Unstable build feedback thread

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

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Marstannum

Quote from: dogthinker on July 19, 2018, 07:34:29 AM
EDIT:
p.s. this is the wrong place for this but... REALLY easy (I suspect) QoL improvement. Growing zones currently have a 'allow sowing' checkbox. Could we also have a 'allow harvesting' checkbox. This would massively reduce the micromanagement around farming (especially wood harvesting - you might notice in my screenshot that the entire area around the house is a growing zone (with sowing off), that's so the grower automatically harvests the trees when they hit 100%, and not before. But I have to frequently delete and recreate this zone, when I want the grower to focus on planting in the 'real' growing zones.)

I would love something similar, but not quite the same.  I'd like to be able to forbid cutting plants when sowing, because then I'd be able to rotate crops efficiently.

For example, right now I have hops growing on a small plot and have it set to healroot with sowing forbidden.  I have to watch the plot until the hops have finished growing and then turn sowing back on.

It would be amazing if I could set it to healroot and my pawns would harvest the fully grown hops and then plant healroot in the emptied spot instead of either sowing nothing or clear-cutting the hops whether they're ready to harvest or not.

Aerial

Ideally, I would like to be able to designate a trading spot/zone.  I don't think it's going to be very easy at all for Tynan to try to bake in logic that makes the traders pick a reasonable spot on all/most maps/bases.  There's just too much variability.

Instead, to discourage using this feature to ambush traders with impunity, perhaps the cost to buy faction goodwill should increase with each faction member's death and the bonus from releasing a faction member unharmed should decrease with each member's death.  So once you're on good terms with a faction, you have to keep it that way or eventually you'll have no mechanism for winning them over again.  If you ambush and slaughter a caravan you get the spoils, but you'll have to spend a fortune to regain their good will, and if you keep doing it they'll be permanently hostile and you won't get caravans from them any more.

gadjung

for picking trade spot, there's a mod for that - it's easy to abuse though.
Having dedicated 'Trade monument' that takes long time to deconstruct might have some sense in it.

Broken Reality

Quote from: Tynan on July 19, 2018, 01:34:22 AM
Regarding chemical interest, a pawn at 50 mood will have a drug binge randomly once per 50 days. So slightly more than once per year.

With chemical fascination, it's once per 25 days.

Unless there's a bug, of course. Also, the chance is higher at low mood and lower at high mood. In future I want the game to report the cause of mental breaks so it's clearer what's going on.

Hey Tynan thanks. He was at high mood so apart from the first break  which I think was the random one triggering when drugs showed up. I'll start a new run and see how interest/fascination goes this time. I'll post my drug colony when I'm done.

Jpagano

Enjoying 1.0 so far, nearing end-game on a Cassandra Rough save. Just ran into a bug - had a pawn develop two simultaneous instances of the flu (second very shortly after immunity was gained on the first instance, both gained during a caravan trip).

https://imgur.com/a/zv9JDPL


EvadableMoxie

Centipedes are still really rough.  It's a bit off-putting that the only thing I care about is how many centipedes are in the raid.  Sycthers and lancers I can handle just fine.

I had a 5 centipede psychic ship and called in help. They sent 5 guys, two with knives, two with pump shotguns and 1 with a grenade. None with armor.  Needless to say they didn't accomplish much.

Then as I was regrouping for round 2 and trying to pelt the enemy with mortars, I got a random friendlies event.  They sent 38 people.  38 people.



So it seems like requesting military aid is completely useless, but the random friendlies event is just insane.

iamomnivore

#3231
Tribal Start -- Cass Extreme "Commitment Mode"
Started in .1968

Images included. This has felt a bit ridiculous. Raid, Disease, Raid, Raid before the first season passes. I love getting my face caved in but, damn.

To frame it a bit better, the last raid (only 2 days before,) was nothing but grenades and molotovs, to add insult to injury. -_-' Btw, this type of raid has been much too common, for the last 2-3 versions. And, very early in games ... Is that intended??

Also, it's of note that the previous raid _does not show up on the adaptation graph_. Unless I'm missing something, a message exists showing the raid but, the graph does not seem to recognize that the raid occurred.  ???

Addendum: I loaded the game back up and actually started to handle the new raid, only to notice that the MOTHER of one of my colonists is in it. Now, wouldn't a _mother_ of all people just say, "Screw it, that's my child. No loyalties stronger." If not -- ye gods! these moms on the Rimworlds D:

Btw, this raid killed me. It seems like the adaptation graph may, indeed, be missing data points. I'd expect this last raid to be an entirely normal occurrence if not for the prior "rush & burn" raid ...

