Unstable build feedback thread

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

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Bowman

Ok, focusing on something a bit undermentioned maybe: world generation. I've generated a lot of planets in testing and wanted to give some feedback. A lot of this has been stable for a while so Tynan may not have any interest in changing this for 1.0 - I'll give my input and it's up to you to prioritize of course.

1. UI issue: The sliders for temperature and rainfall have only 3 labels, but have 4 intermediate settings (2 on each side) between the middle and the extreme settings. I honestly took many plays to figure this out. Some dots or lines to indicate the intermediate settings would be helpful to show there's more than 3 options. I played a super hot planet because of this but I wanted something in between. I did eventually figure it out but some guidance would help.
2. I regenerate a lot of worlds because of settlement density in the biome area I'm looking for. Having some slider for settlement density would be really interesting, and very much appreciated. Would cut down a lot on my "search time" for a world I want to play in.
3. Beyond the density, the distribution is still very random. Having some denser areas, with more roads and settlements, and ensured mixes of all the major factions, would be cool. I like to have all factions nearby (within 3 days or so max) and that takes a lot of time. Having one or 2 such centers ensured would make the planet look less obviously randomized and more life-like - while also leaving lots of wilder areas.
4. Having the same factions ensured is pretty good. It's moddable if you want diversity, but I really enjoy having everything available once. But as I said, if the map is poorly distributed, then some factions will only half exist for my playthrough in the end.
5. Alternatively, having more ways to explore larger areas later in the game would be great. I do like the ship quest, but I feel that it's really holding back world exploration as a feature. Riding or even cars would be really interesting, but will interfere with the challenge of the travel to the ship. I am not sure the tradeoff is worth it - the ship travel is is not interesting because it is long. It should be interesting for other reasons. To be honest, right now it's just not that interesting to travel to the ship. Getting there and then being there is, but the travel can be sacrificed to enable interesting travel options. It is a bit sad to see so much of the world but to basically care only about my little corner, and then maybe the path to the ship...

Related but in-game: the peace talk quests feel too easy. I think turning a hostile faction should be less dependent on them, right now they are basically a free friend, with extra experience to boot - you will have a good negotiatior by then. I've had 6 or 7 over several games and never failed one. At that point there's always been at least one pawn with social 13 or so...

PS: I am also against the micro of cleaning the kitchen whenever my cook decides to roll over to the oven. It's not fun.

noif1988

Because these deadfall traps have changed many times in builts. Currently, I can't demolish or do any interaction with old traps at my outside base area and when enemies walk through them, these traps never launch. They are only just "graphic view" on the ground now.

fecalfrown

Just had a frustrating experience - I know the 'new' armor system is old news in 1.0, and generally I like it, but I felt sort of cheated by a recent circumstance.

My starting colonist (and by far my best) on Naked Brutality was hit with a charge lance and killed instantly with a shot to the heart from full health. I calculated his total torso sharp armor:

Heavy Fur Button Down (normal) - 24.8%
Flack Vest (good) - 110%
Hyperweave Parka (excellent) - 48%
Total - 182.8%

Charge lance does 30 damage with 45% armor penetration. If I'm doing the math correctly, This means my damage taken will be: (182.8 - 45)/2 = 68.9% chance to deflect damage entirely (if it his the torso), 31.1% chance to take half that damage as blunt to the torso = 15 damage. Exactly enough to destroy the heart in one shot. The part I haven't mentioned yet is that this colonist also has the 'tough' trait, which reduces damage taken by 60%? Apparently this was not factored at all.

Poor Lobster..







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bbqftw

#3798
Armor penetration is applied fully against each layer and each layer is rolled separately.

Thus shirt means nothing, your parka means almost nothing, your armor vest is effectively 65% meaning a 35% chance on hit of zero mitigation which is well enough to destroy a heart even with tough.

And now you learn in one brutal lesson why most defensive options not called flakvest or power armor are completely irrelevant against the strongest one shot kill threat in the game.

In fact you have people in this thread arguing over dstrand vs bearskin when the truth is - both are almost useless against big threats, and mitigation is marginal against even small arms.

Greep

Another half year or so on tundra.  Interestingly, it turns out you can use IEDs now in the exact same manner as you would a trap corridor, simply staggering them a bit long than you would deadfalls so they don't explode on each other.

It's just weirder, a little more expensive, and you should to place deadfalls at the end to take out straggelers.  Also you get to spend a lot of time repairing walls.  Sometimes the walls explode, so this is probably the only case where I'd actually care what stone I make my perimeter out of.  Too bad there's no granite on the map.

