Unstable build feedback thread

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

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Tynan

Quote from: Syrchalis on June 28, 2018, 07:08:56 AM
Quote from: Madman666 on June 28, 2018, 06:37:47 AM
Now that i watched that epic video, I kind of think armor blocking a hit could use a couple more variations of clinking sounds. The one it has now feels nice, but a bit of variety won't hurt.
One could do what Blizzard does: Pitch the same sound randomly a bit higher/lower (adjustable range) whenever it's generated. This is how in Starcraft 2 the same sound can overlap a lot without sounding too repetitive or just louder.

We do this :)
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Syrchalis

Quote from: Tynan on June 28, 2018, 07:11:02 AM
Quote from: Syrchalis on June 28, 2018, 07:08:56 AM
Quote from: Madman666 on June 28, 2018, 06:37:47 AM
Now that i watched that epic video, I kind of think armor blocking a hit could use a couple more variations of clinking sounds. The one it has now feels nice, but a bit of variety won't hurt.
One could do what Blizzard does: Pitch the same sound randomly a bit higher/lower (adjustable range) whenever it's generated. This is how in Starcraft 2 the same sound can overlap a lot without sounding too repetitive or just louder.

We do this :)
Oh, I haven't checked before writing, my bad. I was actually going through the video to hear the sound and if that was the case, but I was unlucky and never got a fight scene, just paused scenes, so I just suggested it. And I'm not that far in my own 1.0 playthrough.

Well then, Madman666's point still stands, if it sounds repetitive despite pitch changes maybe some alternative sounds are needed.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

Tynan

Balance update. Recreation is getting a bit more love. Deep drilling rethink.

Raw changelog:

----

Fix: Deep drilling gold is insanely fast since portion size is determined by stack size. Fixed by defining deep portion size directly per-def (for steel it changed from 38 to 35).
Rebalanced to make late game production less grindy: -Allow reinstall of deep drills. -Deep drill health 140 -> 300. -Deep drill work per lump 16000 -> 13000. -Deep drill cost 200 steel + 3 components -> 300 steel + 4 components. -Deep drill work to make 5000 -> 10000. -Deep drill power consumption 250 -> 300. -Deep drill research cost 1500 -> 2400. -Deep drill infestations size increased (if player has the points for it) and more randomness to the raid size. -Deep drill infestations cooldown per drill group 8 days -> 7 days. -Long-range mineral scanner MTB 30 days -> 18 days.
Wording changes in a few places.
The player can now research and build flatscreen televisions.
Increased poison ship part radius maximum 50 tiles -> 100 tiles.
Moved pekoe production from crafting spot to campfire and stoves. Normalized the way campfire work speed works; it's automatically 50% of normal, which allowed removing the custom campfire-only recipes for simple meal, pemmican, burn drugs, and burn apparel.
Fix: Deep drill doesn't give comfort but still has a chair icon for the interaction spot.
Decrease quest start frequency a bit, normalize it between storytellers.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Madman666

#843
Deep drill changes - awesome! I don't see long range mineral scanner being capable of finding steel.. I think that could be a nice change though. I'd much more likely risk sending a caravan to get some steel, than gold or jade. :\

Also - flatscreen TV research being allowed is a cool change as well, thanks, Tynan!

Alenerel

#844
I just checked devmode to test one thing, got a fire from a zzzt while raining and the fire wasnt being put out with the rain. Is this normal? I had god mode, unlimited power, and disabled the firsts things in the dev list.

About the insect mining, you might like this. Instead of randomly have insects from the starting of drilling, what you can do is make it that each deposit has a limited "surface" amount, marked in the current green color. But that runs out and when it runs out you can keep drilling but with chance of insects. The run out deposits should have a different color, maybe dark green or orange. Orange would be ideal for clarification but its hard to see.

Then every time you drill a tile of the deposit it goes dark green/orange, until them all are (no need to move the drill please). So you dont get caught off guard you should be able to toggle drilling in depleted deposits for a chance of insects. If you build them/install in a depleted deposit they start toggled on. If you build in a green one, they should be toggled off.

I also think that if you make deposits infinite you can cut them in half instead of having the map full of them.

BTW i dont understand the chair in the deep drill or the comms console or the stove... In these things you are supposed to be standing -.- Also dinning chair should be renamed to chair, since its not only for dinning.

Alenerel

Quote from: Madman666 on June 28, 2018, 07:31:58 AM
Deep drill changes - awesome! I don't see long range mineral scanner being capable of finding steel.. I think that could be a nice change though. I'd much more likely risk sending a caravan to get some steel, than gold or jade. :\

Also - flatscreen TV research being allowed is a cool change as well, thanks, Tynan!

I feel you. Irl gold, jade, etc are worth more than steel, they are precious, but in rimworld you are thirsty for steel. It makes not much sense.

East

#846
Quote from: Tynan on June 28, 2018, 07:26:40 AM

-Allow reinstall of deep drills.


That's what everyone wanted!

One of the most complaints I've heard from the community since I started Rim World.

Madman666

Yeah and also I just like the concept of sending a group out with a purpose of establishing a temporary mining outpost, but honestly i don't feel like those measly gold\jade deposits are worth it. With gold being a currency item - you can only sell it... Same with jade more or less. While steel, plasteel and uranium can easily be most important resources throughout the game, much more valuable and consumed.

The fact that temporary maps don't spawn any resources is also sad imo. It was one of main advantages of traveling.

Oblitus

Quote from: Alenerel on June 28, 2018, 07:38:39 AM
I feel you. Irl gold, jade, etc are worth more than steel, they are precious, but in rimworld you are thirsty for steel. It makes not much sense.
IRL we have industrial power to produce as much steel as we need, while gold and jade are rare. In Rimworld steel is a rare fossil material with a lot of uses.

Bones

#849
Got some interesting things on my game.

Got food poisoning, it started at initial then went to the next step, then I think I got another and it went back to initial.
So suddenly my pawn was felling a little better because she had gotten a second food poisoning while the other was at its worst.

Started a caravan and soon after my pawn got fibrous mechanites, travel time went from 3.5 to 1.7, pretty fun. But I guess that is expected.

My other caravan got attacked by a naked pawn with a club and she was full of bruises and cuts, all bandaged. Maybe it's expected but I never saw something like this before.

The last thing just happened, one of my pawn got a heart attack, I moved him to a bed and my doc was going there to try to save him but suddenly he got up and started walking, I checked and he didn't have a heart condition anymore, healed by itself? Maybe it's normal but also never have seen this before.

Yoshida Keiji

Quicky:

The new "Plate Armor" has no description in the bill info of the Fueled Smithy.

Syrchalis

#851
So after playing through the early game I have gathered some feedback:
Positive

  • New graphics - the 3D effect from the shadows is great, makes items much more pleasant to look at and differentiate from the surroundings
  • Wind turbine being bigger - always thought it was a bit strong on open maps and way overpowered on mountain maps. This makes it less viable on mountain maps, which nerfs them, I appreciate that
  • Watermill - more unique energy production, yay. Also makes rivers more than a nuisance. Love it.
  • Recreation being more of an actual task than just "have a table, a statue and horseshoes and forget about it"
  • The "expectations" buff actually doing more than just influencing mood
  • Many QoL changes - smoothing walls (always had the mod for it), medicine stacks being useable by multiple doctors (no mod fixed that, very annoying), allow-tool (also always had the mod), shrink zone (N) shortcut on zones themselves, campfire/torch not disappearing (also used a mod for this), opportunistic hauling (micro'd this for a long time, then used mod for it, much appreciated), grouping of items like the stone floors (saves space)
Negative

  • Disliking the "..." a lot, would much rather have a fat + in the top right corner of the icon indicating that you can click it*
  • I can't right-click buttons with a submenu anymore? Like the above mentioned build submenus, the "which plant to sow" submenu on growing zones etc., used to be left or right-click, now it only works with left anymore.
  • Reordering the skills will need some getting used to. I believe there is a reason you changed it and it might turn out positive but for now it's of course unpleasant. I also liked that work priority aligned with skill order, it was symmetrical and made it easy to understand what skill belongs to which work type without even reading it.
  • Things deteriorating while outside but roofed feels weird. I always liked that there was a clear use for making open, roofed structures with pillars. Now the stockpile will just be another room.

*(copied from youtube video)


I'll write more when I experience it, this has just been my first impression after a few hours of playing.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

Lech

4 times in a row I sent my pawn to tame fox, which I'm keeping inside my house. 4 times he picked meat, forgot order and went hunting caribou.

dnmr

Quote from: Lech on June 28, 2018, 08:55:10 AM
4 times in a row I sent my pawn to tame fox, which I'm keeping inside my house. 4 times he picked meat, forgot order and went hunting caribou.
something funny going on with hunting it seems, just had a character on the bring of breaking down, so i set him on 24/7 recreation, dude decided to go hunting turtle instead of meditating... Thanks NRA


Unrelated thing: day 22, got a 2.5d timeout caravan request to a mountain village 3.5d trip away. Might want to have a check of some sort before assigning caravan quest destination so early on

Alenerel

Quote from: dnmr on June 28, 2018, 09:02:44 AM
something funny going on with hunting it seems, just had a character on the bring of breaking down, so i set him on 24/7 recreation, dude decided to go hunting turtle instead of meditating... Thanks NRA

That works as intended. If you set a pawn to sleep or recreation, they will sleep or recreate until their bar is full, then go work. They wont stay in bed or recreate indefinitely. If you want them to not do any job just take the jobs out in the work tab.