[attachment deleted due to age]

DubskiDude

Quote from: Tynan on July 19, 2018, 04:35:28 AM
Reduce centipede armor

YES. Now for Melee Scythers, who now have more sharp armor than centipedes :P

I did some quick testing and Scythers seem to insta-die to autocannons, but shrug off pawn bullets quite a bit (my pawns use assault rifles, snipers, two miniguns, and a charge lance). Not sure what I'd do about the autocannons, but I would obviously suggest less sharp armor but more health.

krinkels69

I think I found a bug, apparently some of my prisoners are now engaged to eachother. Is this actually supposed to be possible or is this something yet unfixed? I'm not sure whether anyone has mentioned this before but I don't feel like checking out the entire thread :p

EvadableMoxie

Not sure why it would be a bug.  Prisoners can socialize which makes sense, and becoming lovers or marrying are just social interactions.

Truman

#3235
Quote from: dogthinker on July 19, 2018, 10:31:13 AM
I'm also only getting 0.5% chances to recruit a 67% difficulty, happy, prisoner. The warden only has 5 social, but still, that feels too low. Maybe the percentages need to be adjusted upwards a bit, given there's the enforced delay of pushing through the resistances. I've had this prisoner for 18 days already, I don't think I've ever had a 67% difficulty prisoner take even remotely that long before, and I guess it's going to take a couple more seasons at this rate.

edit: levelled up to 6 social... 0.58% chance. I feel like it ought to be about 10x that for such an easy prisoner.
I (finally) registered here just to mention the same issue. My latest 1.0 colony (created in 1.0.1968) has two prisoners that have less than a 1% chance to recruit with a warden with 9 social even though the prisoners are only 62% and 72% difficulty, respectively. I had a third prisoner that I was only able to successfully recruit after getting the inspired recruiter 100% chance buff. If the chance to recruit is 0.7% this suggests an average of 143 attempts before success, which seems excessive. I don't recall it ever being this bad before, and I can't imagine how long a 99%-er would take!

I also had two of my prisoners fall in love and even get engaged. Not sure if I should build a double-bed in my prison!

gadjung

Quote from: EvadableMoxie on July 19, 2018, 01:03:32 PM
Centipedes are still really rough.  It's a bit off-putting that the only thing I care about is how many centipedes are in the raid.  Sycthers and lancers I can handle just fine.

I had a 5 centipede psychic ship and called in help. They sent 5 guys, two with knives, two with pump shotguns and 1 with a grenade. None with armor.  Needless to say they didn't accomplish much.

Then as I was regrouping for round 2 and trying to pelt the enemy with mortars, I got a random friendlies event.  They sent 38 people.  38 people.


For me opposite, centipedes are easy to kill with kiting and/or good positioning of pawns. Scythers on the other hand, make my excellent-full-plate-armoured pawns limbs flying either with charge lances or with their blades...


Btw. after last patch i think Randy finally woke up and gave me some meaningful events finally, because till that time it was boring (literally no raids/ships) on Randy Hard

Sig

Today I started several naked brutality games in different biomes to check, and in two of the attemps I got the catatonic breakdown mental break, which was instant game over. I was thinking that perhaps it could be reserved for states of extreme mental break chance, because in one of the occasions I don't think it was major even. Or perhaps lower the chance of that particular mental break happening when you have only one colonist, because It was quite annoying having to set up the game again just for that.

If a meteor landed on the pawn it would be unlucky but still would make up for a good story, but a catatonic breakdown until death by starvation for no major situations like raw cannibalism and so feels wrong, even in extreme (was extreme). But maybe it is just my perception of the matter.

alfons100

#3238
I still would like to see Social-drama causes being made more severe, maybe that people get a Social opinion debuff from things like, other people mutilating a bodypart(breaking it) in say, a fist fight where one breaks their finger.

And I still haven't seen a review in the Opinion system you mentioned, is that planned for later or?? I have never ever seen 'Started social fight, Reason: Butchered Humanlike' or anything like that. Shouldn't it be a bigger factor that people are actually outcast savage brutes? Instead of a meek -10 from human butchery, it should be -35, eating human flesh should be -25, and organ harvest is -15 that stacks up to 3 times.

I haven't seen murderous rage much around that really prioritize killing people (Maybe it's luck. Don't take it as a serious complaint). Maybe there is a rare variant for Social-fights (That are like at, -80 opinion) it will instantly trigger a murderous rage against that person which becomes a fight to the death unless stopped with an arrest attempt.

EDIT: Oh and, how come you don't see the Ancient Soldier enemies a whole ton, armor is revamped a lot, but you rarely find enemies who uses it so you can easily gun them down. Maybe there is a sort of Ancient Soldier raid that can happen, mostly with drop pods.


EvadableMoxie

How do you handle the problem of your pawns literally starving to death before they can burn through 11 centipede's health bars?

Lest you think I'm being hyperbolic: