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Messages - Jibbles

#1
Bugs / Re: [1.3.3060]Throwing grenade
July 15, 2021, 02:21:06 PM
It's never worked like that, none of the other weapons work the same way. Me setting the target is the command. You'd have to order pawns to walk through the aimed area in order for FF to happen so I'm not sure why you'd even think that.

Moderator Note:

This is fixed as of 1.3.3079.  If you see this behavior again please post a new report.
#2
Bugs / [1.3.3060]Throwing grenade
July 14, 2021, 04:12:39 PM
Manually targeting a spot with a grenade, pawns will only throw it once when they should repeatedly toss until ordered to stop. 
#3
Honestly I think small quirks like these are just bugs claimed as intended design. Maybe it's just another thing that can be easily changed at a later time so  they can build up those patch notes.

A pawn builds a trap in the wide open on flat ground immediately walks into trap & sets it off not even a second later.  I've had it happened more than once.  Nothing to gain or learn, more to lose when it comes to things like players patience/immersion along with lack of security options.  There's no solid excuse for it. Players would simply identify it as a bug in any other game.
#4
I dislike having to always wear armor too.  Apparel equip delay isn't the problem IMO.  It's not practical to switch before/after raids even with equip delay off unless it's small colony or bases with heavy defense.

Would love to know if there is a mod available that lets pawns instantly switch to armor the moment you press draft and back to normal clothing when doing everyday tasks.
#5
Quote from: Mr_Fission on August 21, 2020, 06:29:23 PM

Again, the supplied video is an extreme edge case where you have hundreds of enemies crammed into a tight maze.  Subsequent testing videos in this thread with smaller numbers of enemies don't display the behavior.  My own testing didn't display this behavior until I cranked it up to hundreds of enemies in a tight maze.  Anecdotal accounts of this happening on a smaller scale are nice and all, but really, let's see some video evidence of this happening in the current version of the game at a smaller scale.

IIRC it goes like this... If the room/area doesn't have a free tile for each pawn to stand in then they'll decompress when they engage in combat.  Imagine a 3x3 box with 12 scythers clumping up inside it, or passing through it. You manage to get colonists to fight them there. They will teleport in situations like that every time.


#6
Quote from: Mr_Fission on August 18, 2020, 12:12:09 PM
The solution to avoid teleportation is simple - don't engineer a situation where 300 enemies are forced into a space large enough to hold 100 enemies.

I was able to recreate your "teleportation" behavior to an extent using dev mode.  I spawned about 300 scythers, and then gave them a one-tile-wide hallway to run though.  They were fine as long as they weren't in combat mode.  They clustered up, stacked on top of each other, and moved as a blob.  As soon as they entered combat mode, they decompressed, and searched for a way to spread out so that only one guy would occupy each tile.  In my test, the decompression only went backwards.  Meaning, the dense cluster of enemies was still teleporting, but only backwards. 

The game doesn't need hundred of enemies for this bug to take place. It's just more apparent & detrimental when more pawns are involved. It can also happen organically when players use extreme choke or maze designs but that is also not required. I've experienced this bug on a smaller scale. I don't normally do maze and stuff, but it's common for me to build small rooms and I flank a lot, I don't remember the situations tho. It also depends on the conditions where enemies "teleport" to, they don't always decompress backwards & could easily surround your colonists.
#7
Quote from: Lexa on March 21, 2020, 03:57:43 PM
Lets not fuss about the details, the problem at hand here is that we have no option besides beating a pawn to near death to calm them down anymore.

Ah as usual, "just get the DLC.  ;)"   Goes down as predicted...

Quote from: Jibbles on March 21, 2020, 03:41:45 PM
People have requested the total opposite of that change. So at this point if it is true then I wouldn't be surprise if he gives some kind cheesy ability in royalty like psyche powers to disrupt mental breaks

... Fast forward a few months later and we get an update like this quoted straight from the blog for royalty DLC.
"– Psycast – Word of Serenity: Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. "

Stay tuned for the next vanilla update that will just mainly tweak the same old shit to make things more annoying. So new players can have discussions on how to deal with these annoying issues only to find that several players giving advice are including features from DLC to deal with those problems.  Anyways, have fun boys & girls.
#8

Ah yes, the good ole story generator. I guess about 90 percent of the games out there are story generators. I've yet to seen this game do anything different to rely on that scapegoat so heavily.
You know what trips me up?



It gives variations of existing quests/events that have been in the game and creates CONTEXT. I've seen these features requested so many times over the years, after all we try to come up with cheap ideas. It's absurd that it's not vanilla, that THIS is locked behind expansion in a game that claims to be a "story generator" yet lacking such elements.

