Unstable build feedback thread

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

Previous topic - Next topic

PatrykSzczescie

#195
Alright, about tamed animals going wild and need to train them again... you say it all depends on wilderness, so I guess that higher factor means more frequent issue. What about thrumbos? You risk your handlers' lives and take a lot of time and luck and many wild thrumbos to tame one, another problem to find a similar one with an opposite gender, then the update kicks in and your attempts would go to waste?

Edit:// I tested it. 11lvl tamer keeping thrumbo tamed is on 29% attempt as healthy when the thrumbo's tameness decays on average 5 days... what a thin line makes me keep thrumbo tamed, not saying about taming. On the other hand... I realized it's alright, as long as I have a tamer.

medzernik

Quote from: Tynan on June 20, 2018, 07:11:54 AM
Thanks for the ongoing feedback! This is very useful.

Just so y'all know, the region I never put fishing (or many other suggested things like gold panning) into the game is because it would add another work type and maybe another skill. I consider this to be a pretty heavy interface/complexity burden, so I'm trying to add content that doesn't add more numbers and boxes to the primary ways people interact with the game.

The more complexity the games has, the better it is. It would be nice to have some form of fishing. That is to say, for example mods that add hygiene do add complexity, but IMO it's too annoying and not fun, because it is mandatory in a way.

Tekuki

almost 200days in and two problem i have;
-the shield recipe still asking for uranium even though i thought uranium wasn't require anymore  (as show in the picture, using the lastest patch)
-i like the feature that range unit in melee combat will sometime shoot their gun, but can u disable that for grenade user, they are basically suciding them self when they fight in melee range with a grenade, even lost a colony to it cause i thought making them hold their fire while in combat will stop them from throwing their grenade.

[attachment deleted due to age]

jchavezriva

Quote from: Tynan on June 20, 2018, 07:11:54 AM
Thanks for the ongoing feedback! This is very useful.

Just so y'all know, the region I never put fishing (or many other suggested things like gold panning) into the game is because it would add another work type and maybe another skill. I consider this to be a pretty heavy interface/complexity burden, so I'm trying to add content that doesn't add more numbers and boxes to the primary ways people interact with the game.
Are there really no ways of implementing it without altering much the UI?
There would be one more box in the work tab, but the skill is not really necessary. It could depend on luck, percentage of manipulation and the quality/type of the rod.
But if that box is too much for you, then what about fishing nets that depend entirely on crafting? You just build them and toss them on the water.
Watermills was a good add, but still there is too much water in the game and too little we can do with it.

xion1088

Really wish to have minerals in temporal maps back, that's was one of the reasons I liked to go to Lump of Precious Resources events, to mine more stuff than the lump of gold or jade, sometimes I would run out of plasteel to mine in my home map, sometimes I wouldn't find gold or uranium to build the ship and trading them is expensive. Sometimes I would send a colonist to a quest in winter with only food and medicine and rely on the resources on the temporal map to build drop pods to go back home or do quick raids.

Add them back Tynan maybe reduced but not fully removed :( Also can you add more time to pack up when you raid a enemy base? 1 day isn't enough to pawns recover from being unconscious or walk again.

Goldenpotatoes

Quote from: Tynan on June 20, 2018, 07:11:54 AM
Thanks for the ongoing feedback! This is very useful.

Just so y'all know, the region I never put fishing (or many other suggested things like gold panning) into the game is because it would add another work type and maybe another skill. I consider this to be a pretty heavy interface/complexity burden, so I'm trying to add content that doesn't add more numbers and boxes to the primary ways people interact with the game.

The lack of fishing was never a bothered me, but with the additions of stuff like flowing rivers and what-not, it seems odd that the streams and lakes are now devoid of any aquatic life to get food from. It wouldn't much too much of a stretch to allow it under the hunting work and just do some hand-wavy stuff about how being good with guns also apparently makes you a good fisher (patience, good eye for spotting fish?).