First screenshot is the IEDs in action, with 4 IEDS taking out a 13 squirrel and the final one with a deadfall trap.

Second is the fort so far.  Nothing particularly eventful, just a metric crapton of very small raids due to low tundra wealth.  Something like 10 raids in the last 30 days yeesh. Immediately after my last post one of my starting colonists gets shot in the face with a cannon and dies  :'(  Luckily she was the pure researcher and I ended up getting a lot of those as recruits so... I'm sure she was nice but very expendable.



[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

Greep

And debug chart in a separate post because too lazy to trim my screenshot sizes.  This is a lot different than past charts somehow.

[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

podium86

On my cassandra rough permadeath playthrough at the current unstable latest beta till day 200(currently), my two biggest annoyances are

1) Unable to chat with prisoner to gain social for my warden unless i want to micro stopping the recruitment

2) Animals eating up all my survival meals when i fail to forbid them fast enough

On the other hand, at this difficulty level at 100k wealth, raids are rather managable with me not losing much except when i send half my people out of caravans (calculated risk)

Am truly extremely happy with the base game with just a single mod, numbers (For a quick overview of their movespeeds, current job and temperature comfort levels)

podium86

One more small issue, newborn baby dogs drinking up my beers till they blackout. Honestly silly.

MajorFordson

Quote from: podium86 on July 25, 2018, 07:15:04 PM
One more small issue, newborn baby dogs drinking up my beers till they blackout. Honestly silly.

.... Rimworld is finally approaching the greatness of Dwarf Fortress! ;D

robno

Quote from: Jstank on July 25, 2018, 04:41:44 PM
Quote from: towhead on July 25, 2018, 04:17:48 PM
Quote from: Teleblaster18 on July 25, 2018, 03:49:29 PM
-One request:  is there any way to fix the "can't clean off fresh blood/dirt" issue that currently exists (and existed in B18)?  This was something that I really hoped would get addressed in 1.0, because it's maddening, and feels "gamey":  currently, a pawn has to leave the room to be able to clean off blood and filth that was generated while they were in the room.
Can double that, this cleaning micro is maddening. Btw your doctor doesn't need to leave the room, it's enough just to stay there on a spot for a while, like 10 seconds or something.

I am going to "third" this. Specifically, I want the cook to clean up the dirt on the floor so my pawns stop getting food poisoned every other meal. The food poisoning is ultra-obnoxious atm.
Oh wow, I had no idea this was a thing, and was so annoyed with the pawns not cleaning up the blood and dirt! Consider it fourthed.

Also, just a nice suggestion: RimWorld can be quite a relaxing game and it's often nice to follow a colonist (or animal!) around and see what they do. How about double clicking them (not their portrait) sets the camera to follow them around (until the camera is manually moved)? I believe the Sims had a similar feature. I would like to see the day in my colonist's or animal's life unfold.  Another option would be to shift click them.

Greep

So... I created a LRMS, and my researcher spent 1 hour on it and immediately found a lump o.O
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

RemingtonRyder

My guess is that your researcher played a lot of Prop Hunt back in the day and just instinctively knew the exact spot to look with the scanner.

Jstank

On the topic of world generation. It would be nice if the generate random seed button would randomize the temperature and rainfall as well as the seed. That way you might start on planet Hoth!
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

Jumper

Just started a new playthrough and noticed a couple of things, This is on Randy Random rough with no mods.

* - Stone block cutting until you have x is not registering how many are in a specific stockpile, it is only being picked up if you have it set to everywhere.

* - Playing on randy random rough so may be because of this but I am 28 days in and no raids so far. I opened an ancient danger so don't know if that makes a difference. I'm not complaining as it is a different challenge. Only one trader so far, and no quests of any type. I am in a remote desert area so maybe that's a factor ?

* - Only have a 20/60 growing season. 4 days after the season ended the growing zones were still saying growing season. The temp had been high and didnt drop for a while so I expect thats why. Text is just a little misleading.

* - Not having to research electric smelting and cremation seemed a bit odd. Would of thought that was a specialist process not too many people would know.

* - The Story tab seems the wrong name, I get why you have changed it but it feels like that should be the history of what's happened rather than a characters information. How about "Person", "Bio" or "Chi" if you are feeling mystical.  ;)

* - Had one strange thing happen when building conduit. The person building it was picking up and droping the steel infront of them with every tile. Just looked like they were kicking it along the floor.

Keep up the great work.


Lanilor

Did the change with the caravan positioning got reverted?
I play a tribal game and finally researched air conditioning to build a freezer. One day later a caravan comes and camps in my base right next to my freezer again and walks permanently in and out.

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