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Messages - Mirador

#31
Greetings,

Not sure if it's intended but just had a pawn incapable of violent trigger murderous rage mental state.

So I was curious and followed him on his 'non violent' rage and it seem that in this case, he is indeed capable of violence.

Quiet funny that he won't defend itself from pirate murdering his familly, or during social fight with other pawn,
but can get so frustrated about waiting on an exhaused horse while forming a caravan that he actually want to murderer his lord.

Good thing his lord is a nice guy and had word of serenity ready. =oP

Well atleast that a good story I guess!
#32
Greetings,

I noticed this small anomaly in the world map.

Savage Tribe show 'What will it buy' button while pirate gang don't.

Since they are both permanently hostile faction, I guess it should not show it for neither of them.

Thanks!
#33
Greetings,

A small thing I noticed while I released some animals into the wild from my colony...

Not sure if it's a mistake or intended but pawns will not use leash when releasing animal into wilderness.

They prefer to directly cross the fence with the animal on their shoulder. ^^
#34
Same problem for me.

Piano and Hapisichord have the same issue.

There is also a strange musical glitch with the game music when a pawn play music on any of those instruments.
#35
Bugs / Re: 1.3 LetterObligationsActive Message
July 09, 2021, 12:20:24 AM
Had a similar issues. However the message was: LetterNewPrimaryIdeo
#36
Greetings,

1. What the circumstances were:

A caravan of 3 pawns with multiple animals is heading to leave the map.

2. What happened.

One of the animal got stuck between a fews trees, running back and forth, as the handler try to pull it over with the leash.

3. What you expected to happen.

It seems that the new leash mechanics can sometime prevent animal to move around obstacles.
This is particulary true for large caravan with many more animals than pawns.
I am not sure what would be the best solution but maybe they should simply go through tree in that case.
It's not a gamebreaking issue but I had to send another pawn simply to cut the tree in the middle of the forest so the caravan can progress and leave the map.

Thanks!

UPDATE: It happened again, I attached a screenshot.
#37
Seem to affect any kinds of wall (wooden, steel, etc), not just limestone.  ;)

This apply to vent and power conduit as well.
#38
Greetings,

1. What the circumstances were:
Just started a new colony with the lastest 1.3 update. I tamed 3 gazelles (1 male and 2 female) and 2 boomalope (1 male and 1 female). I put then all in one middle-sized pen.

2. What happened:
Both females gazelle had one baby each, so I was exploring the new auto-slaughter feature to automatize meat production in the colony.
I click on auto-slaughter, and see 1 male gazelles, 1 male boomalope, 4 other gazelles and 1 other boomalope.

3. What you expected to happen:
I expected to see 1 male gazelles, 1 male boomalope, 2 females gazelle, 2 other gazelle (their baby) and 1 female boomalope in this menu.
Those females are not pregnant nor immature.

4. Steps we can follow to make the bug appear on our machine.
The bug is still present in my savegame file.

5. Savegame file
https://drive.google.com/file/d/1zuSGMRChpNqFnln_71B6Ns1YrkyS6v3T/view?usp=sharing

6. Log File
https://drive.google.com/file/d/1JgVay7pm8dbNXCfvVq_kuDJIcf6GAspW/view?usp=sharing

Please correct me if I missed something.

Thank you for your time!
#39
Quote from: jchavezriva on August 01, 2018, 04:06:56 PM
Storyteller: Randy
Difficulty: The one that used to be the second one to the last one (cant keep track of its ever changing name, sorry!)
Biome/hilliness: Mountanious boreal forest
Commitment mode: Yes, with shameless alt+f4 savescumming
Current colony age (days): 330+
Hours played in the last 2 days: 7 aprox
Complete mod list: None

----------------------------------------------------------------------------------------------------------------

I noticed a really weird bug.

I get notifications of people getting the Flu, and those people are not my colonists.

I checked in a visiting caravan and couldnt see them either. "Jump to location" button was disabled. Has happened twice in last update.