Gold panning could properly work under mining and have lower priority over mining/using the drill but it doesn't seem like it'd be worth having in-game for what little it'd actually probably benefit.

BlackSmokeDMax

Quote from: Goldenpotatoes on June 20, 2018, 01:46:39 PM
Quote from: Tynan on June 20, 2018, 07:11:54 AM
Thanks for the ongoing feedback! This is very useful.

Just so y'all know, the region I never put fishing (or many other suggested things like gold panning) into the game is because it would add another work type and maybe another skill. I consider this to be a pretty heavy interface/complexity burden, so I'm trying to add content that doesn't add more numbers and boxes to the primary ways people interact with the game.

The lack of fishing was never a bothered me, but with the additions of stuff like flowing rivers and what-not, it seems odd that the streams and lakes are now devoid of any aquatic life to get food from. It wouldn't much too much of a stretch to allow it under the hunting work and just do some hand-wavy stuff about how being good with guns also apparently makes you a good fisher (patience, good eye for spotting fish?).

Gold panning could properly work under mining and have lower priority over mining/using the drill but it doesn't seem like it'd be worth having in-game for what little it'd actually probably benefit.

Tend to agree with all of this. However I do worry about how fishing may completely throw off the balance of farming and/or hunting. Especially with how it relates to fine/lavish meals, may make them too easy to get unless perhaps fish were good for simple meals only. The reason I say it may get too easy is possibly walling off rivers to be easily self sufficient inside your walled colony and not needing to either put forth the effort in animal husbandry or the venturing out and hunting aspect.

Jovlo

I've been playing Naked Brutality for almost one in-game year (on Phoebe, some challenge).
Either I'm being very lucky, or everyone is related to everyone:

The first colonist to join was a refugee and my colonists brother.
The second colonist to just wander in and join is his brother's ex-lover.
Two days later, her ex-husband joins.

This is getting a bit silly...
Is this working as intended? Is it just me?
I remember that it was much less common to run into family members in B18 than it was in previous versions, which was in my opinion a big improvement.

Also, I hope this doesn't mean I will get raided by his cousins, grandparents and aunts soon, leading to mental breaks as they die...

BlackSmokeDMax

Quote from: Jovlo on June 20, 2018, 02:34:11 PM
I've been playing Naked Brutality for almost one in-game year (on Phoebe, some challenge).
Either I'm being very lucky, or everyone is related to everyone:

The first colonist to join was a refugee and my colonists brother.
The second colonist to just wander in and join is his brother's ex-lover.
Two days later, her ex-husband joins.

This is getting a bit silly...
Is this working as intended? Is it just me?
I remember that it was much less common to run into family members in B18 than it was in previous versions, which was in my opinion a big improvement.

Also, I hope this doesn't mean I will get raided by his cousins, grandparents and aunts soon, leading to mental breaks as they die...

That has been a balancing trick for the last bunch of alphas, it has usually tipped one way or the other. Beta18, in my experience, had almost zero family, not sure if I've seen even one this whole time. Other alphas before that were completely the other way, where almost every raid had a family member.

ashaffee

Maybe fishing can be done as a random recreation thing. If you are lucky you get a guy with the trait likes fishing. Since it would happen rarely. You wouldn't have to balance the food income from fishing but it could give people who like role playing the ability to scenario edit their starting characters to like fishing. They will only do it if there is a char on a bridge within a certain amount of tiles.

Gfurst

Quote from: medzernik on June 20, 2018, 12:42:27 PM
The more complexity the games has, the better it is. It would be nice to have some form of fishing. That is to say, for example mods that add hygiene do add complexity, but IMO it's too annoying and not fun, because it is mandatory in a way.
This is not true at all, your first sentence that is, while its true that adding depth complexity can make the game more interesting, making it a hassle and micro to manage would just make the game worse busy work. Just as the modded example you gave.
I for one am against fishing, since it would require a lot whole complexity to be satisfying, and in many ways just a cheaty way to find food, and therefor break game balance.
I wanted instead to have some form of hydration mechanics, just because its such a massive point in survival and could make a difference for example between an arid desert and settling near a river. But on the other hand if it was just adding another need and a well building, it would again just be pointless busy work bringing no more joy the game itself. Tynan is already working on this with the flowing river, bridge and waterwell generator, so I trust him to make the best decision there.

