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Messages - Teleblaster18

#31
Please see the below 2 screen shots;  when a colonists is given a command to give a partial stack to a pack animal, a blank screen appears instead of the normal slider bar which allows the quantity to be selected.  I believe this also happens when a colonist is given the command to "pick up (x) of (item)".

In the below example, I'm giving Martin a command to give some Herbal Medicine to the alpaca next to the medicine.


#32
Congratulations on getting to this point!  Thank you for all of the effort in getting Beta 19 rolling...it's a ton of fun to play!
#33
Quote from: ison on August 24, 2018, 08:32:00 AM
Could anyone please upload a savefile where this happens?

I just PM'd you with a download link.  Good luck!
#34
Quote from: NiftyAxolotl on August 08, 2018, 07:34:59 PM
Quote from: Tynan on August 08, 2018, 05:01:29 PM
Quote from: Polder on August 08, 2018, 10:53:23 AM
I agree. I'm trying to make it more worthwhile to keep animals for things other than defense or hauling.
I totally agree with the goal, once upon a time I did a ton of analysis and balancing to try to make the farming case viable (several alphas ago), but it's hard as hell to actually get all the balance points working. Especially given how straightforward hunting is, and how manhunter packs deliver mass meat/leather. It's hard for raising animals to compete with that without being ridiculous in other ways.
Makes sense. But if domestic animals can't compete with maddened rhino meat, then... don't make them try? Give them reasons to exist that don't have easy substitutes. Hauling, combat, and Boomalopes' chemfuel work this way.
- There's a B18 mod that adds Chocolate Bunnies. Hilarious and unique. Doesn't matter if it's inefficient.
- Nuzzling feels like a random, incidental effect. Maybe instead of a random colonist, pets should only nuzzle their master. That way, I'd feel like I have control over it and be motivated to get a pet for each colonist.
- Playing with a pet could be a recreation source.
- Milk and eggs are just substitutes for meat right now. If they (or chocolate or insect jelly) were required for lavish meals, they would have a distinct, specific purpose.
- If woollen furniture had a comfort bonus, then wool wouldn't just be a substitute for mid-tier leathers.

Alternately, you could let farms stay weak at high difficulty, but some QoL would make it more fun for lower difficulties:
- Assigning animals to multiple zones would be nice.
- An estimate of nutrition needs would be nice, especially on maps with winter.
- Managing unfertilized versus healthy/ruined fertilized eggs is clunky. Ruined fertilized eggs should transmute into unfertilized to simplify things.

As someone who always builds a big farm, you raise some interesting points.

I have to be honest:  I am not the sort of player who goes in for min/maxing efficiency.  I build a large farm every time, because given the circumstances, that's the sort of thing I'd expect a colony to do to help its survival. 

With all of that being said:  now that animals have to be maintained, would it be simpler to just increase the meat/leather yield on tamed animals exclusively to make a farm more viable?  They're eating cultivated hay, manufactured kibble, and being tended to when injured or sick.  I'd expect a domesticated animal who's being better fed, sheltered and cared for than it's wild counterpart to be bigger, stronger and healthier as a result.

Whether or not any change happens, I'm still going to try for a large farm in every game, even if it's a net loss of effort.  It's a pain in the ass, but honestly - it's one of the things that makes the game cool.
#35
Quote from: redxlaser15 on August 08, 2018, 04:35:42 PM
I don't understand how everyone is like "go to properties and change it to unstable branch and it'll be 1.0" when it instead says 0.19 all the time! There isn't any other option other than what is obviously previous versions of the game, the alphas. What am I doing wrong? Is 0.19 actually 1.0 and is labelled weird? I wanna test out 1.0 too!
0.19 is the newly-labeled unstable build.  You're fine. :)
#36
Storyteller: Cassandra Classic
Difficulty: Rough
Biome/hilliness:  Temperate Forest (Permanent Summer) - Flat
Commitment mode: No
Current colony age: 508 days
Hours played in the last 2 days: 8-10
Complete mod list: None
v.1987

Game Notes:

-Installed my first Bionic Heart, because one has been laying around for a while, doing nothing.  I like the outcome, which is increased movement speed, along with increased blood pumping.

-Surrounded my base perimeter entirely with 2 rows of staggered wooden traps, the first of which is right along the perimeter wall;  they handle Mechs nicely (Lancers and Scythers, specifically), but something that size is a project to maintain.  Flammability is still a serious issue, of course...and one that I still don't have a sufficient amount of non-flammable resources to counter at the moment.  Moving from wood to any other material is not possible, due to the full resource loss of that material.  Even getting a percentage of the material back (25%) would make using other materials more enticing.  Flashstorms and any incendiary weapons are still a major concern.

Relocating traps is nice, but in practice, it takes a very long time of pointing-scrolling-clicking if you're using large numbers of them.


-A Trader friendly faction did some dirty work for my colony, and largely fended off a Pirate raid while they were hanging outside my base, post-trade.  It was fun to watch. 

I re-learned a lesson, though - don't save *any* friendly faction animal, unless you've made sure the animal can walk.  I saved a friendly faction bull that had gotten brain damage in the fight, and didn't realize it at the time.  After I brought it to my barn and saved it, it just...sat there.  In my barn.  Forever.  While my colonists wasted time keeping it fed.   I had two viable options: try to feed it Wake Up to get it mobile again (which pisses off the friendly faction), or to euthanize it completely (which pisses off the friendly faction even more).