As for things like gaps in tech progressions etc, I don't even want to go there. Don't get me started on things like mech clusters or factions that will be added in future expansions.

I don't mind concepts like psychic powers being in DLC (if I was okay with dlc being added in the games current state) I never had the thought that this game NEEDS psychic powers tho it was something that might be interesting to tinker with. In other words I definitely don't want features that people been requesting for the longest time, or things that are just obvious to add/improve in vanilla behind expansions.  Throw your adventurous side or turn the game on it's head in DLC, doesn't bother me.

I can't go over all the points but I do see the impact it has on modding and other issues like you've listed. I've focused quite a bit on DLC in this topic cause at this rate, I wouldn't be surprised to see negative things intentionally added to base game or more illogical balance decisions, then throw content in DLC to help counteract such things. Tynan is no dummy in marketing, and as of lately there seems to be no boundaries. That is my perspective after watching things unfold. If vanilla players just get the short end of the stick with updates then I have no problem calling it out. Not ecstatic at all about direction of this game but I am trying to chill and give another chance since we are supposed to see more things with a larger team behind it now. Only time will tell cause things are operating different lately. Not sure what it would be like a year from now. Hopefully we'll get some improvements that will be different than what we've been seeing.
#9
General Discussion / Re: Toggle Tabs
May 09, 2020, 11:22:16 PM
Quote from: LWM on May 09, 2020, 10:56:43 PM
There was some hotkey mod that might suffice, but I lost track of it and then forgot about it, but maybe I should look it up again, and see if it works.

Maybe this one? https://steamcommunity.com/sharedfiles/filedetails/?id=1546677282&searchtext=hotkey

I've seen it before but I don't feel comfortable about using a mod like that. 

"Shift" + "," would also be dope to cycle through raiders too. Their health, skills and gear plays a part in the battle. 
#10
General Discussion / Toggle Tabs
May 09, 2020, 06:19:18 PM
Is there any reason why we can't (AFAIK) have hotkeys to toggle the tabs for things like bio, health etc?
#11
Quote from: Canute on May 08, 2020, 03:53:04 AM
Did you try that before or after the alphabeaver event ?
Since alphabeaver eat tree's it should be possible to adapt that behavior for steel.

It was after, I remember examining it.  I wanted to create my own food type and put that kind of stuff in it's own category but it wouldn't let me. Back then, I didn't want to risk modded animals or other unexpected things to munch on metals or things like conduits/buildings.  I believed it did work tho, it's just I wanted them to specifically target those items, not things like a tree far from base which is what they'll do if I use existing food types. Just wasn't ideal.

It's been quite awhile. Came across plenty of other hiccups like that.. Things like couldn't get mechs to wear shieldbelts.  Maybe some ideas I had are possible these days (with xml)  Should probably experiment with them if I get enough time. 
#12
Quote from: WhiteDevil on May 05, 2020, 11:22:03 PM

there ought to be more going on than just "idiots turn up with intent to destroy base & end up getting cut down in my killbox"


I've been wanting this in the game for a while now.  Varieties with different intent.  Since I'm not a programmer, I remember trying to do things like spawning mech animal types with fast hunger rate, the issue is that I could not assign metals and stuff their own food type for them to eat lol. One of many I failed to implement. Have things like that mixed up with a mech raid could be a good distraction..

Anyways lots of possibilities that could spice up raids whether it be easier or harder.
#13
When it's all said and done I can get patches to work, but I'm often second guessing that what I'm doing is actually the optimal way or if it could pose unexpected issues.  I've digged through many mods today to see if I could find some good examples.  So many people do things differently.  I ended up copying one method since - it looked right -  that worked well for one mod, but doesn't work properly for the other..   (the issue was actually easy to overlook)

The information is a bit scattered and to be fair there's a lot to cover..  When it comes to patching several things to a single thingDef, I feel like this area should be brushed on a little more with actual examples from the game. Have one simple example, and one complex example. Anyways, this is where I noticed the most inconsistencies with a bunch of mods. 
#14
Just stick to forbid. Shouldn't auto path around a door just cause it's being attacked.  What if a player wanted several pawns to go through the door? It adds more steps. IMO they should be able to repair while it's attacked. This goes beyond doors and raids.  Such changes would just make things less intuitive and inconvenient.
#15
Quote from: Liwet on April 15, 2020, 01:02:07 AM
Obviously this is in jest, but comon, make the game better.  Use our ideas or make us append some legalise in our threads to give you ownership of the idea.

He used to read them, probably still does. Used to have weekly suggestion threads on reddit too but those were removed because the game was done with official development. yep...  There are many features in this game that are replicas of mods so that's probably why there's small concern. Never seen a dev felt the need to disown things like idea threads.