Trblz42

#206
I've just started a new map in the 1.0 unstable, so far I like it a lot.

The stockpile enhancements (see screenshot) are a big improvement but still have some issues:

Source stockpile
* Issue: when I select a source stockpile, I also get a list of 10+ incompatible stockpiles. In big bases, i have dozens of stockpiles and there is no need to see all of them marked as incompatible. Can this list be filtered out?
* Issue: there is only one "look in stockpile X" assignment per recipe. Stockpiles tend to fill up with the most available item and production will halt. If you have a 3-item recipe (like steel/component/plasteel) in stockpile X and X contains only steel - nothing will be produced as only steel is available.

Suggestion/idea: specialist stockpile with an "one-stack-of-each item" flag in it. This  forces the stockpile to reserve for every unique item in the item selection one spot. So if the item filter is for steel/components/plasteel, then a 3x1 stockpile will have space for one stack of steel, plasteel and components each. 
There are some consequences to this idea, like what happens when a stockpile size is not an exact multiple of the number of items in the filter. (3 items in filter vs size 2 or 4)



[attachment deleted due to age]
Don't panic and carry a towel

Daniel_USA

Campfire requires 3 construction but stove doesn't.

I think the campfire and the stove are backwards.

Gfurst

So alright Tynan, I'm playing it through and here are a few notes, I'm writing them down as I go and trying my best to keep only to bug/balance issues.


  • When in caravans and reached a spot, it seems you cannot use items directly from the pawn inventory, for example the rollup beds, and maybe medicine and food (if they are all within only one pawn). Maybe make the roll beds into usable items instead of furniture type.
  • Having caravans setup temporary camp anywhere, I'm not sure how much of a balance issue this infers, but it just was pretty cool to have camps like that, the downside obviously being both the camp and the base being weaker targets.
  • Restricting drug usage, its a good source of entertainment, but its pretty annoying seeing pawns going to work stoned, maybe have the option to restrict drug usage to only recreation time?
  • Native plant spread is much better, though there seems to be an unusual concentration of tress around gravel areas, plus by the end of the second year, landscape still seems more desolate from when you start.
  • Stone building still seems excessively high, stone objects are 130% work while buildings are at least 500% over, floors are less of a difference but still present the issue. Maybe add something more to make them worth it, like a insulation parameter (also removing the need for double walls). Or maybe another type of rough stone block wall that is easier to make. (actually I would be all in for a more in depth building types, but later on this)
  • The leather/fur categorization, is already pretty good but there still a lot of stray leather that could fit more into the categories. (which I suspect is already in progress)
  • Same categorization stuff but for meats, since they're essentially the same, it could be all just one category "animal meat", but I also wouldn't mind a few different types of meat.
  • The detail information for items in workbills is pretty lacking, currently it only shows details about the work order itself, requiring you to go into the bill to find the item details itself.
  • There are some details missing as well, like overworld moving rate for pawns and carry capacity for animals.
  • Have a button in the power tab to remove strictly wiring without affecting any other builds. (essential mod)
  • For certain workshop bills, like smiting and tailoring, when ordering just 1 craft, sometimes another pawn will pick up the order and leave the other unable to finish the object. It seems to be more than just reserving the bill, the other pawn literally cannot resume the unfinished object.
  • Bug hives seems to multiplicate  itself at a alarming rate, even in very tight space, there should be a space constraint on that.
  • There are some point in the interface that mouse scrolling isn't work properly, requiring to use the bar. Most noticeably is the storage tab.

Gfurst

Oh yeah another point about protective clothing, since they require still and whatnot they should be recycled at the smelter instead of just burned like normal clothes. That and that flak pants should be wear above regular pants, like protective pads, and the flak vest.