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Messages - pongvin

#16
Great job guys, feedback as of github version january 14.

All plants are planted correctly, generators produce heat, crafting requirements have been balanced quite well (and 0.7 growth seems enough), resource stack sizes have been updated and are significantly more convenient now. Traders were also updated and their functionality is miles ahead than what it was.

There's only a couple more things I found:

With the removal of the tailor merchant (a sensible thing, it wasn't really useful) now you can't sell leathers to anyone.

The advanced mine extractor now produces titanium alloy instead of ilmenite ore.

The advanced bionics workbench bugs out sometimes when upgrading a bionic part. What I saw was when I click the unfinished part on the bench, about 50% of the time it says "Unfinished insert a random construction material here advanced bionic...", but the other times, it says "Unfinished Hyperweave advanced bionic...". When a pawn is trying to make a bionic part that doesn't say "hyperweave", but let's say, reinforced concrete, it can't finish it and will stand there with "work left:0". The only way to continue is to disassemble the part and start again, hopefully next time it will be a "hyperweave" part.
#17
Conveyor belts, especially loaders, selectors and mergers bug out the game when loaded from a savegame. They work without issue if you build them in a single session, but if you load the game with a number of active belts already in place, it produces an insane lag. Right now if you destroy all loaders, selectors and mergers and then rebuild them, the lag stops and the game continues fine.

Error log is attached.

[attachment deleted due to age]
#18
Quote from: Nemesis688 on January 10, 2016, 09:27:38 PM
I generally find that whenever an assembly (.dll) file gets changed/updated it will break save games. It's kind of the cost of always trying to use the latest.

I hadn't updated between trying to load the games. I just saved it, did nothing, then tried to load it after I got home.

Quote from: gustavoghe on January 10, 2016, 09:43:08 PM
This is embarassing, but which table produces the mineral sonar component? Im stuck.

The electronics table.
#19
The newest github release seems to corrupt save game files for some reason, at least that's what I think. I lost 2 different colonies now as I can't load them.

I hadn't modified anything between loads and yet on loading the save I get a black screen and a shitton of error messages. I'll upload the log and the savegames here so someone can take a look if it's indeed a mod error, engine error (which is certainly possible as I had an insane amount of stockpiled crap both times, and also been using too many scrip heavy conveyors), or PC error.

What I'd tried so far (to rule out some things) were:

-starting a new game on the same world on the same spot on an untouched game (on which the bug occured), which worked fine.

-tried reinstalling all mods from scratch, which failed to load my saves.

-tried reinstalling the game entirely, which also failed to load the saves.

-the saves are readable in an editor, they don't seem mumbo jumbo.

[attachment deleted due to age]
#20
Further feedback as of github version january 8th.

1) Antimatter reactor's antimatter consumption is far too high compared to the rate at which antimatter is generated from the hadron collider. I suppose it was intented to consume as much antimatter as the nuclear plant would enriched uranium, so it can be self-sustaining.

2) Nuclear plant doesn't produce heat.

3) 0.65 skill growth is much better than it was. However, it still seemed impossible to reach level 20 from level 19. A possible solution would be to lower skill decay instead of setting growth any higher.

4) Traders in general carry with them too little currency. This is especially relevant in the late game and with the manufactured resources trader.

5) It is not possible to sow luxury plants like hypericum and onions, though the seeds are sold properly. The raw plant resources are not sold by traders either, which means luxury meals can't be crafted at all.

6) You can't sell raw tobacco, raw tea and wheat to anyone currently. Alcohol and cigars also seem way too cheap compared to the effor they take to make and them being non-essential luxuries. Also a typo in the stockpile category: "Alcogol" is written instead of "Alcohol".

7) Stack size for carbon and carbon alloy are too little (25). You need a lot of those in the late game and they take up too much scarce space.

8 ) Stack sizes for steel bar, copper ore and iron ore are inconsistent. They are 600, 450 and 300 respectively, but it maybe should be the other way round.

9) Skynet cloacks provide too much heat resistance and are sold too cheap.
#21
Quote from: Masquerine on January 07, 2016, 08:46:57 PM
2) Skill levels was .2 and changed to .65. At .2 you'd gain exp during day, then lose about the same amount while they slept. Not good. Not sure if .65 is enough or not. Needs testing.
4) Fruit drinks, tea and coffee were fixed for drinking. Any other drinks needing fixing?
7) Advanced mine extractor goes on hidden deposits of "rare" minerals. Mine extractor goes on hidden deposits of minerals. It seems to be working as intended.
8 ) conveyor belts. I've never used these/looked at so I have no idea. Something for Sky to ponder on.

2) Great, I was about to start a new game, I'll test it.
4) No others were bugged that I encountered.
7) Ah alright, I never realized there were 2 types of mineral deposits. Maybe it would be good to make it clearer on the tooltip. Or I hadn't read it carefully enough.
8 ) They are very good and easy to use. You make a line of basic belt units. You build a loader (functions like a hopper) on one end of the line and an unloader on the other. Anything that gets loaded into the loader by pawns will be transferred to the unloader. The loader can't pick up stuff on its own, only a pawn can load it. A single pawn is enough to transfer thousands of resources in under a minute to any point in the map. Good for accessing far away extractors. My suggestion is to remove the integrated circuits of the basic units entirely (or make it cost 1 elec component) and in turn make the loaders/unloaders more expensive.
#22
I'm enjoying the new update very much, props for the creators.

I'd like to offer some feedback concerning game balance and a couple bugs.

1) Circular production: Mineral sonar module requires gold (for integrated circuits) to be built. You can't get gold without discovering hidden mineral deposits or stumbling into a vein, both of which require a mineral sonar module. I recommend changing the requirement of integrated circuits into basic electronic components.

2) Skill levels: The rate at which skills grow have been significantly reduced, while level requirements for most crafting have been highly increased. I simply could not raise the level of a single pawn to a level that is required to craft most high tier stuff, because the skill decay was almost as fast as the growth itself, so it stagnated. I had to use debug commands. I think this makes cheat free playthroughs unnecessesarily long and maybe virtually impossible.

3) Fuel and coal generator do not seem to produce heat right now. Not sure if it was fixed in 2.4D, I saw that in C.

4) As of version D, energy drinks are still not drinkable.

5) Crude oil is far too important of a resource compared to how little it refines into. You can only choose one element at a time to refine oil into, while IRL that is not the case. I actually modified my game to remove the refinery entirely and refine oil at the petro plant by hand. A batch of oil also refines into all of its components now (polymer, fuel, sulphates, paraffins), as it does IRL. I tweaked the numbers to 40 polys, 15 fuels, 3 sulphates and 1 paraffins which seemed balanced to me in my playthru and in no way overpowered.

6) Radiation from uranium: it is just not worth the hassle. Your pawns eat up a lot of medicine if you try to handle it. I suggest desinging an implant (kidney or liver to filter blood maybe?) that makes pawns immune to radiation to make uranium more viable. I mean rad suits are fine but I'd rather not have to micromanage pawns to wear it when they go near uranium.

7) As of 2.4D, the advanced mine extractor seems bugged and can't be placed anywhere (I hadn't tried too hard, maybe I was just dumb).

8 ) With the implementation of mineral and oil deposits (a great idea!), I think there should be a nerf on the cost of conveyor belts, as you will need a lot more of those and they are very expensive.

Thank you guys for your work, cheers!