I might put off playing for a while.
Title: Re: The Big Patch Notes Topic
Post by: Vastin on February 02, 2014, 12:43:42 PM
One thing regarding food - the current output/labor time of the basic outdoor fields is very poor. Even if you have a lot of fields that can theoretically grow plentiful quantities of food, your colonists will have trouble feeding themselves simply because the picking volume and transport time tends to be so bad with these fields. Your colonists will end up blowing huge amounts of time transporting potatoes 3-5 at a time to the hoppers, because they pick them in such small quantities.

Really at the start of the game, your colony productivity is totally reliant on those initial food drops - they are far, far more efficient than trying to grow food outdoors. If you stick to an efficient plan, you can generally get a hydroponics garden up and running by day 5 or so, which allows you to skip *ever* planting outdoors fields and hugely speeds up colony development.

If you ever reach the point where you are wholly reliant on outdoor fields, and have no food drops left and no hydroponic operation up, you could easily end up using something like 50-80% of your labor time just feeding your colony, and your progress is going to slow to a crawl.
Title: Re: The Big Patch Notes Topic
Post by: dd0029 on February 02, 2014, 01:43:48 PM
I saw a SS with a possible work around for that and I decided to try it. Enclose your outdoor fields and attach them to your base. Use sun lamps and plan your base design for efficient pathing. Planting has to start right from the beginning though to give things time to start growning. Blights can be even more problematic though because they grow so much more slowly than hydroponic farms.
Title: Re: The Big Patch Notes Topic
Post by: Untrustedlife on February 02, 2014, 02:21:52 PM
Quote from: kin on February 02, 2014, 04:18:06 AM
Been playing the new version since release and although I still love the game, it does seem a bit off now, since 334 my guys keep changing priorities mid-job and wandering off to start working elsewhere in the colony. The constant hand holding/ micro-managing is really putting me off playing till the next patch.
And whats with the new construction thingy of having to haul materials to the site? I understand the reasoning behind it, but one of my guys just fetched enough mats to build a turret then had to come all the way back to my stockpile to fetch a teeny bit more to finish the job.
Love the game so far, but like I said, I might put off playing for a while.
It only feels off because you are not used to it.
Ever played dwarf fortress?

I love the new system.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on February 02, 2014, 03:31:59 PM
you asked for more here is more.

(http://puu.sh/6GuGD.jpg)
Title: Re: The Big Patch Notes Topic
Post by: Stickle on February 05, 2014, 06:44:51 PM
When did this become unstickied? Most inconvenient! I'm too lazy to bookmark the google doc so I check this thread every day!
Title: Re: The Big Patch Notes Topic
Post by: Semmy on February 05, 2014, 08:25:52 PM
Quote from: Stickle on February 05, 2014, 06:44:51 PM
When did this become unstickied? Most inconvenient! I'm too lazy to bookmark the google doc so I check this thread every day!

This is tynan's doing (-;
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on February 05, 2014, 08:35:13 PM
Quote from: Semmy on February 05, 2014, 08:25:52 PM
Quote from: Stickle on February 05, 2014, 06:44:51 PM
When did this become unstickied? Most inconvenient! I'm too lazy to bookmark the google doc so I check this thread every day!

This is tynan's doing (-;
then tell him to fix it lol I am the same to lazy to hunt for it
Title: Re: The Big Patch Notes Topic
Post by: Semmy on February 05, 2014, 09:43:03 PM
Quote from: bigwolf2101 on February 05, 2014, 08:35:13 PM
Quote from: Semmy on February 05, 2014, 08:25:52 PM
Quote from: Stickle on February 05, 2014, 06:44:51 PM
When did this become unstickied? Most inconvenient! I'm too lazy to bookmark the google doc so I check this thread every day!

