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Messages - Lanilor

#1
- Caravan animals from other factions follow their owner when he goes eating on my table. I store my meals close by my table so my colonists don't need to walk much. Sadly this results in that the caravan animals start to eat my meals when they walk there. Just happened again and I lost a few lavish meals to chinchillas. Oh, and they also eat nearby crops any time.

- My own animals instantly walk over from whereever when I harvest ambrosia. I excluded the ambrosia plants already with a zone and the area around them, but sometimes when someone harvests a crop, he drops it 1 or 2 cells away, so out of the restricted zone in this case. I can't even force my colonist to haul them away, it gets canceled when an animal is eating it. This also happens sometimes with other crops, but for ambrosia the animals just seem to run instantly from across the map to eat them.

- Colonists sometimes act strange when they gather material for crafting or constructing. For some reason they sometimess prefer to take material which is further away from them and from the target. For some parts of this, I think they prefer to take something from their room and not the targets room, even if that would be closer. For other cases I didn't find a pattern. Like my cook has rice right next to him and the stove but prefers to get a stack on the other end of the room closer to the butcher table. But when he makes kibble on the butcher table, he goes for the rice stack right next to the stove.

- Using stockpile priorities can be a big waste of colonists time. I tried to put small stockpiles with high priority of rice next to the stove so the cook doesn't need to walk far. But everytime he grabs rice from the priority stockpile, someone else comes from further away to refill the missing 5 rice. Would be nice to have a settable limit or something so they only refill when a stack is empty or a simple timer may also do the job (after refilling, don't refill for the next ingame hour if it's not an empty cell).

- Also if someone starts to carry harvested rice from the fields, with priority stockpiles he now only carries 5 to fill the missing 5 rice in the priority stockpile and not 75 and put the rest on the stockpile next to it. Priority piles are nice to order stuff that lies around, but while working it is not very useful.
#2
Scenario: Tribal start
Storyteller: Cassandra
Difficulty: Survival
Biome/hilliness: Arid, flat
Commitment mode: no (for testing branches, commiting in the main game)
Current colony age (days): 153
Hours played in the last 2 days: ~10
Complete mod list: Progress Renderer, Simple Stockpile Presets, Single Plant Texture Patch

- Heavy SMG at the same research as autopistols and machine pistons is weird. They are quite good now in some situations and I think they would fit better at "gas operation".

- I had 3 mechanoid drop pod raids recently and so far my conclusion is they are annoying but not much a challence. They always landed on my stockpile and damage materials. That's not impactful on the game if I craft something out of the stuff, but it reduces market value / sell price and just looks/feels bad damages stuff lying around from such incident (obviously a subjective thing only for people who care about this). It's fine if something get's damages while fighting, but yeah, from drop pods it's somehow just annoying. On top of that the enemies are way weaker than normal. Of cause this is good to a certain point because they surprise one right in their base, but 3 lancers (1. drop), 3 scythers (2.) and 4 lancers (3.) are not that much a challenge at that points in the game. The scythers may be the hardest one when one can't position well in a chokepoint so they might deal a reasonable amount of melee damage. Any other mech can just be tanked by any colonist to block them from using their weapon while my guys shoot them down quickly. I only had a causality this fight because friendly fire and multiple lancer hits focused on one leg of my brain damaged guy and destroyed it (which I wanted to replace anyway, so no big deal). Not sure if it's just bad luck that half of my latest raids are drop pods, but it feels too much. In fact I'm waiting for a strong normal raid since a season or so for various reasons and now I can probably wait for another cycle. I think in-base drop raids are a nice additional challenge and for variaty, but they shouldn't be the standard later. If it's to counter killboxes, keep in mind that many killbox bases are unter overhead mountain anyway, so it won't have a huge effect.