Storyteller: Randy Random
Scenario: Tribe
Difficulty: Medium
Biome/hilliness: Temperate forest / Flat
Commitment mode: Yes
Hours played in the last 2 days: 20+
Complete mod list: Greenworld, Numbers, Incident Person Stat, Wall Light, Simple Bulk Cooking,
Small Shelf, OgreStack, Simply More Bridge, More Faction Interaction, RimFridge, Allow Tools, No Forced Slowdown & Deep Ore Identifier
Game versions: 1980 - 1982

Exactly the same thing happen to me. A defector named Harrell got sick twice in my game since last update.

I have no idea who or where he is. Not a colonist or prisoner.

[attachment deleted due to age]
#40
Storyteller: Phoebe Chillax
Difficulty: Medium
Biome: Temperate Forest (Flat)
Commitment mode: yes
Current colony age (days): 448
Hours played in the last 2 days: 20+
Complete mod list: Greenworld, Numbers, Incident Person Stat, Wall Light, RandomPlus, Simple Bulk Cooking,
Small Shelf, OgreStack & Simply More Bridge.
Rimworld versions: 1974 to 1977


Hello Tynan,
I just send my ship in space for the first time (after only 1668 hours  :P) and I wanted to share this wonderful experience with you.

Early game:

Love the new spike trap. They are deadly and totally worth it (at least on temperate forest). Wood are fine on soft target,
steel are better for harder target (like scyther or lancer), which make sense. Never had enough plasteel to think about making plasteel trap.

That being said, I seen quiet a couple of animals and colonists get hit by random trap. steel spike trap can be particularly
deadly to colonist without heavy armor.

----

I lost 2 colonists to a plague during trade caravan while having proper medic skill, bedroll and medicines.
This is because medical tending delay during travel seems to last about 2 days for the plague. That is more than enough
time for the infected colonist to die if the doctor fail his first check.

What did I learn from this? Always keep at least 1 penoxycyline in your colonists inventory. Once I did that,
my caravans could go out safely without too much trouble. Of course, it won't help if you get a infection.

-----

My earliest real threat was a psychic ship fight. There was a centipede, a scyther and a lancer. The perfect trio.
I was able to lure the scyther but the lancer wounded seriously the leg of Amelia, one of my main colonist.

I send her immediately to the medic bay while I try to figure out how I can deal with those mechanoids.

No sniper, no EMP, I decide to build a long wall with a door and trick them into melee/short range
the other side of that wall. It did work out, however not without a cost.

Amelia leg get infected and the medic being on the battlefield, she don't get proper tending. The infection is now
winning but the gaps with immunity get closer as the infection become even more extreme.

You know, it do not always end well. Had to remove Amelia infected leg at infection 99%/Immunity 96%. Very close one!
A prosthetic leg for you, and later, I will make a bionic leg just for you, then for all your brothers and sisters! ;o)

----

I noticed that some times, colonist will wear weaker apparels than what they already have.
For example, I noticed that some of my colonist prefer the wood full plate to the steel full plate (same quality/hits points).
I know that wood is perhaps a bit better than steel for heat protection but I literally had to forbid the wood plate
so my colonists could wear steel plate armors.

This seems to happen as well during end-game with hyperweave/thrumbofur duster and marine armor.

----

Mid game:

I started to use IEDs, well mostly high explosive and EMP, and they feel pretty cheap and can get very good result.
However, they do not seems to auto-rearms in my game.
Maybe because I started on a old version before the update ? *shrugs*

Also, what is the point of IED firefoam trap when we have firefoam popper ?


-----

I did lost a third colonist to a hungering warg. It was totally my fault as I could have outrun him back behind the wall
but I took the wrong choice and try to fight him with a chain shotgun while wearing full flak armor. Sadly, that was not
enough and the hungry warg downed him quickly. And as we all know...Unlike manhunter, hungry animals continue to attack
you until your are dead, which don't take that long unfortunately. ;oP

What did I learn from this? Don't ever fight hungry animal alone. (I guess that make sense!)

-----

I had a colonist that had several daze mental breaks during drug withdrawal process. It did seems that the colonist
was not getting the catharsis mood bonus after the mental state end. It might be fixed by now, I do not know.

---

Caravan ambush did seems a bit weak in general. For 4 colonists in full flak armor or better with mostly precision weaponry
and thrombo horns for melee.... and around 10-15 various pack animal... the AI send a single raider with a knife.

Don't get me wrong, caravan ambush should be pretty weak as we have little time to setup defense and must-do with what we have.
But this seem a bit silly. Anyway, this keep happening multiple times.

It did scale a bit as I progressed into the game, with up to 6 poorly equipped raiders completely at the end game.

Still, I did enjoy caravan traveling a lot, and it's fun to have weaker fight from time to time.

----

While raiding a small turret outpost I noticed that mortar are lighter than mini-turret.
I am not sure if it's intended or not but I did find it a bit funny that it was lighter to carry 3 large mortars
(30kg each) than a single mini-turret (100 kg).

-----

I was gaining new colonists pretty fast during early-mid game. Starting from 3 to 12... then finally top at 24 colonists.

The colony population was raising so fast that growing food quickly became the main issues. Good thing that the map had
50/60 growing days or I would probably not have survived that easily. The game almost ended with a large colony famine as
I completely forgot removing the roof I had build a week ago on my crop field to protect them from a cold snap... XD

----

I finish my killbox, a mix of long range uranium slug turret (Incredibly powerful!), autocannon turret and
a layer of uranium mini-turrets with a minefield in center and a deadly trap corridor. Well, of course it's also
around that time that the game adapt and send mores diverse types of raid (siege, sapper, transport drop, etc.) to test
your defense.

----

End-game:

Deep mining seems much more rewarding than before. I got many thousands of uranium and steel that way.
However, plasteel is still elusive.

So I build 2 LRMS and start searching for plasteel. I even made a specific miners team that I send
periodically to mine plasteel deposit.

I also buy every scrap of plasteel from any vendors I encounter.

Even until the very end, plasteel was pretty hard to get while I had thousands of steels, silvers, uranium & woods.

-----

Melee DPS info seems to be missing on power claw, prosthetic arm, bionic arm & archotech arm. I would like to know
how their DPS compare to others melee weapons.

-----

Friendly fire seems much better in general. However, those uranium slug turrets are still very dangerous, lost
a few pets to them.

------

Infestation and deep drilling infestation strength did feel alright. They can deal some damages to your base sometimes
but in general are pretty easy to deal with. I guess it would be another story on a mountain map.

----

I tried to use moisture pump to drain some mud around my base. There was not that much mud/water to begin with, yet it
feel like it was taking forever. I got quiet a few of them working but at the end I feel that it was not working fast
enough to justify their use over simple bridge.

-----

Caravan request did seems less interesting/rewarding during the mid/end game. Most of my caravans travel was for components
/ plasteel mining and some times selling items at friendly villages or finding item stash.

I wish there was more opportunity to find those rares tech devices (healer mech serum, resurrector mech serum, archotech, etc.)

On another side, it make each colony unique has I won't have the same rare devices in each colony.
-----

The largest threat to me during end-game was probably mechanoids drop directly inside my base. Those often inflict large
damage to the base. To help against this, I put EMP IED trap & firefoam popper everywhere inside my base.

------

Ship starting sequence was incredibly fun! Lot of actions and had the chance to use some on those nasty weapons/devices
I collected during my adventure.

It was intense, I barely had the time to repair and rearm trap between each raid. It was also the first time that I saw
raiders with triple and doomsday rocket launcher.

I even lost 2 geothermal generator to late mechanoid raid. Good thing I was producing way too much electricity at that time.

In general, I feel like the challenge was adequate for medium difficulty.

----

Unfortunately, I don't have dev graph because I... permanently disabled dev mode by mistake.

Hope this will do!

Thanks for your time!

Time to test this new build...  ;D

[attachment deleted due to age]
#41
Hello Tynan,

Love what you did so far.

As requested, here some feedback after testing a few colonies in unstable version 1.0, Cassandra, Some challenge
(now medium).

Bug/Features I noticed:
- Pawns do not receive any additional moods debuff from banishing a pawn with who he share a relationship with (wife, etc.).
Personally, I would be pretty angry if my wife/son/brother etc. would be banish.
- I cannot prioritize a pawn on an art job when the sculptor table is being used by another pawn. This behavior seem
unique to sculptor table.
- Pawns prefer to eat pemmican over simple meal, even if the simple meals is closer to the dining room. They also often
eat packaged survival meal while I have other meals available. Some control on what pawns are allowed to eat would be nice! =)
- A brawler pawn with no passion in shooting can get a 'shooting inspiration' event. If brawler dislike ranged weapon,
how can they get inspired by it?
- Manage drug policy menu still use Joy wording instead of Recreation.
- You cannot install a cooler or vent over a smoothed wall.
- Raiders will sometimes try to "flee" literally through my base.

