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Messages - Tass237

#1
I would point out that the casual Rimworld player, (and as I would also assert, the TYPICAL Rimworld player) not only doesn't pay attention to how much wealth they are gaining as a numerical score, but many if not most of them are unaware of the fact that the game scales difficulty based on wealth. This is a good thing. If an experienced hardcore Rimworld player wants to avoid things or use certain tactics to strategically reduce wealth, that is Meta-Gaming. Complain about balance if you want, but to claim that the wealth of a thing is "prohibitive" or makes the thing a "newb-trap" is a meta-gaming idea that has lost any perspective of what the typical game-play experience looks like.  We're trying to help Tynan and the other devs make this game better for all players. Make balance suggestions if you think a thing should have a lower cost for legitimate gameplay balance reasons ACROSS ALL PLAYSTYLES, but if it just makes your specific scenario worse, please just mod it to your preference and don't complain here.

Quote from: RawCode on August 21, 2018, 11:49:30 AM
there are separate debuffs for harvesting organs and for killing prisoner by harvesting and for "innocent prisoner died".
harvesting 2x lung from random raid surviror to heal astma result in -20 for week that kinda absurd penalty if you take in account price of lungs for trade - just 300.
Seems reasonable. Easy to avoid terrible penalty by simply not having your colonists be terrible people.
#2
Quote from: Tynan on August 18, 2018, 10:13:12 AM
Also, I'm looking for feedback on the cost of the ship. It's much less than B18, but how is it? Does it feel like it takes too long to build, too short, or okay?

I'm in the middle of building the ship in my playthrough right now. Cass Rough, Boreal Flat, ~450 days, ~13 hours in last 2 days, No Mods. Self-Imposed Commitment mode.

I have found it to be reasonable in terms of the raw resources. I can't gain any of the requirements too quickly, but my bottleneck is consistently the Advanced Components. I have 2 high-level crafters, and 1 low-level crafter, and it takes me a lot of time to build up all of the Advanced Components necessary, while also maintaining the colony's needs. I reliably have all the steel, uranium, and plasteel I need sitting around for a quadrum before I can get enough adv. Components for the next part. I'm buying all the ones I can, but I also keep needing to use them for bionics, anytime a limb or eye gets lost. It would help if the structure beams didn't need adv. components, and the cryptosleep caskets didn't need quite as many each.

I also wish that deep drilling for stone chunks didn't take as long as it does. Seeing as how it isn't looking for special resources, and unlike other mined resources, the chunks will still need additional processing to be usable, it would be nice if stone chunks mined up faster through the deep drill.

While I am not using any mods, for purposes of better testing, and 0.19 has eliminated my need for many mods, there are still 2 or 3 mods I intend to use once I am no longer playing on unstable branch. I still want to use the Cleaning Area mod, a mod to decide where traders hang out (in the middle of my largest stockpile, please!), and maybe a mod for better meal control.

I really wish there was some kind of facial reconstructive surgery I could do, to help the "disfigured" pawns with no nose. It is a kind of surgery we have in modern medicine, so I wish I could do it in Rimworld, as there is no other reliable way to fix a missing nose. I would be happy with it mandating normal medicine, rather than herbal, but it sucks that my people lose their nose so easily (9 out of 16 are missing a nose now) but there is no way to replace it.

I love the current iteration of the LRMS, and I'm mostly using it for gold and silver.
#3
Cass, Rough, Boreal, Flat, No Mods, Self-Imposed Commitment mode, ~6 hours in past 2 days.

My pawn with Resurrection Psychosis is now dead. (She got up to 57% before the end) I greatly enjoyed the experience of trying to keep her alive and in the colony for as long as possible.

Early on in her psychosis, I replaced her bionic limbs with prosthetic arms, and a peg leg, and took out her bionic eye (which I had only added because the resurrector mech serum left her blind in both eyes), because she can haul just fine while blind. This made her not really a threat too.