- Following that there is not much to do currently. That comes partly from the tribal start, so research is just so slow. I only have 2 colonists with research passion and a 3rd one without passion researches too since the beginning (started at 2 and is not at 13 int), but research is still really slow. I don't havee a problem with slow research alone, but with nothing happening in a colony. I do every quest if it's somewhat reasonable, start a trading caravan every few days and also don't have many colonist where it was normal to have free time. An "ask ally for a random quest" on the coms console might be an idea on the cost of reputation and/or silver.

- Can randomly ate my wakeup, got a overdose of course and chemical brain damage. This is already quite known in the community. Is this intended or just a long-lasting bug?

- When someone is crafting a weapon, the bill is blocked with the crafter/name. When that guy downed, the block on the bill was removed (but the block on the item still exists). Result: Another crafter starts to craft a second item of that bill (even if it's set to 1x).

- I notices there are also no letters for breakdowns now. I guess it is tied to the infection no letter bug.
#3
Quote from: bbqftw on August 02, 2018, 02:22:30 PM
For some reason, there is a large misperception in the community that things like dstrand and heavy fur dusters actually matter. They don't, at least not against the one shot threats. And they provide marginal protection against everything else.

I assume they either don't care to know how the armor system math, didn't care to see how effective HP scales with armor values, don't know how arpen works, or some combination of the above.

It is really annoying how often you say that, even more because it is wrong and you think you know it better. At least this time you included a condition with oneshot threats, but even there dusters are still useful and secondly no one ever said it should only be about these attacks.

An excellent panthera fur duster has over 36% sharp armor and is nothing special at all. While it does nothing against charge lances, even for weapons like an LMG it gives an additional 10% chance to block the damage completely and another 10% for mitigated half blunt damage.
Legendary bearskil duster: 60%, devilstand: 66%, ... my masterwork thrumbofur ones have over 90%. All these also protect against change lances and the better ones to a quite nice percentage.
And even normal dusters like a good plainleather duster gives 28% sharp armor, which gives additional protection to most or all of the weapons raiders have early- and midgame. Like 7% to block a pump shotgun shot or 0.5% to block a bolt-action rifle shot (Yes, this is also not useless). Really good ones easily have above 60% sharp armor and can go up to 108%. No idea how you think this is a "marginal protection". Like a 47% additional chance to block a minigun shot sure is not marginal.
Dusters of cause have a lower armor value than a flak vest. But you wear both and get extra resistance that way. And they also protect a way larger part of the body.
#4
Quote from: giltirn on August 01, 2018, 11:00:30 AM
Quote from: Tynan on August 01, 2018, 10:14:05 AM
Thanks for the ongoing feedback everyone.

New build is going up!

Nothing huge in this one, just some various fixes and adjustments here and there. No major single focus.

Hi Tynan, thanks for the new build. Would you mind posting a complete changelog? It's quite difficult to test the effect of changes in the game if we don't know what has changed! Of course you might have decided that by not telling us about the changes we will provide more unbiased feedback?

I guess the reason is that you should just play and give feedback on how you experienced playing. For this it is no need to know the exact changes.
Of cause there are arguments for and against it and different ways to do this. I like complete patchnotes too, but I understand the reasons behind this. It can just be annoying when you think something works like you have it in mind but it did get changed. Although that is one of the things to expect when playing unstable.

Quote from: mlzovozlm on August 01, 2018, 11:07:07 AM
it just came to my mind that, growing healroots to 100% (basically wait for the pawns to harvest on their own) is rather time-wasting, consider you can 've them harvest the trees at ~70%-80% & the yield 'd still be 1 herb medicine like 100%, so why waste time waiting the last 20%? 

It does not always yield 1 herbal medicine. If a crop is harvested it has a float value of the yield which gets rounded randomly. So your healroot might yield 0.8 herbal meds which is most of the time 1 but sometimes you get 0 even when not botching/failing to harvest.