-I'm trying to figure out whether I want to keep my guys armored 100% of the time or not, because of the time it takes to change out of normal clothes (for me, standard non-combat wear is always Devilstrand pants, long sleeve shirts, Duster and Hats (both made from the strongest leather/fur I have available).  I'm reaching a point where I think it's better to just keep them in combat gear all the time, since I've been caught too many times by a raid where my guys weren't armored, and it took too long to get them outfitted.

This of course means that tailoring drops far down on my priority list, as will Devilstrand production: as long as I have cold weather outfits, I don't forsee needing to tailor much in the future.  I'm sorry to see a whole dimension of the game get relegated to an afterthought, but the necessity of keeping everyone as protected as I can is kind of forcing my hand on the issue.

Were apparel changes sped back up again to B18 levels, tailoring and normal clothes would become more viable again, I think.  I'm not sure I entirely understood why the increase in apparel change was introduced...in B18, even in a dedicated armory which facilitated the clothing to armor change times (I've built dedicated armories in just about every game I've played), it took a while for colonists to get to the armory, and then to get to where the fighting is.  If any pawns are less than 100% health, this takes even longer.  Perhaps the context of the increase in apparel change speed could be re-examined to see if it's performing its intended function?

Tonight's Graphs:

#37
General Discussion / How is everyone using Armor ?
August 08, 2018, 03:39:05 AM
How are you having your colonists use armor - are you keeping them in armor 100% of the time, or are you having them change from normal clothes to armor when threats arrive?

If you're doing the latter, what method are you using to get them changed quickly?
#38
A suggestion, regarding Scattered Mech Drops (and one that might already have been made):

It is sort of difficult to tell how many Mechs you are facing;  hovering over the "Raid" envelope will bring up an arrow that only indicates one Mech at a time.

Usually, the work-around is to pan back as far as you can, double click on a given item, and the system will tell you how many of those items are currently on the visible map;  of course, it won't tell you how many are not visible off the area that you're currently viewing.

This isn't a game-breaker, by any means...it just takes a player longer to identify how many (and what type) of threats they're facing.

Even something as basic as a running tally message ("'X' Scythers Remaining") would let you know when you've fully defeated the threat, and can safely reconfigure your base and colonists' settings to a non-Raid footing.
#39
Quote from: Tynan on August 06, 2018, 10:50:27 AM
Regarding maximum range, it just refers to the maximum targeting range.

The gameplay reason they can miss beyond this range is because to do otherwise would add a bunch of complexity to the math around miss chances. Depending on how it's done, it could look weird, cause more damage in some particular situations, or open up weird game-y tactics.

In fiction, you can imagine it any way you like. I'd just call it them knowing not to shoot past effective range, just as real soldiers don't shoot at targets they could theoretically hit just because it's too far to be effective for their weapon.

It's not worth adding the interface, balancing, tactics, AI complexity to make this work so as with many many other cases we're sticking with the straightforward max-range/miss the same at every range system. There's many more important things to focus on.

Thanks very much for taking the time to address this. 

One addendum: if you feel it's prudent, would it be possible to have the Range description in the weapon stats page reflect this? Just a brief description of the fact that the "Range" stat and the corresponding graphic "halo" is the maximum range that a weapon can be used to target, but that projectiles can travel further than this distance.  Currently when you mouse over the "Range" entry on any weapons stats page, it's blank.

Thanks again. 

#40
One final update:

When reloading a game that was saved 2 hours prior to the game save that is causing problems, it seemingly runs flawlessly.

Apparently, I'm back in business...and utterly perplexed.
#41
Additionally -

When all 12 of my colonists have been banished, the game runs without any pauses.
#42
I'm determined to figure out what behavior is causing this, and I just noticed something very strange:

When colonists are drafted, the problem disappears, and the game will run normally at any speed without pausing.  The moment that they are un-drafted, the pausing problem begins again, immediately.
#43
Quote from: Canute on August 07, 2018, 02:48:25 AM
Nope, deinstall don't erase the config's they are located different.
Check the link from mehni that help's to locate the Config folder, you can delete the scenario too.

And since you reinstalled Rimworld and don't use mod's this is the only idea i got left.

And btw. you wrote it happen with B18 too.
Did you use the same safegame, or did you start a new colony.

Thank you once again;  I deleted the Config folder, and the problem continues to occur.

I save all of my old game files; when I re-loaded B18 last night, I used my last save file which was saved using only B18, from June 18th.

After June 18th, I started a brand new game with the unstable build, so the current save file has only been used with the various versions of 0.19.
#44
Quote from: Canute on August 07, 2018, 01:54:19 AM
QuoteI haven't made any (literally zero) changes to either my operating system or software in weeks to months,
too bad steam is doing this for your.
Since you playing unstable 1.0 that software get nearly daily changed.

Since you don't provide an error log.
Delete the config folder, so rimworld can start with fresh settings.
Unsubscribe from any workshop mods if you got any.

Thank you for your kind suggestion, Canute.  Since I've written last, I've entirely de-installed RimWorld, and re-installed it, which I believe would have the same effect.  I've also updated my graphics driver.

I do not play with mods of any sort, so these would not be a factor for me.

None of it seems to work. 
#45
Two notes:

The problem continues with today's most recent version;  additionally, I re-loaded the B18 version to see if it would experience the same pausing bug, and it does.

I haven't made any (literally zero) changes to either my operating system or software in weeks to months, so at this point, I'm out of options.  It looks like I will have to abandon RimWorld for the forseeable future.