After a few smaller breaks, She decided to Run Wild. I marked her to tame, and kept an eye on her. The first few taming attempts failed, despite ~50% chance. Then she decided to hunt one of my colonists for food. This surprised me, as wild men (and women) are not marked as predator on the wildlife panel. Nevertheless, she wasn't a real threat, so we shot her to downed, rescued her, and patched her back up.
Once recovered enough to walk, she got out of bed, let herself out through several of my doors, then continued to be a wild person.
A few more failed taming attempts later (still all at ~50% chance, terrible RNG), she again decided to hunt a colonist. Again we downed her, rescued her, patched her up, and watched her let herself back outside. (I think the game conflates the wild animal state with the rescued friendly state to allow this)
Around this time a Heat Wave set in, and I had a Raid which injured my Handling pawn, so there were no attempts to tame her for a bit. After a while I noticed her downed with serious heat stroke, so I rescued her, and when she recovered, she decided to rejoin me rather than continue to be wild. I don't blame her, I too would self-tame for access to Air Conditioning.

Next, she decided to go Catatonic for a couple days, no big deal.

After that, she decided to Run Wild again, but this time was successfully tamed on the second try.

She had a tantrum, and decided to destroy a good plainleather armchair, so when she had beaten it about half down, I uninstalled it, hoping she would let it go. Instead, it said that since she couldn't reach the armchair (slightly wrong, as the uninstalled chair was at her feet, but not a big deal), she decided to beat up my pile of 77 Luciferium (I recently got 38 from a trade request), and I wasn't about to let that happen, so I had someone arrest her, and she submitted quietly, then I canceled the arrest before she got to the prison cell and everything was normal.

She decided to go slaughter some of my animals, so I again arrested her, to which she submitted quietly, and I again canceled the arrest before they got her to the prison cell, so everything went back to normal.

She decided to murder someone who was otherwise minding their own business watching TV, so I again arrested her, but this time she fought back and went Berserk. Because she was in my Dining/Rec room, suddenly several people were shooting her. She took a few hits before I drafted everyone with a gun and moved them out of the room, hoping the melee people would only down her with bruises. Unfortunately, I door-cheesed myself, with one of the drafted pawns turning around and shooting her in the brain through a closing door. Thus ended the life of Daza for the second, and final, time.
#4
Quote from: Norseman on August 09, 2018, 03:12:48 PM
I'm wondering if there should be some function/memory to keep room assignments to various colonists when they're out in a caravan. Currently all rooms gets unoccupied the moment they leave, and when they come back they just pick whatever gets handed out to them when they look for a bed.

It's a little nitpicky, but I find it annoying to try and remember who had what room, and continuously emptying the barracks every time a caravan returns to the base.

Counterpoint, but unless you have Greedy, Jealous, or Ascetic colonists to worry about, why do the room assignments matter?
#5
I've been playing on Cassandra Rough, Boreal Forest Flat, Self-Imposed Commitment mode, and I have played ~6 hours in the past 2 days. No Mods.

I really like Incendiary IEDs, but I'm not fond of High-Explosive IEDs. Incendiary ones don't cause much damage to surrounding stone walls, so they can be placed in strategically created locations without lots of repairs needed later. It wasn't obvious at first that IEDs only explode when stepped on, as the description and displayed radius both seem to imply that they would react to nearby traffic that doesn't step directly on them. A description change may be in order.

I like the idea of applying a ~60% butchery product penalty to animals killed by guns or explosions (or maybe a cumulative penalty for each bullet-or-explosion-caused wound on the corpse). It would encourage farm animals, and it would give a benefit to melee draft hunting, which is already more dangerous. This wouldn't require farm animals to have unreasonably higher meat, as it would just represent meat and leather that is unusable due to the physical trauma. Maybe give animals (heck, humans too) another internal organ that is tied to eating%, the intestines, and if it is damaged, you get 80-100% less meat from the corpse, as it is tainted by gut-bacteria. You could also give injuries to that organ a far higher chance to gain an infection, for the same reason.