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Scenario: Tribal start
Storyteller: Cassandra
Difficulty: Survival/savage
Biome/hilliness: Arid, flat
Commitment mode: no (for testing branches, commiting in the main game)
Current colony age (days): 129
Hours played in the last 2 days: ~12
Complete mod list: Progress Renderer, Simple Stockpile Presets, Single Plant Texture Patch

- My colonists are pretty happy this game. One of them is always above 100 mood and recently got an inspiration while being on another inspiration, so the second one did overwrite the first. They were both shooting, so I'm not sure if it really was overwritten or refreshed, but if overwriting is possible, it can result in really annoying cases like overwriting a crafting inspiration shortly before someone finished crafting.

- Drug production is under crafting work type but the speed comes from intelligence. So I need to manually set that only my intelligent colonists craft drugs, otherwise someone with 30% speed always starts to do that.

- I had a bug where after powering on a chemfuel powered generator, that one did not produce power and kept the "no power" symbol as if it now need power instead of producing it. Was fueled of cause and I waited a long enough time for it to start. It was after a zzzt where all my batteries were empty and no wind, so I had big power shortage. The second chemfuel generator activated normally. Toggleing again also did not help. I replaced it in devmode, the new one worked fine too.

- Relation gain from trading is not really clear. My last caravan traded goods for over 5k silver and I got 3 relation points from 56 to 59. A huge part of this was goods against goods in a single trade. I'm not sure if this gives less points than selling and buying separately, but it feels like it compared to other trade I made. After that with another faction I trades for around 2k and got 2 relation points from 90 to 92. Is relation harder to get on the rough factions? I have almost always 100 with the civil outlanders (their outpost also is closer so I trade more with them) but the rough ones are hard to get up. I also had better stuff to buy at the civil outlanders, but that may be just luck and a small sample size.

- I'm also at a point where I have a lot silver stored because I can't find anything valueable enough to buy with it. My research is way behind, I already bought archotech, artefacts, most weapons (the rest is from raiders) and power armor but can't produce any of this. But it was not easy to do that as it may sound, since I really focus on producing and selling stuff to buy useful items and there is a lot risk involved to not get a raid at the wrong time. The only thing may be that hunting is a bit too profitable, but it also takes a lot work from various colonists to hunt, cook, tailor and produce chemfuel and of cause depends on the biome. Although I don't think arid shrubland has even the most animals. A biome with herd mitigations or forest may give more. Anyway, most stuff now I decide to not buy because of too bad quality. Earlier I bought things like a normal minigun or power armor, now it's not really worth it. I would like a money sinkhole for lategame but this may be too special and more a mod idea. (Like there are some specialists in faction outpost I could order to produce an item of nice quality, but it also takes time and has a risk of either bad quality or I get a random item.). Or I can invest in an outpost of an ally so they have more or better items in the future.

- How about an "untuned" or "everything" option at the mineral scanner with a little bit higher chance to find something.

- A scanner variant with a mixture of a comms console to scan for world quests. Could also be aa social or social/research job with the background that the colonist asks around everywhere if anyone found something unusual.I also like the idea someone had earlier for an ancient danger world quest, although the normal danger might be too valuable, but a smaller one for these quests might work. Especially that I had no danger on my map this game, makes me miss one.

- Even as a tribal I did not see much value from researching plate armor or greatbows. I maybe would build them but the research is a big problem. Research if already hard enough and other stuff was way more important for me. By the time I could research plate armor, I already had flak. Raiders quickly have flak that even tainted is strong to wear, otherwise there is a good chance to get it from downed enemies or just buy it. Poor or normal flak costs under 500 or 400 silver which is not that hard to get for the value if one can't salvage any armor. I salvaged early and started buying stuff a few seasons in. I like salvaging and I also like that I can play only with it and not needing to craft anything (with the game then being harder of cause). Iirc I researched stonecutting, furniture, clothing, air conditioning and batteries, microelectronics, various drugs, ..., then later smithing/machining to just disassembly mechs

- Never had problems with caravans staying in my freezer anymore. They now stay close outside of my wall. Only minor problem I had is that they decide to eat in larger groups and block all my chairs (which aren't that much) and it happend a few times that my colonist then ate without table. I refuse to build a bigger table but I can also live with this if it doesn't get changed that caravan npcs just always eat while standing.

- The first wedding I had got canceled because someone else started a social fight with one of them. They took a long time until they tried again, but they did.

- I take more care of good mood this game than before. Mood management is a nice addition to the game. Could also have a bit more depth. Like more influence from and to social: Happy colonists are more friendly to each other, so they may start a romance or such. The other way around more effect of people hating each other on mood (like when someone is too close to a rival a "I have to work with someone I don't like -3" or such) Should not be too impactful, but a few minor things to keep track of and optimize to give it way more depth. I remember a story from someone a few days ago here where they had to build different rooms and areas for 2 colonists because they really hated each other and just started a lot social fights. And of cause some positive things from this as well. I currently try to hook up two of my colonists by letting them do a lot together but with limited success so far. Both even tried a romance to each other but at the wrong time so they both rejected (The rejection may give a too big debuff to social points). I think a bit more of this could be a nice alternative challenge to just raids. Both social and mood, although too much social would result in The Sims.

----

Graphs attached. (There are again a few raids missing in the graphs as red dots. A refugee chase raid is there, at least one normal is missing (and a siege I think))

- The wealth spikes down and corresponding fun points are when one or more colonists went away to sell a huge amount of goods.
- On the population graph missing is one prisoner I recruited and got instantly killed. I think it was day 39 but not sure (could also be one later).
- A "wealth colonists" graph may be useful cut of from items, where I can see the wealth of worn stuff (so items in use). I think my item wealth in stockpiles in somewhat constant and even going down in the last time. Would be interesting to see this.
- "Wealth silver" would be a bonus, not sure if there is much use in it of if it's just more disturbing graph spam.
- The huge mood drop day 114 was me harvesting organs, selling prisoners and butchering people. I think it was around -54 or -59 for most of them. Someone got a minor break, 2 had to take a few drugs, but manageable and my own fault of cause (which is way more fun than random stuff).

Timelapse: https://www.youtube.com/watch?v=JaLGJhkZhNc

[attachment deleted due to age]
#5
Quote from: Vito1189 on July 31, 2018, 12:25:30 PM
One cuestion:
does anyone know when the version 1.0 will be stable?

No one knows this. It's done when it's done.

Quote from: giltirn on July 31, 2018, 12:43:58 PM
Apparently settling too close to a nearby settlement strains relationships with their faction. This may explain why I keep getting faction relation drops without any interaction with them. I did not see any indication of this on the map when I was choosing a site; perhaps I missed something? Or if this does not exist perhaps it could be added?

It exists and you should get a message when you try to settle too close to a faction base. At least in the start, I'm not sure if you also get the message when doing that later with caravaning somewhere and trying to settle. You lose more relation the closer you settle to a base until 5 tiles away I think.
You also lose relation with the rough factions on a fixed interval. There now is a nice and a rough outlander and tribal npc faction each. You see them on the faction tab as "rough outlander union" and "savage tribe".
#6
Storyteller: Cassandra
Difficulty: Survival
Biome/hilliness: Arid, flat
Commitment mode: no (for testing branches, commiting in the main game)
Current colony age (days): 101
Hours played in the last 2 days: ~20
Complete mod list: Progress Renderer, Simple Stockpile Presets, Single Plant Texture Patch

- I think infections are too boring now. They barely reduce stats (apart from the highest stage where they down) and with the efficiency reduction gone, they don't do much. It's now just the race between progress and immunity which is basicly "can my doctor do 38% tending quality on average".

- It's nice to see the enemies in a refugee chase dialog, but it doesn't make sense at all. If there is the roleplay-element with "he tells you a few things but has no time for more", there should be no way to magically know the exact composition of the enemies. (Apart from that it still doesn't make sense that he takes the time to tell useless information like his name but not important/distinctive information about himself that would higher his chance to get help. If I would be in that situation I would say, like, "hey, I'm really good with plants. Give me shelter and I will help on your farm.")

- Calling for aid from allies seems really strong. I was surprised how many friends came to help me. I don't think neccessary it is too strong, but more too cheap, since getting the spend relation back is quite easy, especialy with gifts.

Edit:
From the ally call, one of the friends got downed. I rescued him and he now went out of the map and I got 12 relation. So half of the cost. If 2 or more get downed, I can do this basicly for free.

Edit2:
When I take prisoners and heal them, as soon as they stand up, I get a prison break (within the next hours). But everytime before that when I check the debug display for their break chance, there is an mbt above 50 or 100. Happend a few times already and I'm starting to feel there is a bug, since it happens way too often to be luck.
#7
Quote from: tomay on July 29, 2018, 07:02:15 AM
Can't rotate solar panels and marriage spot.
Intended?

You should be able to rotate a marriage spot, but it indeed seems to be broken currently. The spot itself rotates but the graphic does not, so it looks weird.
Solar panels are not rotateable.
#8
Traders have all kinds of cloth colors. The same as cloth apparel comes in many different colors.

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There is a bug when placing wall and power conduct blueprints at the same time in a cell. I have one guy constructing and another delivering resources to it and the deliver pawn wants to deconstruct the power conduct frames that have 1/1 steel but aren't finished yet. She isn't even allowed to construct in the work tab. It happened a few times during constructing this wall. At first I thought I just missed placing a few cabl blueprints but then I cought her deconstructing. I have a save of the exact moment she is deconstructing a cable frame. (In this case it's under a cooler in the wall but it was the same with the wall itself.)
#9
Storyteller: Cassandra
Difficulty: Survival
Biome/hilliness: Arid, flat
Commitment mode: no (for testing branches, commiting in the main game)
Current colony age (days): 79
Hours played in the last 2 days: ~15
Complete mod list: Progress Renderer, Simple Stockpile Presets, Single Plant Texture Patch,

Not much play feedback for now. Only that I finally got a crafting inspiration on my artist and she is building something. As I said I think this inspiration is a bit overhyped, I won't get much value out of it. In later situations being able to craft a legenary weapon will make a big difference, but only in smaller colonies. If someone has 30 colonists, one with a legendary weapon doesn't give much overall power. Otherwise it's nice on a constructor to build a nice recreation building.
For early or midgame the work speed might be the best. I want it especially because my only crafting colonist has brain damage and he needs to craft stuff out of around 6k leather I have stored.

I got my first mech attack with a psychic ship recently as a tribe. With all the salvaged guns it wasn't really a problem. Centipedes are nothing when someone melees them. Survival strugge got really easy with the recent patch and I think I will turn up the difficulty soon.

----

New textures are a big improvement, but I still have a lot comments on them:

- In general the new texture colors look colorless and a bit overloaded (too much too big). That reduces a lot of the visibility in larger stockpiles
- Healroot looka a bit better, but still like some boring plant. The old had something special. The colorless thing applies here too. I would really like to know why this have to be changed. Are we now getting new art for all plants?
- Components and advanced components are really hard to see. Old were abstract and clear, new are not. The full component stack is better to see. It's just that this is one of the items where people rarely have full stacks. If this have to get a new texture, maybe make medium to single stack, full to medium and for full just add a second battery (I guess the thing in the background should be) to the right foreground. Not too much to not clutter and overload it.

- Human meat in fine. The largest size could just be a bit smaller since it almost touches other stuff next to it and makes it harder to grasp on a glance what's in the stockpile (the overloaded of above)
- Other meat: Too colorless. It looks like pemmican and has a somewhat similar color to stockpiles and wood floor, which makes it harder to see. Also for big meat it's too much in the stack. 2 instead of 3 items on top of each other would look better I think.
- Meals look ok on the full stack. The medium looks like full and even with 2 items there are 3 meals visible. I would just try it with medium stack size also just 1 meal.
- Same basicly goes for meds. Medium is just 2 meds, although it still looks too much. The idea of a different full stack icon is nice so I see on a glance which stacks are full. But 2 vs 3 of the same item stacked is not that clear. I would not mind if single stack and medium have the same icon. It's not that important imo to have a visible difference for a single items stack. It also happens rarely. And for thing where it happens quite often (like advanced components), I don't want a mini icon that is barely visible in a large stockpile. So I hope we don't get a half/small med box or half meal plate for single item stacks. Although it would reduce the stockpile overload, it does it on the wrong side.

- Shells could stand upright to make them more different from every other item that has this position. Especially incendiary shells and wood look almost the same.
- I really like the new heavy smg texture. I'm not a gun-person so no idea what this is based on, but it is somewhat familiar from other games and clearly looks like a heavier version than the machine pistol.
- Being on weapons: Pump shotgun and bolt-action rifle look somewhat similar. They could need a bit more visible difference. Not that important, it's just a minor thing.

Glad to see this gets fast improvements and I hope it will be all nice soon.
#10
Gifting colonists and prisoners to another faction does not give the usual mood debuffs for selling into slavery. Also the relation gain from this looks a bit too high.
#11
Quote from: Jibbles on July 27, 2018, 06:13:02 AM
Textures: I'm only bringing it up since it's going in a direction I don't like.

Silver, Insect meat, eggs look too similar to me. 

I don't like the look on most items when they're stacked.
Things like leather/wood/plasteel/neutroamine are fine.  But stacking stuff like meals and meds - reusing the same texture just looks off. Still don't care for the steel when stacked. I'd rather stick to one image type of thing. Yayo, and chocolate for example. Another example would be chemfuel; I wouldn't want to see multiple jugs on one tile, but rather it progress to something like larger jug into barrel instead.
Meats, maybe you could package them? Meals, display em in small trayrack when fully stacked? Idk
Components man, gonna take some time to adjust lol. They're not bad, just preferred the old ones.

I agree with most of this. I don't see why some textures needed to get reworked.

Bad:
- Old meat looked fine and clean, now it's more a mess. Weird legos, a shoe?, too bright red
- Old healroot the same. It looks like weeds that I need to remove from my fields. The old ones were quite iconic to rimworld and had something unique
- Stacked meals and meds like that don't fit the top-down style. And not everything needs different textures for stack sizes. It looses clearness, even more in larger stockpiles. Maybe 2 or max. 3 are ok.
- Components and abstract components had an abstract design but it was quite fitting. This looks like it ties to give a good representation of what components really are but fails. And no real need to do that anyway.
- Silver is potatoes. Not sure if this should be coins but even then it wouldn't fit to mine coins and I'm not sure if it fits the rimworld style. I liked the old 1.0 texture of it.
- Shells look too much like wood. Again one thing I don't see the reason to change it. The old ones were fine and clear.

Neutral:
- The new leather rolls in general are nice. But smaller step now with the thin roll looks a bit weird. I would maybe use the large roll for a normal stack and a full one with 2 or 3 rolls like wood, if it is even needed to have multiple again.
- Jelly doesn't really need stack icons too imo, but it's ok.
- Stack sizes for pemmican are ok I think but the full stack is too big and touches items on the next cell

Good:
- Tea is fine. I had no problem with the old one and I have no with this one.
- Neutroamine are nice to have more than 1 bottle there.
- Bigger cloth roll fits well
- Old change but I like the steel and I really like the plasteel
- Hyperweave, having a smaller texture for the small stack I have fits well.

