Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

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Tsevion

Alrighty, been playing a decent game (3 years in) Cassandra Hard, traditional start.

A few observations/issues:
- I'm playing on a plains map, but it appears infestation frequency is unaffected by this fact. I've gotten 3 infestations so far, once a year, all in the same one room that was built over an outcropping I mined out. It's kind of ridiculous that if you build a full mountain base or a full plains base with a single room where an outcropping used to be you get the same infestation chance. I do love the infestation warning now though, feels a lot less unfair.
- Doors appear to be impossible to light, the door square is always 0% brightness even when both sides are lit. This causes a slowdown on going through doors that seems... wrong. I thought it was just door opening but then I put in wood and steel autodoors and they still slowed down, and I realized that was the cause.
- This has always been true, but wild animals can open doors and wander through all your defenses, then proceed to eat your stored food or your young animals. In this playthrough I had a cold snap, and about 20 rats, squirrels bunnies and raccoons all ran into my base and ate my stored hay. I had to manually kill them all. I've also lost 7 different baby Alpaca and Calves to Mountain Lions, Wargs and Wolves who just wander into my base and then eat them. The first notification I get is that my poor baby animal is being attacked and is usually dead in seconds. Wild animals shouldn't be able to open doors just because they're not currently hostile. The new trap change should help with this a bit hopefully, but it's still really annoying that you can't defend against predators until the last second... so you need to preemptively kill all predatory animals on your map or your baby Alpacas are doomed.

A few things I love:
- Vegetation actually growing back is amazing. 3 years in and my map isn't a wasteland... that's a first.
- The opportunistic hauling and inventory stack consolidating remove a lot of micromanaging.
- The new prosthetics and being able to craft them is really cool. It's made 1 armed people a lot less of a liability early to mid game, as you can get a prosthetic arm pretty quick. And the archotech gear is a great motivator for world questing. I actually spent a lot of time making of all things tribalware, because they wanted 13 of them, and no one was a particularly skilled crafter... so I need to make around 25 before I got 13 good ones. But it was worth it for an archotech eye.

JavaWho

#1696
First, thank you Tynan for repairing the doors in such a timely manner.  Very appreciated.

TRAPS .. Now with killboxes not being as viable on a non mountain map, I am in a large hill (looks like a small hill) map in the temperate forest.  I chose to build with traps outside my base which i have done before.  I like to either use traps or turrets rather than both unless I am pulling a colony value over 1 million in wealth.  But, back to the point ... Traps are getting hit be every random rat, bunny and boomalope that passes by and when a boomalope hits they are quite expensive to rebuild, especially with the deep drill change. 

Personally I liked the random chance of a colonist hitting a trap, to me it balanced the damage they caused.  I also liked the fact that some raiders made it past the traps and you actually had to fight.

Also what does this do for taming wild animals, they tend to come closer to your base as you ensue taming at times.  If you have traps the taming effort will most likely be over.

Not a fan of the the trap change.

https://steamuserimages-a.akamaihd.net/ugc/943950911480389900/9FB3FF7AA12E677FEBE860043D6DE2ACBB8AB78A/

Greep

Ran into an annoyance of mine that I'm sure nearly everyone agrees with:  sculpting tables default to allow steel when they really shouldn't, this is almost never a good idea.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Injured Muffalo

Quote from: Oblitus on July 05, 2018, 09:17:53 PM
Quote from: Injured Muffalo on July 05, 2018, 09:11:13 PM
>Downed refugees can no longer spawn with bleeding wounds (so they don't die while the player is trying to rescue them).

I don't understand this. There should be stories about the one who died before he could be reached or whatever. It's your problem if you can't keep track of events, not the game's.
If game says you have 7 days - you expect them to survive for 7 days, not die in a few hours.

Oh, I was thinking of drop pod refugees. nm
A muffalo encountered a vimp near a patch of sweet vegetables. A struggle ensued. The muffalo gored the vimp with its horns. The vimp bit the muffalo with its beak. Finally, the vimp was bested, sending large chunks of its flesh in every direction. But the muffalo was injured. It shed a single tear.

5thHorseman

Quote from: 5thHorseman on July 05, 2018, 09:09:38 PM
I'm not sure I'll ever need to hunt again.

Okay there may be problems with this strategy... :D

[attachment deleted due to age]
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

Oblitus

Quote from: 5thHorseman on July 05, 2018, 09:27:28 PM
Quote from: 5thHorseman on July 05, 2018, 09:09:38 PM
I'm not sure I'll ever need to hunt again.

Okay there may be problems with this strategy... :D
Use stone traps. They are more durable, cheap to rebuild and steel damage is usually an overkill anyway.

Greep

#1701
Ended up visiting the item stash for 13 advanced components with "no threats" because I ended up getting an okayish pawn recruit, and it's hard to say no to even 4 advanced components.

As guessed, this basically would not have been worth the risk of a good pawn.  Just walked away.

Edit: Also, ghandi? really?

Also, I just realized the only male in the fort is named "happy"  8)

Suggestion:  change "threats: none" to "threats: maaaaaaaaaaaaaaaaaaybe?"

[attachment deleted due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

5thHorseman

Quote from: Oblitus on July 05, 2018, 09:36:27 PM
Quote from: 5thHorseman on July 05, 2018, 09:27:28 PM
Quote from: 5thHorseman on July 05, 2018, 09:09:38 PM
I'm not sure I'll ever need to hunt again.

Okay there may be problems with this strategy... :D
Use stone traps. They are more durable, cheap to rebuild and steel damage is usually an overkill anyway.
Yeah I'm already switching over as they are destroyed :D
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

zizard

I recently received a mechanoodle raid and I found it odd that centipedes used both miniguns and HCB when they are really similar weapons and miniguns are for humans. Have you ever considered removing the minigun centipede and letting him have a HCB instead?

Also I would like to ask how multiple layers of armour work when blocking incoming damage? Is each piece considered separately or are the layers combined into a total armour rating for a body part?

Greep

#1704
In the past, it is considered separate (first piece reduces, second piece reduces that further), I doubt that would change.  It would be weird having like 200% torso sharp resist anyways.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Scavenger

Adjusted outdoors need speeds.

What does this mean?
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." - Oscar Wilde

Oblitus

Just got a mechanoid attack. They were attacking power conduits that are laid under walls. Was sure it is not possible.

dearmad

Anyone else's fueled stove no longer working?

And yes, the traps thing has gone kablooie on my map. Wow dead animals everywhere... Seems like Tynan made a "theorycrafted" choice and... these are our results?

Greep

It's easy to revert recent changes, enjoy the hilarity  ;D  At least it isn't raining blood like in dwarf fortress  ::)
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Dashthechinchilla

#1709
The issue with seasons on permanent summer maps is still around. I am playing a 50/60 day growth temperate Forrest. The player view says permanent summer. The world map says average tep 50 to 62f. I have been notified that I have 5 colonists that will need warm clothes, and it is currently 30f outside at 4am.

Now two days later, it is 75f at 4am. Permanent summer does this a lot.