I could sticky it. But tynan wanted a little less cluttered top part of this board. And i can totally understand that.
I will discuss it with him if i dont forget it (-:

This is tynan's doing (-;
then tell him to fix it lol I am the same to lazy to hunt for it
Title: Re: The Big Patch Notes Topic
Post by: Galileus on February 05, 2014, 09:52:12 PM
Well, to be fair, whenever any big update comes this topic will get digged out and bump'd to high heaven instantly ;)
Title: Re: The Big Patch Notes Topic
Post by: kin on February 05, 2014, 10:36:58 PM
Didn't mean to seem as if complaining with last post, just stating what I have found since this patch that needs attention (in my opinion).
I have continued to play through and have got to grips with the new system, but quite a few features don't really work as is.

The idea of the launch-pads is ok but needs refining, would you really have masses of valuable bartering materials just lying about outside your main building for one?.

Having to fetch materials to build something is ok, but surely the materials could be considered to have been delivered to site?, and in an amount that would finish the job in one go.

And I can't remember the job allocation system being as screwy as it is now.
Example 1: a fire breaks out - my guys go to fight it, and do a kind of tag team affair across the length of my base trying to put it out.
Example 2: I want to build a series of demo caps on the run-in to my base and get a keystone cops effect among my colonists where one runs up with 1xmetal in his hands, drops it off then buggers off for another to run in with 29x drop that off and scarper, then finally a 3rd guy drops off the rest and starts building, only to realise he forgot to repair that conduit in the mess hall and buggers off too.

I try to redirect him, but it turns out now that actually "Rosco" is the lucky gal who gets to finish off this one, and shes all the way over the other side of the base, so I find her, redirect her to do something else and go back to Vlad and ask him nicely if he wouldn't mind finishing the job before the raiders get here.

All in all, I absolutely love this game and big thanks to Tynan for bringing into the world, but I am worried that there maybe too much micro-management involved in the final product, isn't that one of the things that ruined the MOO series?

Title: Re: The Big Patch Notes Topic
Post by: thestalkinghead on February 05, 2014, 11:17:56 PM
Quote from: kin on February 05, 2014, 10:36:58 PM
Didn't mean to seem as if complaining with last post, just stating what I have found since this patch that needs attention (in my opinion).
I have continued to play through and have got to grips with the new system, but quite a few features don't really work as is.

The idea of the launch-pads is ok but needs refining, would you really have masses of valuable bartering materials just lying about outside your main building for one?.

Having to fetch materials to build something is ok, but surely the materials could be considered to have been delivered to site?, and in an amount that would finish the job in one go.

And I can't remember the job allocation system being as screwy as it is now.
Example 1: a fire breaks out - my guys go to fight it, and do a kind of tag team affair across the length of my base trying to put it out.
Example 2: I want to build a series of demo caps on the run-in to my base and get a keystone cops effect among my colonists where one runs up with 1xmetal in his hands, drops it off then buggers off for another to run in with 29x drop that off and scarper, then finally a 3rd guy drops off the rest and starts building, only to realise he forgot to repair that conduit in the mess hall and buggers off too.

I try to redirect him, but it turns out now that actually "Rosco" is the lucky gal who gets to finish off this one, and shes all the way over the other side of the base, so I find her, redirect her to do something else and go back to Vlad and ask him nicely if he wouldn't mind finishing the job before the raiders get here.

All in all, I absolutely love this game and big thanks to Tynan for bringing into the world, but I am worried that there maybe too much micro-management involved in the final product, isn't that one of the things that ruined the MOO series?

yeah i know what you mean about the fires, there should definitely be a more efficient way of putting out fires than making someone on the other side of the base put out a spreading fire when the guy right next to it has just put out a fire, also a way to override who is currently ordered to do a task would be good, because now if i want to personally order a guy to do a task (like putting out a fire) i have to manually order the person that was already going to do it to do something else or recruit them before i get the guy to do the task
Title: Re: The Big Patch Notes Topic
Post by: t3mainframe on February 07, 2014, 02:24:32 PM
QuoteHoppers default to not accepting human meat.
QuoteAI: Started the reaction/butchery/cooking system.

