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Messages - EdgarDruin

#1
Quote from: A RANG MA on July 26, 2018, 06:19:19 PM
Sounds like you have a smart dog. My dog eats random trash off of the floor and I have to pull it out of her mouth sometimes; who's to say dogs in Rimworld wouldn't randomly eat some luciferium that's lying around?

Other than the diet section on the stats tab for the dog?

Diet: Vegetables, raw meat, corpses, seeds, animal products, meals, processed foods, liquor (I still don't understand how they get the cap off, but ok, my bad I guess), kibble.

Nothing about drugs.
#2
Storyteller: Cassandra Classic
Difficulty: Rough
Biome: Temperate Forest
Hours played in the last 3 days: 12-15 hours

Quote from: XeoNovaDan on July 26, 2018, 01:47:24 PM
Even if you restrict your animals to a zone, they'll still occasionally consume some random thing - whether it be a meal instead of zone-microed kibble, or beer, or luciferium. The only real fixes to these problems are either to wall in your drugs completely, or not have animals in the first place.

That being said, the random eating is infrequent enough that you don't really notice it until you get over 50 or so animals.

I went back to the game this evening to take a look.  I gave up after screen capturing the addiction images last night.

Out of 7 dogs, 4 still considered puppies, 5 have either a large or massive tolerance for alcohol and one is addicted to luciferium.  6 out of 7 dogs I let run wild are now addicts.

Random eating is not infrequent, even when getting to kibble has always been an easy option for the dogs.  It's frequent and it's frustrating to find that most of your dogs are addicted to something.

I typically do set pretty strict boundaries for my dogs, but that makes using them for hauling anything and everything a little more difficult, so in the spirit of testing, I let them run loose, why set a new area for them, lets see how they do!

Clearly, it's just a newbie trap, hahaha, now all your dogs are drug addicts, you fool!  (Though for someone with over 1000 hours into this game, you'd think I'd know better ...)

As I've said before, I love the game.  The only things I'm posting in this thread now are things I find frustrating.  Things that make me turn off the game and walk away, and this was one of them.

And for this issue, I've created a nice zone using the invert zone option, making sure they can't get at the beer and can go nowhere near the drugs but can still get at everything else on the map.  No more luciferium dogs.  Doesn't mean I agree with the game's default of letting them graze on drugs in the first place ... I leave food and other items all over my house.  My shepherd wouldn't dare touch it.  She eats her food, I eat the rest. :)
#3
Storyteller: Cassandra Classic
Difficulty: Rough
Biome: Temperate Forest
Hours played in the last 3 days: 12-15 hours

Within seconds, one doggo addicted to Luciferium, the other has Cirrhosis from a massive alcohol tolerance.

https://www.dropbox.com/s/kf978e0kclvsm66/luciferium-dog.png?dl=0

https://www.dropbox.com/s/27hm7s9x227cqpp/alcoholic-dog.png?dl=0

First off, could my buddy, my favorite doggo please not take Luciferium.  As the screenshot shows, it was marked as forbidden.  Why doggo, why?

Second, if dogs are going to drink beer, could they at least do it socially like everyone else, pop the cap off and sit at the table so I know he's doing it.  There was no obvious animation / sound effect for him doing it, so until the warning that his liver was destroyed from his massive beer addiction, I had no idea it was going on ...

Yes, I could change them from unrestricted to a set zone and then I remove specific places that I store or have beer or any drugs from them so they don't come near them, but things drop all over the map from raiders and my dogs haul for me ... do I really need to police my animals so they don't consume these? :)
#4
Quote from: Sirsir on July 19, 2018, 10:59:43 AM
Chemical Interest usually doesn't addict right away, giving you time to react, and Chemical Fascination drugs can be boarded up unless you are relying on a Flake Eco. (Don't get me wrong I tend to ignore CF pawns until I get to a second base, but they aren't useless)

I posted because that specifically wasn't the case, my chem colonist went right at the addictive stuff twice in a row and was addicted first hit.  And both times, when you can least prevent it, drugs dropping from raiders before you even think to clean them up ... fight was done, toggle draft, oh, great, she's addicted.  She made a beeline for the drugs and took them ... maybe that "i want to binge" state sticks around and just waits to be fulfilled and will do so as soon as the opportunity is presented, or maybe I was incredibly unlucky.

I think what I read from Tass237 is that if I'd have kept her addicted to two other things, then maybe she wouldn't have immediately gone for the drugs that dropped.  Sort of what I suggested in my solution post, I'd never tried that, but it is certainly a bit more aggressive than I'd prefer I guess.
#5
And, one more time on the chemical and pyro stuff.  After walking away I realized I really offered no solution, so here's what I would consider a solution:

For chemical traits, you either provide them an outlet for their chemical desire or their desire for an outlet overwhelms them until they binge on anything they can get their hands on.  I never craft drugs or brew beer in my games.  I don't like the binge aspect of the chemical traits so I simply avoid it all together, however, if there were a valid reason for me to do so, I'd happily keep my chemically fascinated colonists in check by using the tools already in the game to provide a non-addictive or slightly addictive outlet rather than have the random "I'm going to binge on this incredibly addictive thing and there is nothing you can about it" behavior.

For pyro, something along the same lines.  There's a campfire, go do things over the fire.  Not getting enough of that, go burn down my buildings and shame on me for not noticing your desire to play with fire.

... and that's all I have to say about that ...
#6
Quote from: Sirinox on July 19, 2018, 09:30:52 AM
Quote from: EdgarDruin on July 19, 2018, 08:33:54 AM
Chemical interest / fascination.  Again, not a story I enjoy.  Just a 100% chance of them finding and abusing drugs after you put time and effort into including them in the colony.  In my latest game, wake-up was the drug of choice, dropped from raiders and taken before I could clean it up.  Addicted on the first hit every time.
It's strange, wake-up shouldn't be addictive on the first hit unless something changed. It should be safe to use it once in 3 days, as in B18. In one 1.0 colony I had a drug policy with 1 wake-up per 3 days for my crafters to boost them up a bit and had no issue with that. Never had anyone, chemical fascinated or not, addicted to it after one use (unlike go-juice or yayo).

My bad, it was go-juice she found both times.  Immediate addiction.

Quote from: Sirinox on July 19, 2018, 09:30:52 AM
Quote from: EdgarDruin on July 19, 2018, 08:33:54 AM
I guess while writing and editing this, I found my own answer.  Perhaps the intent is you don't get to manage these stories, you always get the bad outcome and have to deal with it.  You have no input, you can't change it, you only get to pick up the pieces.  It's a pretty negative and annoying story if that's the case.
How come no input? Arrest them, beat them, kill them.

The input you mention is only after the fact, I'm picking up the pieces of a what I consider a very negative story that I had no way to prevent.  To me, it's a bunch of small failures that pretty much make me want to throw up my hands and never finish a game. 

I consider it a failure when a colonists get addicted and an incredibly frustrating failure because there was virtually nothing I could do to prevent it other than reload and clean up the drugs before she had a chance to get at them.  And I play on commitment most often now, so that's not really an option.

You only get to pick up the pieces of failure with these traits.  You have no way to prevent it from happening in the first place.  Pyro *will* start fires.  Chemical *will* find drugs.  They will rush across the map right after a raid and pick up dropped drugs to make it happen.
#7
I just wanted to bring up an issue that has been mentioned many times, but I'll chime in again with the same comment.

I find the chemical and pyro traits completely frustrating.  There is no story I enjoy here.

You don't manage this story, you can't change it, you can't improve the outcome, you just wait for them to do their annoying thing and then clean up the mess.  (Perhaps that is the intent?)

I've let both types in while testing 1.0 and every single time it has been nothing but annoying.  Pyros start fires regardless of how you manage them and as long as it isn't during a raid, you're probably fine.

Mine decided the best time to start a fire was during a raid and the best thing to light on fire was chemfuel in my best warehouse.  He survived, at least until I banished him, everything else in the warehouse, bionics included, did not.

He was in perfect health, high morale, everything in the colony going great.  Perhaps if it was my mistake, I'd let him become unhappy, stuck him in a room that was ugly, his dog died, I could see it coming, maybe that might be interesting.  "Oh, I have to watch closely, he might start a fire."  That's a story that I might find interesting. 

But right now, it is not a story I enjoy.  It's a 100% chance that something bad will happen eventually and there is no way to mitigate that chance.  It's not enjoyable, and as soon as 1.0 is final, I'll be back to ignoring colonists with this trait again.

Chemical interest / fascination.  Again, not a story I enjoy.  Just a 100% chance of them finding and abusing drugs after you put time and effort into including them in the colony.  In my latest game, wake-up was the drug of choice, dropped from raiders and taken before I could clean it up.  Addicted on the first hit every time.  I cleaned up what I thought was all of it, missed a dropped forbidden stash that dropped off a raider that died near the edge of the map and she found it again and again, first hit, addicted.

Both times she was perfectly health and in great spirits, but hey, why not, lets go find random drugs, take them and suffer.  There is no enjoyable story here, just a 100% chance off a bad outcome.  Again, if it was something I played some part in, maybe.  "Oh, my mistake, I let her stay unhappy for too long, of course she went and found drugs ..."