----
Same tribal arid game as before.
No content mods. (I use Progress Renderer (map renderings), Simple Stockpile Presets (presets for filter settings) and Single Plant Texture Patch (patches rice mash count to 1))

--

Edit:
I just saw that the old meat could have different colors and I'm wondering why that was never used and removed. I often click through my meat stockpiles to see how much and what types I have. Slightly different colors for each type would make this a lot easier and gives an extra tough.
#12
Quote from: trezor on July 26, 2018, 09:19:51 PM
6. As much as I like Rimworld, I'm not too keen on the whole Caravan game. It takes a lot of time and effort, and rewards are not always very nice. Also the 'sell me {inserts something you definately don't have or can easily get} for xxx' feels iffy as mission. I prefer to build my Colony and fight whatever the storyteller throws at me. But maybe other people love Caravans, I don't know.

Me. Although I understand your point. Currently I don't do many quests. There are less and they aren't that great or in a bad accessable spot. Still waiting to get a trade offer.
I often settle in an open area, since I prefer caravaning and don't care for a mountain base, bonus for some roads nearby. Caravaning in a mountaneous region is pain, but I think it's valid from a balancing perspective.
My current game (tribal) is mostly hunting and trading that stuff for equipment. My only crafter got a bullet in the brain and is nearly useless and research is slow, so trading is the way to go for me. I often have one colonist on the world map checking villages for useful stuff or selling goods. I enjoy it quite a bit, although there could be more stuff to do on the world map (even smaller things). Pretty sure I already wrote that some time before.
Starting a caravan after a raid also lowers the chance of getting attacked while important colonists are away. Not completely reliable of cause. A few ingame days ago I got a siege when 2 (of 6) colonists were on a big trade. Luckily my one with a rifle hit some good bullets at first and then a few raiders chased and downed my boomalope, so I could win without loosing a pawn. They flew right into my caravan just arriving with a fresh bought minigun.

Edit:
I currently get a lot inspirations by having pretty high mood. I like that it seems to effect that a lot. Sadly it's just walking and shooting. Could be worse of cause, but still hoping for work frenzy atm.
#13
Some additions:
- I just got another shoot frenzy. On a melee pawn with 0 shooting and no passion. I thought there were certain checks that this doesn't happen. I get a lot inspirations this game since mood is quite high. I like it to see that higher mood than just above no mental break has an actual impact. It's just mostly shooting and walking inspirations
- Gifting stuff to factions for relation feels too cheap. I have not seen how much actual value an ally has, since I only have everyone neutral so far, but it should not take much time to get there for me. With only trading I'm at +40 for one outlander (a year in now) and just gifted stuff worth around 800 silver to the other outlanders so they are neutral now and I can trade with them too.
- I have no ancient danger on this map. Should this be possible? (It is really non there, not just hidden)
#14
Storyteller:  Cassandra
Difficulty:  Survival struggle (tribal start)
Biome:  Arid flat
Hours played in the last 3 days: A lot, maybe 35-40 hours

- After I got a few animals (7-10) and let them graze on the whole map, there are no wild trees spawning anymore. I guess it comes because the animals eat enough grass to prevent the new regrowth system from spawning bigger plants. (There is pretty much nothing else than grass and dandelions.)

- Animals nuzzle around half as much as the stat says. I got a few cats joining and wanted to try if it's worth to keep them (currently have 6). I let them stay indoor close to my colonists and check every now and then how many nuzzle buffs they have and it's around half as much as I would expect. Maybe it is because there is no colonist near when the action triggers so it cancels and that try is wasted. I did not look at the code, this is just how I experienced it ingame.

- This is the first time I play tribal in a long time and the first in 1.0 (I mostly played naked brutality). It doesn't feel much tribal. Mostly because raiders and traiders have guns and other non-tribal stuff, soI can salvage and buy them pretty quickly. Not sure if this is intended of cause. After a few weeks ingame, the main difference to naked brutality is just having no freezer and the longer research time and after I researched air conditioning, it now is more or less only the research. The biggest difference for me was that I couldn't build beds at the start.
I'm not sure how I expected it to be since it's quite logical to advance in techlonogy quickly because staying low-tech is not effective. I guess I expected just more low-tech and more difference to the other starts. Maybe it feels better (more authentic) with more role playing on a lower difficulty where efficience is not that important. I think many people would be happy when the game has more tribal stuff (and also more medieval stuff too), but I understand it's a lot work for not much value compared to other tasks.