I'm sooooo looking forward to the next update.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on February 12, 2014, 10:20:23 AM
Well some more news. I hope you guys like it.


(http://puu.sh/6SmV0.jpg)
Title: Re: The Big Patch Notes Topic
Post by: Untrustedlife on February 12, 2014, 11:24:47 AM
This is lookin great, I am excited.
Title: Re: The Big Patch Notes Topic
Post by: thestalkinghead on February 12, 2014, 12:28:22 PM
awesome, looks like the muffalow are going to get hunted to near extinction, because history teaches me nothing
Title: Re: The Big Patch Notes Topic
Post by: Tynan on February 12, 2014, 01:01:59 PM
Quote from: thestalkinghead on February 12, 2014, 12:28:22 PM
awesome, looks like the muffalow are going to get hunted to near extinction, because history teaches me nothing

Don't worry, there are always more of them!

But yes, it'll be a lot harder to starve. Even if you run out of animals and crops, you can always disinter some raiders :D
Title: Re: The Big Patch Notes Topic
Post by: Ender on February 13, 2014, 05:15:43 PM
Awwww ya! time for colony of vegetarian colonists with the once in a while victory feast on raiders.
Title: Re: The Big Patch Notes Topic
Post by: ShootyFace on February 15, 2014, 01:23:42 PM
Quote from: Ender on February 13, 2014, 05:15:43 PM
Awwww ya! time for colony of vegetarian colonists with the once in a while victory feast on raiders.

My girlfriend thinks I'm a sick puppy for wishing I could put raider bodies in hoppers to make raider stew. She's going to be absolutely appalled that something akin to that is in the works.

For this, I applaud you, Tynan.
Title: Re: The Big Patch Notes Topic
Post by: Ender on February 15, 2014, 05:20:45 PM
Quote from: ShootyFace on February 15, 2014, 01:23:42 PM
Quote from: Ender on February 13, 2014, 05:15:43 PM
Awwww ya! time for colony of vegetarian colonists with the once in a while victory feast on raiders.

My girlfriend thinks I'm a sick puppy for wishing I could put raider bodies in hoppers to make raider stew. She's going to be absolutely appalled that something akin to that is in the works.

For this, I applaud you, Tynan.
I second that! Mine was horrified when she walked into the room to hear me maniacally laughing as the mines exploded killing three quarters of the raiders.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on February 15, 2014, 05:30:12 PM
Quote from: Ender on February 15, 2014, 05:20:45 PM
Quote from: ShootyFace on February 15, 2014, 01:23:42 PM
Quote from: Ender on February 13, 2014, 05:15:43 PM
Awwww ya! time for colony of vegetarian colonists with the once in a while victory feast on raiders.

My girlfriend thinks I'm a sick puppy for wishing I could put raider bodies in hoppers to make raider stew. She's going to be absolutely appalled that something akin to that is in the works.

For this, I applaud you, Tynan.
I second that! Mine was horrified when she walked into the room to hear me maniacally laughing as the mines exploded killing three quarters of the raiders.

You guys will be so happy in a couple of updates.
I have heard tynan mentioned this (-;
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on February 21, 2014, 06:49:35 PM
so I saw in the patch notes that a/b thing so is there a new release?
Title: Re: The Big Patch Notes Topic
Post by: Tynan on February 21, 2014, 08:37:42 PM
What's up there now is 360c, the latest.
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on February 21, 2014, 08:39:14 PM
so is this live so we can download it?
Title: Re: The Big Patch Notes Topic
Post by: Tynan on February 21, 2014, 08:47:25 PM
Yeah... it's there for testing.
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on February 21, 2014, 08:47:59 PM
ok ty
Title: Re: The Big Patch Notes Topic
Post by: thestalkinghead on February 21, 2014, 09:31:26 PM
Quote from: Tynan on February 21, 2014, 08:47:25 PM
Yeah... it's there for testing.

but not for everyone, right?