Various suggestions/observations:
- It would be nice to have a way to dispose weapons earlier than electric smelting. After all, I can burn a power armor
in a campfire...but not a wooden club. ;)
- When rescuing a pawn that want to join the colony (escape pod or rescue mission), it would be nice to have the option to
"accept/decline" their offer to join. Another idea would be to have a small time period where you can banish him without
consequence.
- "Pause" caravan should be renamed to something like "Rest". Also, it would be nice if it would provide a bonus to healing
speed/immunity gain as getting sick during travels can be really bothersome. As a matter of fact, I did loose a pawn
to infection while having a doctor with 15 medical skill & proper medicines access in the same caravan.
- Infestation can happen in multiple and sometime far away area of the colony. However, the alert message
only show you the main infestation area. Maybe, you could add additional arrows showing where the infestation is, like when
you get raided by multiple groups.
- I do feel that Intellectual skill have a bit of limited use and really don't have much use except drug synthesis once
all tech are finished. Perhaps using it to craft components and advanced component would be a good idea as it's often
a busy job for colonists.
- Speaking of which, there seem to be 4 different "work types" associated to Craft inside the work tab. Drug cooking
(cooking skill), drug synthesis (intellectual skill), crafting spot (crafting skill) and unskilled labor (stone cutting,
chemfuel, smelting). Also crafting a bow from crafting spot and smithy use different priority even if it's the same item.
To make it worse, the work tab say that it's related on crafting skills and passions while it rarely use that skill (only
non drug crafting spot) Maybe it should be renamed and/or split in their proper works assignment. For example, drug cooking
could become a low cooking priority job, crafting tribalwear a tailor job, crafting tribal weapons a smiting job, etc.
- Adding "Force March" option to caravan could be a nice idea.
- It's really minor but it Would be nice to be able to place floor under large furniture, like the electric crematorium,
comms console, etc.
- Speaking of which, pawns can have some difficulty to build corner wall if adjacent walls have been already build.
- While watching the information screen on a pawn, it would be nice if we could switch from one to another.
Otherwise, any way that would allow us to see and compare pawn stats (like Numbers mod) could be really nice.
- Maybe that just me.. but every colony I build end up by being a massive... warehouse. Personally, I would advice to
increase the items stack a bit. Maybe 100 instead of 75 ? ;)

As others already reported/suggest:
- Having medieval helmet that fit with the plate armor would be great!
- I think it would be a good idea to merge meats like what you did for leathers. Another idea could be to add a bill for
"Mixed meat", just like Patchleather is for leathers.
- It would be nice to have an interface to see what is inside a transport Pod when loading. Also, it would be great if
the game would allow more than one colonist to load a transport pod.
- The game slowdown greatly when opening context menu.
- There should be an option to allow time to stop with a popup When a caravan arrive at his destination.
- When undrafting hungry pawns, they immediately start eating a meal even if the game is still paused. Which will be instantly
dropped if I prioritize them on something else. It would be nice if there were a small delay (at least wait until unpause) so
pawn don't carelessly leave their meals on the ground after a fight. Another idea would be that the pawn could put back
the meal in his inventory.

I must admit that I often use a lot of mods (mods junky, heh). However, you really did a great job on the QoL aspect of the game
and I feel like I don't need as many mods as before. This being say, there is still one function that I miss a lot and
it's the ability to mark some items to be haul urgently.

Balances Feedback:
- The game economy is much better than before. It's harder to get insanely rich, which is a good thing!
- Raiding/infestation difficulty curve seem pretty good as well. It's good to feel challenged even in mid/end game where
your base is fully fortified. Combat is more fun in general!
- Also feel like melee fighters are much more viable then early version.
- Caravan traveling is much better! Rewards are often worth it. My only real issues is about infection/sickness
during travel.

Hope this will help!