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Author Topic: Unstable build feedback thread  (Read 535646 times)

mightyhuhn

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Re: Unstable build of 1.0 available
« Reply #30 on: June 17, 2018, 08:21:09 AM »

the trait sickly gives +4 medicine is this working as intended?

the changelog is just this:
Quote
--Sickly - get sick often
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Tynan

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Re: Unstable build of 1.0 available
« Reply #31 on: June 17, 2018, 08:27:12 AM »

the trait sickly gives +4 medicine is this working as intended?

the changelog is just this:
Quote
--Sickly - get sick often

Intended, it's counterbalancing and we like to think that being sick your whole life would teach you a bit about sickness.
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TastyCookies

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Re: Unstable build of 1.0 available
« Reply #32 on: June 17, 2018, 08:36:38 AM »

Just got my hands on 1.0 unstable (x64 executable), and the game is already sending errors.
EDIT: more errors (hurray!).
EDIT #2: and the errors don't stop coming and they don't stop coming, filling my output log with alot of nonsense.
Wait, does that mean RimWorld is now 64-bit? :D
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MisterVertigo

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Re: Unstable build of 1.0 available
« Reply #33 on: June 17, 2018, 09:27:05 AM »

I can't wait to try these changes out!

I was thinking a while back you had posted about making changes to how grass is spread. Were any changes/adjustments made to that process?

Thanks!
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Tynan

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Re: Unstable build of 1.0 available
« Reply #34 on: June 17, 2018, 09:29:37 AM »

I can't wait to try these changes out!

I was thinking a while back you had posted about making changes to how grass is spread. Were any changes/adjustments made to that process?

Thanks!

Oh yeah, ison completely redid it. So it covers the map all at once now and regrowth looks the same as initial growth.

Didn't I mention that? I will, it's a big deal.
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kosh401

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Re: Unstable build of 1.0 available
« Reply #35 on: June 17, 2018, 09:44:24 AM »

I can't wait to try these changes out!

I was thinking a while back you had posted about making changes to how grass is spread. Were any changes/adjustments made to that process?

Thanks!

Oh yeah, ison completely redid it. So it covers the map all at once now and regrowth looks the same as initial growth.

Didn't I mention that? I will, it's a big deal.

Excellent! I kept hoping to see this mentioned along with adjustments made to trees and crops. Looking forward to testing all the things!
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Tynan

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Re: Unstable build of 1.0 available
« Reply #37 on: June 17, 2018, 09:58:59 AM »

What is this exactly?



Deny if you want, or not. The only networking RW does is the main menu version check.

Nothing changed on this since last build.
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UnlimitedHugs

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Re: Unstable build of 1.0 available
« Reply #38 on: June 17, 2018, 10:18:31 AM »

Cheers for the early testing invite.
Is the new MapLeakTracker working properly? Calling MapLeakTracker.ForceLeakCheck() always reports a leaked map after starting a new game, then returning to the main menu.
I just load a very simple mod to make the call, no other changes to the game.
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Renatus

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Re: Unstable build of 1.0 available
« Reply #39 on: June 17, 2018, 10:19:48 AM »

God I wasn't sure how much longer I could endure the wait for this, but after seeing all the amazing changes.... mein gott, its a beautiful update.
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Yoshida Keiji

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Re: Unstable build of 1.0 available
« Reply #40 on: June 17, 2018, 10:21:14 AM »

Quicky:

Started my first plantation and the drop down list is chaotic, sort "Alphabetically" please, but separate per minimum skill requirement, this means I prefer to see no skill needed sorted on top and then gradually list below based on skill number but again, alphabetically too.

Ser Kitteh

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Re: Unstable build of 1.0 available
« Reply #41 on: June 17, 2018, 10:26:48 AM »

Tynan, if it's not too much of a hassle, in the scenario editor (and maybe the devmode), can certain things be alphabetically categorised?
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Kirby23590

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Re: Unstable build of 1.0 available
« Reply #42 on: June 17, 2018, 10:32:43 AM »

Oh yeah, ison completely redid it. So it covers the map all at once now and regrowth looks the same as initial growth.

Didn't I mention that? I will, it's a big deal.

Is there a work tab that adds that splits construction and repair?

It's nice to split people who repair and people who build things since raids or other events that damages structures. colonists prioritize repair rather than constructing a missing or fixing a hole in the wall.

Just a suggestion that i ran around and found from the Suggestions fourms. ;)
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PatrykSzczescie

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Re: Unstable build of 1.0 available
« Reply #43 on: June 17, 2018, 10:35:51 AM »

I've been reading the whole Tynan post and haven't found about the issue where hurt animals are fed with the best meals.

Also
-No more faction relations impact if a friendly person is caught in crossfire when firing at a mutually hostile target
Doesn't it look abusable as some people may intentionally shoot through allies?
« Last Edit: June 17, 2018, 10:37:51 AM by PatrykSzczescie »
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animagus_kitty

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Re: Unstable build of 1.0 available
« Reply #44 on: June 17, 2018, 10:37:23 AM »

Oh yeah, ison completely redid it. So it covers the map all at once now and regrowth looks the same as initial growth.

Didn't I mention that? I will, it's a big deal.

Is there a work tab that adds that splits construction and repair?

It's nice to split people who repair and people who build things since raids or other events that damages structures. colonists prioritize repair rather than constructing a missing or fixing a hole in the wall.

Just a suggestion that i ran around and found from the Suggestions fourms. ;)

I'm out of the loop, sure, but I think I remember Fluffy's(?) Work Tab doing that. Splitting all categories by individual task, and then you could assign some to have higher 'construction' and some t have a higher priority 'repair' task.

If Tynan&Co don't do something about it.
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