because i can still only get 334
Title: Re: The Big Patch Notes Topic
Post by: palandus on February 21, 2014, 09:46:20 PM
Testing means testers can only use for internal testing. When the Public Alpha is released Tynan will almost surely make a post on the main page for www.ludeon.com as well as on the forums. He is quite good at making sure to do that. When it is released everyone will know about it!
Title: Re: The Big Patch Notes Topic
Post by: Hieronymous Alloy on February 22, 2014, 01:00:31 PM
I am simultaneously very excited to play the upcoming version and annoyed that I can't play it yet >_<. Such is life in the space-future.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on February 25, 2014, 12:57:02 PM
In anticipation of a new build i updated the start post.
Title: Re: The Big Patch Notes Topic
Post by: Semmy on February 26, 2014, 11:11:40 AM
Updated to release version
Title: Re: The Big Patch Notes Topic
Post by: dd0029 on March 04, 2014, 09:36:36 AM
I like the look of this:

Quote
March 3
Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.

Power for the farms should make it less of a no brainer and more of a decision.

Are accele-potatoes a thing of the past now? If not, that would make for a great trade good item in the future if possible.

While superceeded by a note the next day, this was entertaining none the less.

Quote
Started automatic hunting. So far, colonists can go kick animals to death. Doesn’t work so well for boomrats.
Title: Re: The Big Patch Notes Topic
Post by: ShadowTani on March 04, 2014, 03:09:06 PM
QuotePawns now try to eat nice meals when they have the choice over nutrient meals.
This will be wonderful, but would also have liked to see the colonists avoid using the prison nutrient dispenser if they have an alternative.. It kinda ruins the plan of feeding the prisoners questionable meat pieces if the colonists eagerly seek it out too.
Title: Re: The Big Patch Notes Topic
Post by: Chaplain on March 09, 2014, 07:06:25 PM
QuoteMarch 8

    Restricted hairdos by faction. No more pirates or tribals in pigtails.
    Completed 28th revolution around the sun.

I see what you did there...
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on March 17, 2014, 12:31:39 PM
Quote from: Chaplain on March 09, 2014, 07:06:25 PM
QuoteMarch 8

    Restricted hairdos by faction. No more pirates or tribals in pigtails.
    Completed 28th revolution around the sun.

I see what you did there...
so  we could get a pirates faction of rapid pigtails?  :P
Title: Re: The Big Patch Notes Topic
Post by: Ender on March 17, 2014, 10:37:09 PM
so, that whole "Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together." so does this mean people we select at once (multiple people in one selection) will, when given directions to move will stay together?
Title: Re: The Big Patch Notes Topic
Post by: Tynan on March 17, 2014, 10:53:32 PM
Quote from: Ender on March 17, 2014, 10:37:09 PM
so, that whole "Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together." so does this mean people we select at once (multiple people in one selection) will, when given directions to move will stay together?

No, it's only an AI thing for NPCs.
Title: Re: The Big Patch Notes Topic
Post by: StorymasterQ on March 18, 2014, 12:02:17 AM
Quote from: Tynan on March 17, 2014, 10:53:32 PM
Quote from: Ender on March 17, 2014, 10:37:09 PM
so, that whole "Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together." so does this mean people we select at once (multiple people in one selection) will, when given directions to move will stay together?
I think I get it. It's for when a group of travelers spawn, one of them can be designated as the Leader. He then can have his path calculated and the rest can just follow him.
No, it's only an AI thing for NPCs.
Title: Re: The Big Patch Notes Topic
Post by: Ender on March 18, 2014, 11:10:41 PM
Quote from: Tynan on March 17, 2014, 10:53:32 PM
Quote from: Ender on March 17, 2014, 10:37:09 PM
so, that whole "Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together." so does this mean people we select at once (multiple people in one selection) will, when given directions to move will stay together?