But it's not that, so again, same thing.  Once 1.0 is final, I would see no reason to keep any colonist with the Chemical trait.

I guess while writing and editing this, I found my own answer.  Perhaps the intent is you don't get to manage these stories, you always get the bad outcome and have to deal with it.  You have no input, you can't change it, you only get to pick up the pieces.  It's a pretty negative and annoying story if that's the case.
#8
Quote from: vzoxz0 on July 06, 2018, 04:05:21 PM
There are mods that do this, but there is no real reason it shouldn't be in the base game (many features that used to be mods, are now in the base game).

I avoid mods in most games I play.  I end up with conflicts, patches don't work as expected and some feel more like cheating than a simple efficiency mod ... that way madness lies; let me shun that.

It seems to be more of a thing for RimWorld though ... missing in the base game?  There's a mod for that.
#9
Quote from: vzoxz0 on July 06, 2018, 03:09:32 PM
QuoteThere is also an option to click on a job name in work tab to sort them by skill level.

Skill level isn't, and never has been, very representative of actual work performance. It's very tedious looking at all the stats constantly to figure out who's best at what.

Ah, this is very true, after I figure out who's technically the most skilled at something, I have to sort through the health tabs to see all of the debuffs applied ... nothing like thinking your 12 artist is really the best for crafting statues to appease your jealous pawn when in actuality, her bad back and brain injury really make her next to useless.  It should be fairly easy to calculate effective scores and show them in a tabular manner that doesn't take a dozen clicks or hovering over 30 boxes to figure it all out.

I mean, I still keep doing it and eventually picking the right numbers for break points on crafting and who I really want to do what, but it's tedious.
#10
After starting another game of 1.0 and plugging along, I find something I constantly miss in the early game when I don't know my colonists very well and even throughout the game as you add colonists is an overview of skills. 

A single chart with all colonists with all skills values showing so I can quickly see who my best medic is, who's my best cook, who's my best at construction, who should I pick for this and that and the other. 

Clicking on a pawn, then character then going through all the pawns again to see if I'm picking the right break point for a bill for crafting this or constructing that or force building a bed so I don't get another awful one.  Which colonist is best for that again?

There are certainly ways to find the information, but the number of clicks required, or mouse overs if I use the work tab is onerous when done over, and over and over again throughout the game.  And you never really get to see it all in one place, you have to hold all that in memory while chewing on decisions.

Or, maybe there's a hidden function that already does this and I just can't find it. :)
#11
So, a few years in, 6th of Jugust, 5504.

First, quick question, I go to options, click Choose storyteller, does that show what I'm on or the default selection for storyteller?

I could have sworn I was on hard, but that shows Cassandra with Medium selected.  Maybe show the current storyteller somewhere if it isn't showing the currently selected storyteller?

[Edit:  I guess I can answer my own question, changed it to Hard, looked at it again, it's still on Hard.  Guess that reset at some point.  I know I started higher.]

Medium would explain why the raids don't seem to be overwhelming, typically less in number than my colonists with colony wealth currently at 126128 on the map, items 70997, buildings 53393.

I've given up on choke points and kill boxes, which used to be my primary strategy for any conflict.  As soon as a built a killbox like area, all subsequent raids were sappers and they'd never come anywhere close to anything I'd expect.  So, instead of heading to the kill box, and going to the same positions I've always used and kill whatever was coming, I man the wall on the side I expect.

So, now I have a rather porous wall with granite and sandbags with turret emplacements to soften things up, see attached image.

https://www.dropbox.com/s/trpyvnckgwkjxgq/Screenshot%202018-07-03%2009.09.47.png?dl=0

Each wall segment used to be two wide when I'd done this before, but I use melee all the time now, so that's changed to three wide so a melee can stand behind cover until things close and step out to fight when things hit the wall.

I'm still doing terrible at trade.  In my earlier post, I'd mentioned that I'd just let faction standing slide.  It seemed impossible to keep it high with the -10 penalty, which still feels just arbitrary, like I'm not playing the game the way it's intended, so here, have a penalty!  Clearly all I needed to do was give away resources, but I've never gifted things for standing in hundreds of hours played, I prefer that trade is trade I guess.

I missed the change in facing for the comms console, it switched at some point and made the chair position be inside a wall.  I took me over a year to notice I'd had no passing ships before I was forced to deconstruct and reconstruct that little change.

I haven't had a single trade caravan in 3 years.  After relations fell, it left only one faction at +3, the other were all -50 or more.  But I would have expected at least a few caravans?  With how harsh relations are, it makes it important to keep relations high, but it has clearly become a chore that I have to do ...

This led to a resource crunch, I ran out of easy to find components on the map, steel was scarce, I started strip mining tunnels on all the remaining hills.

With my last couple components and breakdowns ready to claim them, I forced a quick build of a pod launcher and single pod.

I shot a very large gift towards my closest faction, it was -50 because I was leaving them alone and just minding my business so they hate me.  The gift bumped it back to +70 ... (5) off on my calculations, no ally. 

The only remaining friendly faction cities were 6 or 7 days away and without rations researched, seemed out of reach.  This seemed a last ditch effort to do something about it, get a closer friend or ally that would send me caravans or that I could send a caravan to and trade.

With a friendly faction nearby again, I sent a trade caravan and bought all of their components and hit a stash on the way back to pick up a masterwork chain shotgun and resolved my faction / trade / resource crunch.

I've read some hate on the forums for shotguns, but whoa, masterwork chain shotgun in the middle of the line to kill any melee that closes?  He's a death machine.

Part of my hurdle in this playthrough, mainly due to the trade issue I'd wager, was a lack of gold.  I'd found no gold on the map and no one had gold to trade in any caravan, not that I had many caravans.  I was getting desperate, and I'd researched everything under the microelectronics gate on the research tab.  Finally, a gift from above, 27 gold from a cargo pod and I was finally able to build a multi-analyzer and continue progression.  I'm working towards deep drilling now, which will likely solve my resource crunch for a while.

After fixing my communications console, I've had passing ships again, though only combat and pirate.  RNG won't send me a bulk trading ship (and still no caravans) so I'm overflowing with things I'd like to trade but can't.

I think I'm going to have to be careful with steel until I can deep drill, won't be long now, my researcher has gotten pretty good at his task.

I still avoid nearly everything on the map, with the changes to show quantity and not just type of enemy I might be able to plan well enough to do some of them.  It still feels rather risky, I don't get many pawns I want and have been hovering in the teens for colonists.  I feel like I'd need to send around 3-5, but with the incredible number of negative attributes, I only have 3 colonists that aren't slow or missing limbs or have scars that slow them or a missing toe that slow them.  I cherry pick the best of the best to keep travel time low and leave the crap behind, but with the killbox not working, they have to fight now, and fight on the wall, not tucked safely behind 10 or 15 turrets.  It's quite a trade off, so I still typically pass on leaving.

Speaking of negative attributes, birthdays suck and only suck.  Perhaps you could stick a few positive outcomes, or maybe they've just been hidden by RNG.  Age, wisdom, all that, perhaps a skill increases by 1 on it's own.  Turning 50 has become perilous, so many that are frail or have bad backs, ok 3 out of 4 now, but still ... I'm now even more picky about which downed I rescue, can't be too old, you might have a bad birthday that compounds that scar you have and then you walk at 50%.

As always, I enjoy the game and continue to trudge towards the end game (which I've never actually tried ...) :)
#12
Drugs are burned one at a time?! 

I can pick up a stack of 25 flake from a drop pod in one go, move them back to base, but now I take 25 trips between storage and the crematorium to burn them all?

If bodies and clothes can all be burned in one go now, maybe a full carry weight of drugs could go at once as well.
#13
Quote from: Zombull on June 27, 2018, 12:22:29 PM
Quote from: EdgarDruin on June 27, 2018, 12:09:06 PM
You can build a bridge on a few squares to even it out and a spot to place the water mill.  I had trouble finding a spot after the change in size and figured that out after a bit.
I didn't try that because I read patch notes that said the watermill isn't allowed on bridges.

Ah, quite right, must be a change since I've done that.  I deconstructed the one I had and it won't let me place it like that again.

Seems like there should be a tile amount to meet on solid ground, like at least 2 of the tiles in the white square placement area should be solid ground, the other two could be bridge. 

Defeats the whole `you can even build on them` part of bridges imo.
#14
Quote from: Zombull on June 27, 2018, 11:43:15 AM
I started a colony next to a huge river, planning to use watermills for power. However, the roughly 45 degree angle of the river made it very difficult to find places I could build them. Please consider allowing more of the building to be placed over water so they're a bit less frustrating to use on rivers that don't play by strict cardinal direction rules.

You can build a bridge on a few squares to even it out and a spot to place the water mill.  I had trouble finding a spot after the change in size and figured that out after a bit.
#15
QuoteDiseases are a pain, especially infections, but that's why you send a pawn with good meds and good doctoring skill. I always send one medic out for caravan. Once my caravan runner got the plague halfway through his route, but seeing as he had 8 doctor and 30 medicine, he was able to get home safely and heal.

Maybe I don't understand this mechanic and caravans well enough, but will medicine get used as they travel if they have it and have someone good at medicine or do I need to stop somehow and treat them, then continue?