I recently had the most devious raid (devious from a storyteller perspective) I can recall. 13 pirates crashed directly into several bedrooms, and all but 2 of them were armed with Molotov Cocktails. That, combined with the carpeting meant that the raiders themselves were doomed, but I had a hell of a time fighting the fires started in the bedrooms and nearby stockpiles. I appreciate that there is now an alert in the top left when room heat starts damaging pawns. It alerted me to have others hold open some doors to the (now roofless) sleeping quarters, and the outside.

I finally found a reason to use my resurrector serum, and I'm enjoying the interesting twists it causes. My pawn (who was my best constructor) went from dead from torso damage, to being blind in both eyes. After the long, but reasonable period of resurrection sickness, and once I had given her a bionic eye, I thought I was in the clear. It wasn't until a while later I discovered the new Brain HeDiff Resurrection Psychosis (early) at 11% and growing. I'm glad I noticed it quickly enough that I can take steps to train up her replacement. I love it, and it makes for a great story!

I'm not sure if I think this should be changed, but there is currently no way I can see to tell if a Water-mill generator will be penalized for being too close to another one. The efficiency-nerd in me wishes for more info so I can optimize the space, but the disbelief-suspender in me likes that there is no way to know without resource cost.

I like incorporating marsh/mud/ice/shallow water into my defenses/killbox, but when I play on other biomes, I wish there was a constructable floor that had BAD path cost. Not unreasonably bad, but maybe costing ~6 steel to build (barbed wire?) floor which has the same movement rate as, say, mud.

I have found the deep drill changes to be reasonable, although obviously slower than straight mining. I DO wish the device toggled itself off instead of self-forbidding when it runs out of resources though.
#6
I come bearing data from builds of yore!
Cassandra, Rough, No Mods
20/40 Boreal Forest, Flat
~ Commitment mode (self imposed, so I can make separate saves for each new build)
I have played at least 14 hours in the past 2-3 days. (although my play on build 1980 isn't represented in the data below)

First, my Graphs:
Wealth: https://i.imgur.com/ZjimjZT.png
Population: https://i.imgur.com/3Iy6QdU.png
Mood: https://i.imgur.com/lRl47Mr.png
Debug: https://i.imgur.com/thfebqc.png

I have enjoyed the new traps. I thought they were a bit expensive at 40 materials, but when they reduced to 35, I was happier. I find them helpful, but not (at least the way I use them) huge game-changers. IEDs on the other hand are huge game changers for me, especially in certain mass-raids like those chasing a new colonist. However, both traps and IEDs are only useful on certain opponents. Mechanoids mostly ignore my IEDs, Scythers zipping past them too fast to be caught in the explosion, or Centipedes tanking them to little effect. Scythers are reasonably affected by the traps though, so there is still some use there. Here is my trap setup, with traps and a few IEDs selected to highlight them:
My main killbox: https://i.imgur.com/8nDq6SL.png
Smaller alternate killbox: https://i.imgur.com/pfTl284.png

I like all the new art that I've seen, and I would throw my vote behind keeping/bringing back the new art for components. I have not yet seen any art I dislike.

I am reasonably happy with the spawn rate of trees and the availability of wood, and I have never bothered to sow trees. I did research tree sowing, but haven't needed to plant one yet. I selectively choose which trees to chop though, only targeting trees with 90% growth or higher.

I'm not very good at taking extensive notes on events throughout my gameplay, so I'm sorry I don't have a play-by-play story for my graphs. Here is an overview picture of my base:
Base Overview: https://i.imgur.com/brYyRXE.png

#7
At least as of build 1978, this is a minor issue.
Because rescued friendly pawns wait until they are fully healed, it would be nice if we could have a few "operation" options for them. I'm not interested in removing any limbs or organs, (maybe give them a peg-leg? I don't know if it allows that or not currently) mostly I would like to be able to administer drugs to them. I had some traders get into a social fight, to the point that one got downed. I rescued him, and realized that he has an addiction to smokeleaf. He dropped a few joints when he went down, so I hoped I could administer those to keep him happy until he healed up and left, but I couldn't order that. I foresee this being a lot more dangerous if he was addicted to Luciferium, instead, and I couldn't treat his addiction. Mostly, I would like to be able to administer drugs to the addicted pawns that I rescue, to keep them from going into withdrawal while healing up.
#8
In regards to Chemical Interest, Chemical Fascination, and Pyromaniac traits, and the usability thereof:

I have, in the past (pre 1.0), done three separate runs of the game, in each run, one of the above mentioned traits was forced onto all pawns by the scenario editor. Of those runs, only the Pyromaniac one was doomed from the beginning, as they cannot fight fire. I managed to make it 73 days with the pyro-colony anyway, because I started in a rainforest, and built largely out of stone, (and I gave myself the perk of starting with firefoam popper research), but eventually I got a mechanoid raid with too many incendiary centipedes to handle. In both of the chemical-colonies, I intentionally explored drugs as a profit-creating enterprise. I did find that if I dabbled in anything stronger than smokeleaf and alcohol, everything went badly, but I could manage a smokeleaf and alcohol producign colony. The trick is to A. not care that your pawns have two addictions, as long as you can keep the addictions fed, and B. alternate smokeleaf with alcohol, instead of producing both. I went with 30 days of major smokeleaf production, 30 days of major alcohol production. If you tell all the pawns to take a bunch of drugs into inventory, those drugs are not available for others to binge, while still allowing pawns to maintain addictions in the off season for that drug. I very much recommend these and similar play-throughs for experienced Rimworld players, as it forces you to learn new tactics and keeps the game interesting. I did a similar game with forced Brawler trait, and it gave me much more appreciation for melee.


In regards to NPC trader caravans and where they park:

I haven't checked out the changes from the latest build yet, but I did some thinking about where I want traders to hang out, assuming I have no intentions of exploiting them or subjecting them to harm. I think, generally speaking, I always want them to hang out in or adjacent to my main storage stockpile, both for ease of storing the goods I buy, and because it is usually a large enough area that they don't wander into bedrooms or clean rooms. It would be interesting if instead of trying to park just outside your colony, they tried to park on top of your largest stockpile, or maybe your largest stockpile that can contain stuff in which they are interested. It would make sense from a verisimilitude perspective as well, because they might logically wish to be near the stuff you might sell them, and it would help disguise the instant disappearance of items you sell to caravans. Just my two cents.


In regards to high penalty psychic drones:

I have done some testing with this (in build 1967), and found it very reasonably counter-able by sendign out a trade caravan, and having enough psychic foil helmets on hand for everyone who doesn't go. I do wish psychic foil helmets were craft-able, or that the simple helmet at least got its 10% psychic resistance back, but as they don't happen terribly often (on Cassandra Hard anyway), it isn't the unavoidable colony-crushing incident that some seem to be complaining about.
I disagree strongly with those who are saying that general game difficulty shouldn't scale with wealth, and I think that those people have never considered it from a game development standpoint before. If some items add a ton of wealth without adding enough benefit, maybe that needs balance tuning, but also, maybe it isn't reasonable to have a colony full of golden beds and artwork on a rim world. The game needs to have difficulty calibrated for the early and mid game more than the extreme late game (especially for colonies that could certainly have 'won' already if the player wanted), as the typical player (read: players with much less than 200 hours in the game) will experience the early and mid game many more times than they will experience the late game, due to colony failures.
#9
Data from play. Cassandra, Rough, Temperate Forest, Crashlanded, on builds 1964 and 1966

Wealth Graph:
https://i.imgur.com/GyS7NVX.png

Population Graph:
https://i.imgur.com/HFQBOCg.png

Mood Graph:
https://i.imgur.com/R2a2qHp.png

Debug Graph:
https://i.imgur.com/WCoo4Fp.png

That precipitous decline near the end of the adaptation graph is from a siege in which most of my pawns ended up downed. (all but 2 downed in fighting, one of those two anesthetized from surgery prior to siege)

When I loaded the game after build 1966 update, I had a prisoner from before the uupdate. That prisoner was labelled as havign Resistance -1, but it didn't seem to break anything. The recruit attempts went from ~1.5-2.2% chance before the update, to ~18-23% chance after the update. I like that it makes prisoners less variable to recruit, but also keeps them from instantly recruiting.

I like that emus are horrible, aggressive jerks. It adds flavor to the game, and since emus are solitary, not in herds, it won't ever be as dangerous as a herd of (for example) ibex going manhunter together.

Rimworld gave me a bait and switch! My starting colonists did not include a great cook, and I got an Incapacitated Refugee quest for someone with the "Chef" class, so I decided to risk it. When I got there it turned out their backstory was "Fearful Chef", and made them incapable of cooking!  Needless to say, I found this hilarious, and the pawn is now a full-time hauler-cleaner.  ;D

As a side note, I have some insight into (and feel protective towards) the concerns of more newbie/casual Rimworld players, as my wife plays Rimworld occasionally. She prefers Phoebe Base Builder (she has chosen not to play on the unstable branch), and sometimes runs into issues/confusion I would never have considered due to familiarity with the game.
#10
Quote from: NotTheMattGuy on July 17, 2018, 04:53:08 PM
You're not supposed to have a "good" start, you're supposed to have an interesting story. If you do not struggle at all, it's sort of silly. The fact that people are capable of doing Naked Brutality + Extreme + Any storyteller + Random pawn + Ice Sheet/Random start and several achieving modicums of success show that you can pull off some very interesting stuff with creativity.

This argument ignores the difference in ability between people who have hundreds of hours in Rimworld, and those who are new to it. too much "struggle" is off-putting to new players, and what the most experienced players are capable of with a little luck, has no bearing on how difficult the "standard" start of the game should be. I haven't personally played with Watermills, because I haven't played on a river map yet in 1.0, so for the specific case of watermills, gating them behind research may be fine, but your argument's generalizations are potentially toxic to new players. The game is plenty punishing enough to new players even if you give them research for solar panels and batteries on day 1.

If an experienced player thinks that the standard starting conditions are too easy or generous to create a fun experience for them, then they can create a custom scenario. That's what the custom scenario editor is there for: to customize a scenario for your enjoyment.
#11
Quote from: Eterm on July 17, 2018, 02:59:50 PM
When loading a 1966 save in 1967 all my produced textile items took around 23% damage. I had a barn full of animal nests on 77% and I suddenly didn't have any fulfilled clothing work orders despite previously an inventory full of good devilstrand gear, it was all suddenly damaged.

I know that loading cross-version is warned about being unstable but that seemed like a really *odd* side effect so I thought I would mention it here. (I won't raise a bug unless i reproduce it with a clean playthrough).

If the maximum HP of those items went up in the build change, that would cause it, as the items CURRENT hp didn't go up.

Similarly, if an item's maximum hp goes DOWN in a build change, you can find items with more current hp than their maximum.
#12
Quote from: m44v on July 13, 2018, 01:37:14 PM
How do allied caravans decide where to wait in your base? In my colony they always wait in the most awkward and inconvenient places, never near by the entrance. Like far away by the geothermal plant, or in a constrained one tile wide tunnel inside the mountain, or right into the huge insect infestation that grow very close to the colony. I think they should be smarter about it... got a free charge lance and a faction boost though.
They choose a mostly random spot "just outside your colony", as defined by your home zone. I personally agree that their spot selections leave much to be desired, but I can see the argument that it is a designed difficulty.

Quote from: m44v on July 13, 2018, 01:37:14 PM
I feel like pets reproduce too quickly, every time I see a "has given birth" message I just kill the puppies, since opportunities for sell them don't come often enough. My fridge has 11 puppy corpses and a least 6 are about to be born in a couple of days. I know I can keep only one gender, but that's a all or nothing proposition, I wish there was a neutering operation so I could tone down the rate of reproduction. That would save me some hassle and having the females almost always with movement debuffs. Also, peg legs for dogs plz.
I agree that neutering would be nice in certain situations. Such as pregnant muffalos slowing down your caravan. However, I'm pretty sure that peg legs for animals were removed because it was too easy to gain Medical experience that way. Maybe if peg legs for animals came back, but didn't give Medical experience...