No, it's only an AI thing for NPCs.
Alright cool, that feature WOULD be nice though... HINT HINT ;P
Title: Re: The Big Patch Notes Topic
Post by: TimMartland on March 22, 2014, 09:51:17 AM
No patch notes for 5 days. Could this mean an impending big addition, or even the release of alpha 3?
Title: Re: The Big Patch Notes Topic
Post by: Architect on March 22, 2014, 09:54:43 AM
Quote from: TimMartland on March 22, 2014, 09:51:17 AM
No patch notes for 5 days. Could this mean an impending big addition, or even the release of alpha 3?

Nope, means Tynans at the GDC, sorry XD Alpha release is gonna be sometime in April.
Title: Re: The Big Patch Notes Topic
Post by: Ender on March 22, 2014, 12:42:44 PM
Quote from: Architect on March 22, 2014, 09:54:43 AM
Quote from: TimMartland on March 22, 2014, 09:51:17 AM
No patch notes for 5 days. Could this mean an impending big addition, or even the release of alpha 3?

Nope, means Tynans at the GDC, sorry XD Alpha release is gonna be sometime in April.
Ah darn, i was kinda hoping for a big addition to... oh well, hopefully Tynan will come back with good ideas and new things to implement from the GDC!
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on March 27, 2014, 08:57:16 AM
● Ally forces now hang around a reasonable point near your base if there are no enemies

I love this idea that what we do good or bad might com in handy
o and wanted to keep post close to the top also heheh
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on April 07, 2014, 05:21:21 AM
has there been eny updates on the patch notes Sammy or Tynan
Title: Re: The Big Patch Notes Topic
Post by: TimMartland on April 07, 2014, 07:35:29 AM
If only Tynan had taken the KSP approach in that 'Sometime in April' meant April 1st.
Title: Re: The Big Patch Notes Topic
Post by: OpposingForces on April 07, 2014, 09:34:14 PM
Quote from: bigwolf2101 on April 07, 2014, 05:21:21 AM
has there been eny updates on the patch notes Sammy or Tynan

yep, go here: (https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub)
Title: Re: The Big Patch Notes Topic
Post by: OpposingForces on April 09, 2014, 06:04:36 PM
Oooo..... just looked at the change log. we're close to release of the next version. i'm so excited that if i was a Japanese girl i might squee! lol
Title: Re: The Big Patch Notes Topic
Post by: Ender on April 09, 2014, 06:39:16 PM
Quote from: OpposingForces on April 09, 2014, 06:04:36 PM
Oooo..... just looked at the change log. we're close to release of the next version. i'm so excited that if i was a Japanese girl i might squee! lol
I'm not Japanese, nor a woman, but im gonna do it anyway.
SQUEEEEE!!!!!
Title: Re: The Big Patch Notes Topic
Post by: FtDLulz on April 09, 2014, 06:47:20 PM
Quote from: Ender on April 09, 2014, 06:39:16 PM
Quote from: OpposingForces on April 09, 2014, 06:04:36 PM
Oooo..... just looked at the change log. we're close to release of the next version. i'm so excited that if i was a Japanese girl i might squee! lol
I'm not Japanese, nor a woman, but im gonna do it anyway.
SQUEEEEE!!!!!
SQUEEEEE!!!

Ahem.
Title: Re: The Big Patch Notes Topic
Post by: bigwolf2101 on April 13, 2014, 06:26:01 PM
ok it don't say in patchnotes but did he add a bunch of pawn names that are new?
and take out salt lol
Title: Re: The Big Patch Notes Topic
Post by: Ender on April 17, 2014, 10:08:41 PM
Quote from: bigwolf2101 on April 13, 2014, 06:26:01 PM
ok it don't say in patchnotes but did he add a bunch of pawn names that are new?
and take out salt lol

It does actually say it, "April 8, Integrated new player creative content."
Title: Re: The Big Patch Notes Topic
Post by: Tynan on April 17, 2014, 10:46:40 PM
Yep. Each month there is new content as more players buy and do the Name in Game and Backstory in Game tiers.

Salt is still there :D
Title: Re: The Big Patch Notes Topic
Post by: StorymasterQ on April 20, 2014, 08:34:06 PM
Quote from: Tynan on April 17, 2014, 10:46:40 PM
Yep. Each month there is new content as more players buy and do the Name in Game and Backstory in Game tiers.