- I find it half amusing but more sad that I haven't got a single crafting inspiration in around 300 hours 1.0 playtime. I got a dozen of shooting and walk frenzy ones and remember a few surgery and work frenzy. It's luck of cause but it starts to get to rediculous levels. I think the crafting inspiration might be a bit overhyped in general, but it is still a very good bonus and way better than some other inspirations (especially surgery and maybe trading). It would be nice to have some rebalancing here so it doesn't feel that bad to get the "wrong" inspiration. The problem is that some inspirations are highly situational while others are always useful.
Surgery is nice early when there is a situation to need it. Later with good meds it is almost useless. It even isn't a guaranteed success sind it is a fail chance factor.
Trading is also situational to get a reasonable value from it. You need to have it when you can actually trade and have stuff to trade with and on the right colonist.
My favorite is probably work frenzy since almost everyone can benefit a lot from that.
I could imagine doing the same as with the crafting inspiration to others would be good. Like "inspired communication" which gives a medium trade price bonus and also improves recruitment a bit for a defined time. Or "inspired doctor" for better surgery chance and tend quality. Walk frenzy could be an activity inspiration or "more alert" in the meaning that they walk faster and get a minor bonus on resting, so that even when it hits the researcher, he still gets some value from it.

- Still waiting to get a trade offer quest since I don't know how many hours. Even if they would be a small and not that benificial variant, it would be a nice addition and I miss them from the earlier days in 1.0.

- There is too less variance in plants. For example corn is pretty much useless now. It grows really long so an increased risk of blight/fire/whatever to not be able to harvest it and if has even a bit less yield than rice (with factored grow time). The fact that it can be eaten raw and stays longer fresh is not that impactful at all.
Strawberries have a too high rist of food poisoning, so that even the reason to grow them when you have no cook or no time for cooking is too risky.
Even rice has not much benefit compared to patatoes on normal soil. It's just that it is faster and has a minimal highter yield to grow time. Rice is good in hydroponics of cause, but that is something highly biome dependent.
Apart from potatoes everything has the same fertility requirements and sensitivity. There is potential for more variation and it's not that difficult for a new player to understand if that is the reason to simplify it. Like a plant that only grows on rich soil but has good yield, so people may take the risk an either build a base near a rich soil patch to secure it (but that area may have other downsides (like less natural protection)) or plant it far away and risk raider burning or animals eating it or need to build extra protection. Potatoes could be less effective on normal soil than rice. Berries should be useful too. Something to take the risk of food poisoning or no poisoning at all.
Has anyone ever planted dandelions? In theory I could plant them on sand for animals, but I can't create a growing zone on sand, so not possible. And otherwise haygrass is way more effective than dandelions as animal food. Or even kibble of cause.

- I like alpacas, they are cool. Sadly they are pretty useless now (considering one has access to other pack animals). I tamed some dromedaries and later alpacas wandered in, so I compared them which I want to keep. Alpacas are worse in every stat, apart from that they can be trained in release, but I'm not sure if anyone wants to send his pack animals in battle. I think alpacas have a higher wool yield, which is also not really useful currently. Elefants are also better as pack animals, they just have no wool and eat like crazy. (And they would maybe be the only pack animal I would send to battle since they are biiiig.)

- Speaking of animal training: 90% of the time I see my trainer training an animal, it fails on an around 50% chance. Maybe bugged, but I guess RNG just hits me here pretty hard like with the other stuff.
#15
Did the change with the caravan positioning got reverted?
I play a tribal game and finally researched air conditioning to build a freezer. One day later a caravan comes and camps in my base right next to my freezer again and walks permanently in and out.

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