Quote from: m44v on July 13, 2018, 01:37:14 PM
Opportunistic hauling seems to never kick in when I want it to, like when miners return to rest, I never saw them bring some of the ore with them.
That is probably because the target stockpile is too far from their bedroom (which is their new target location), so they don't haul as it would take them too far out of their way. Try putting a mined metals stockpile closer to the bedrooms (or freezer, if they are going for a meal instead).

Quote from: SpaceDorf on July 13, 2018, 12:37:40 PM
So moderate toxic buildup does the rotting thing to my tame muffalos which I wanted to butcher for food. .. maybe my 3 caravan guys arrive in time to relieve my people but I guess I have to leave my map for a while to avoid starving to death.
If your muffalos are wandering around unroofed areas, then yeah, their meat becomes toxic too. Try putting up a bunch of roofs over some grassy areas when the fallout first begins, then assigning your meat animals to a zone that stays under the roofs. They can eat the grass that was already there for a while, and won't be toxic when you want to butcher them.
#13
Quote from: Madman666 on July 12, 2018, 03:54:12 PM
Quote from: iamomnivore on July 12, 2018, 12:53:14 PM
Your larger, more populated, more mechanized base is making that much more noise, vibrations, and heat. Of course more and bigger hives would be attracted.

Also, I'd just like to set forth a concern about players, admittedly not playing on Extreme, trying to set the standard for and provide opinions on what it is. Let us crazy people have our pinnacle :(

Its still bs amount no matter how you look at it. Thats 400-500k wealth worth, not 175k. 70 bugs. And i ll mention once again, that it wasn't even extreme difficulty level, it was "hard". I don't play extreme masochistic levels, so feel free to make it however unfair and unbalanced you want - its there for that reason. But hard should be hard. Not crazy.
You may be ignoring the Ramp Up factor, which also can greatly affect the difficulty level of incidents. The longer you go without having any problems with incidents (such as colonist death), the higher the Ramp Up factor is.  Balancing the Ramp Up factor is probably why Tynan asked people to post pictures of the Dev Mode graph of Ramp Up from actual gameplay.
#14
Quote from: erdrik on July 09, 2018, 11:48:37 AM
Quote from: Tass237 on July 09, 2018, 11:42:08 AM
Quote from: erdrik on July 09, 2018, 11:35:20 AM
Ive always wondered why open graves didn't have a higher pathing cost, or provided cover while standing in them...
I mean they are basically very short length trenches...

Prior to 1.0, graves also provided a minor exploit where enemies (and your drafted pawns) didn't like stopping on top of graves to shoot, so building graves could be used to discourage enemies from seeking cover. That is no longer the case in 1.0 thankfully.
I dunno if graves should be an appropriate means of preventing tree growth based cover tho.
I think it is itself an exploit since normally you would have to spend resources to floor over the ground to do it, and that would result in faster moving enemies. But graves don't cost resources, and don't really take alot of time to dig.
I consider it equivalent to having a "Clear all trees and bushes" zone, but all the work is front-loaded. I do enjoy the small benefits in reduced hauling time though. Plus, as mentioned, the intimidation factor :P
#15
Quote from: erdrik on July 09, 2018, 11:35:20 AM
Quote from: Tass237 on July 09, 2018, 10:20:52 AM
Quote from: Tynan on July 09, 2018, 10:19:39 AM
Tass, why the graves?

They prevent trees/bushes from growing in the kill-corridor and providing cover.

Also... Intimidation!
Ive always wondered why open graves didn't have a higher pathing cost, or provided cover while standing in them...
I mean they are basically very short length trenches...

Prior to 1.0, graves also provided a minor exploit where enemies (and your drafted pawns) didn't like stopping on top of graves to shoot, so building graves could be used to discourage enemies from seeking cover. That is no longer the case in 1.0 thankfully.