Salt is still there :D

I think, since there are more new content every month, Salt is still there, but diluted. *BA DUM TISH*
Title: Re: The Big Patch Notes Topic
Post by: Rex705 on April 20, 2014, 08:39:05 PM
I have never seen the name I entered in game :(
Title: Re: The Big Patch Notes Topic
Post by: FtDLulz on April 20, 2014, 08:43:48 PM
Quote from: Rex705 on April 20, 2014, 08:39:05 PM
I have never seen the name I entered in game :(
In the options menu, you can enter your character name and it will have a higher chance of appearing.
Title: Re: The Big Patch Notes Topic
Post by: dd0029 on April 21, 2014, 02:14:13 PM
Quote from: 4/21 Patch note
Tuning: Healing is slower. More time between raids. Effective farming now takes more space (reduce turtling).

Specifically, the effective farming note. Please don't tell me my 11x11 field is no longer good forever.
Title: Re: The Big Patch Notes Topic
Post by: Tynan on April 21, 2014, 02:17:25 PM
Your 11x11 field is no longer good forever. :D
Title: Re: The Big Patch Notes Topic
Post by: dd0029 on April 21, 2014, 02:34:28 PM
Are we going to have to crop rotate?

Are we going to reliably get more arable land?

Actually, could we get a map gen slider or something? Or maybe some checkboxes? Something along the lines of, moutain wall yes/no, desert yes/no, hills/valleys yes/no, etc.?
Title: Re: The Big Patch Notes Topic
Post by: porcupine on April 21, 2014, 02:40:52 PM
Quote from: dd0029 on April 21, 2014, 02:34:28 PM
Are we going to have to crop rotate?

Are we going to reliably get more arable land?

Actually, could we get a map gen slider or something? Or maybe some checkboxes? Something along the lines of, moutain wall yes/no, desert yes/no, hills/valleys yes/no, etc.?

Checkboxes rated well with our focus groups!
Title: Re: The Big Patch Notes Topic
Post by: Tynan on April 21, 2014, 02:43:25 PM
No crop rotations.

Arable land amount will depend on the map gen algorithm.

My hope is: Mapgen will get more variation but it will be based on choosing a landing site on an overworld map, not moving sliders. But no major expansion is planned here soon. Mapgen is not hard to mod though.
Title: Re: The Big Patch Notes Topic
Post by: TimMartland on April 21, 2014, 03:06:02 PM
Any estimates about what version the field guns / artillery are planned for? I think it would be awesome to have a line of 2-3 WW2 style flak guns or long ranged artillery to shoot down or shoot up raiders.
Title: Re: The Big Patch Notes Topic
Post by: renwold on April 21, 2014, 04:15:55 PM
Quote from: Tynan on April 21, 2014, 02:43:25 PM
Mapgen will get more variation but it will be based on choosing a landing site on an overworld map, not moving sliders.

Kind of like a terrestrial version of the Spacebase DF-9 star chart? (I'm making an assumption that you've played every game in remotely the same genre lol)
Title: Re: The Big Patch Notes Topic
Post by: Architect on April 21, 2014, 04:42:49 PM
Quote from: renwold on April 21, 2014, 04:15:55 PM
Quote from: Tynan on April 21, 2014, 02:43:25 PM
Mapgen will get more variation but it will be based on choosing a landing site on an overworld map, not moving sliders.

Kind of like a terrestrial version of the Spacebase DF-9 star chart? (I'm making an assumption that you've played every game in remotely the same genre lol)

That's what I'm thinking when he says it...
Title: Re: The Big Patch Notes Topic
Post by: Tynan on April 21, 2014, 05:58:43 PM
More like Dwarf Fortress I hope. But that's way off.

No idea about artillery specifics.

Really, in general, it's pointless to ask me about the future. I don't know until I've finished iterating on it.
Title: Re: The Big Patch Notes Topic
Post by: dd0029 on April 22, 2014, 09:19:07 AM
Quote from: 4/21 Patch note
Tuning: Healing is slower. More time between raids. Effective farming now takes more space (reduce turtling).

Stupid game, stuck in my head.  ;D

I was thinking a lot about this last night, specifically that the goal of the note is to reduce turtling. While I'm not averse to adding complexity to the farming game, it's pretty much "set it and forget it" at the moment and that's not terribly compelling, I don't know that this is the place to hang the turtling hat.

Current turtling behavior is a result of current game incentives. All of the events at the moment are actively trying to destroy your colony and colonists. The only available proactive response at the moment to those events is to turtle up. Doing anything else "risks" "losing".

I think if we had other options, turtling wouldn't necessarily be the default action. I was thinking, maybe offer the option to buy off raiders with money, resources or even, in a last ditch option, colonists/prisoners. That option might open up alternative game play choices. Early on you can decide, fort up or be the trading outpost.
Title: Re: The Big Patch Notes Topic
Post by: TimMartland on April 27, 2014, 01:34:06 PM
Quote from: Tynan on April 21, 2014, 05:58:43 PM

-somethingsomethingsomething-...artillery...-somethingsomething-


Woot!
http://i.imgur.com/6IjYKvr.gif
Title: Re: The Big Patch Notes Topic
Post by: Architect on April 28, 2014, 01:22:34 PM
"Reorganized designation categories. Added production, decoration, power, misc. Deleted buildings."

Balls, now I need to reorganise my categories for BetterPower XD
Title: Re: The Big Patch Notes Topic
Post by: Tynan on April 28, 2014, 01:23:08 PM
Quote from: Architect on April 28, 2014, 01:22:34 PM
"Reorganized designation categories. Added production, decoration, power, misc. Deleted buildings."

Balls, now I need to reorganise my categories for BetterPower XD

It doesn't take long at all. If you want you can also add your own categories.
Title: Re: The Big Patch Notes Topic
Post by: Architect on April 28, 2014, 01:28:54 PM
Quote from: Tynan on April 28, 2014, 01:23:08 PM
Quote from: Architect on April 28, 2014, 01:22:34 PM
"Reorganized designation categories. Added production, decoration, power, misc. Deleted buildings."

Balls, now I need to reorganise my categories for BetterPower XD

It doesn't take long at all. If you want you can also add your own categories.

I was joking XD more remarking at the mess which my XML stuff is in currently :P Though adding new categoires sounds very cool indeed...
Title: Re: The Big Patch Notes Topic
Post by: ousire on May 02, 2014, 08:27:55 PM
Quote from: Tynan on April 28, 2014, 01:23:08 PM
Quote from: Architect on April 28, 2014, 01:22:34 PM
"Reorganized designation categories. Added production, decoration, power, misc. Deleted buildings."

Balls, now I need to reorganise my categories for BetterPower XD

It doesn't take long at all. If you want you can also add your own categories.

So does this mean that a mod could make a category just for it's own items? When you have a lot of mods that add in stuff to build (e-furniture, clutter, etc) the lists get really full! I'd love if I could have a category for just modded items to help keep things more organized
Title: Re: The Big Patch Notes Topic
Post by: Headshotkill on May 09, 2014, 02:50:38 PM
Looks like the game will now calculate raider attacks based of the colonie's wealth and it's strenth as a secondary parameter, this sounds awefully dwarf fortress-like but I love it! :D
Title: Re: The Big Patch Notes Topic
Post by: Ender on May 14, 2014, 06:50:39 AM
Quote from: Headshotkill on May 09, 2014, 02:50:38 PM
Looks like the game will now calculate raider attacks based of the colonie's wealth and it's strenth as a secondary parameter, this sounds awefully dwarf fortress-like but I love it! :D

I like it too! no matter how dwarf fortress it sounds, its the only real way of making sure you dont get simply pounded into the ground after a really bad crop harvest messup, and a attack.