Unstable build feedback thread

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

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Yoshida Keiji

I just built my first Comms Console, due to playing Lost Tribe and the new skin is funny... Shouldn't satellite reception disks be outside rather under roof?

PatrykSzczescie

#856
Quote from: Tynan on June 28, 2018, 07:26:40 AM
-Allow reinstall of deep drills.

-Long-range mineral scanner MTB 30 days -> 18 days.

Increased poison ship part radius maximum 50 tiles -> 100 tiles.

I love how Tynan thinks about changes that I'd like to have but I didn't think about them. Reinstallable deep drills - I couldn't even dream about this but this feature sounds awesome. At least I don't have to consider deep-drilling research before scanner useless anymore. Now, I can blindly search for resources before scanner is invented.

About mineral scanner MTB... in B18, once I had it built, I used to have the world map filled with mineral lumps around my base. Now, it becomes more frequent... I'm scared. Of course, there've been changes regarding minerals, but for those who don't mine the lumps at all early game, they might end up spammed with the lumps later.

Shouldn't poison ships cover a certain percentage of the map? The impact it provides is less significant on larger maps. Once in B18, I had a poison ship which I neglected and I ended up with no grass, trees and crops as it was map-wide range. Animals were starving and after dealing with the ship, the grass was growing slowly from the borders of the map and never grew inside the walls (I had a grassland there for muffalos). But the colony could live with that.

Madman666

Well solution to mineral deposits filling the map is rather simple - there should be a timer on those. Once time is up - opportunity expires (other factions get to deposits first). And i still insist those deposits should really allow for steel, plasteel and uranium too. Although adding it as a mod is rather simple, even through just xml editing, so its not critical.

Syrchalis

I agree with this suggestion. Even in my heavily modded game I never really use the long range scanner because of the resources it finds (I have much more use for jade/gold than a vanilla game would have) - while I tend to have way too much steel in nearly all stages, I find myself short on plasteel in the midgame and uranium nearly all the time, so mods or no, these resources would be a much more interesting incentive to go out of your base and use caravans.

Storytime! (I know Tynan loves user stories)
When I played back in A16/17 and I was still pretty noobish and didn't use many mods, I avoided caravans like the plague. For me as a semi-new player the UI was unpleasant to use, hard to navigate and I had no idea what risk a caravan was (low, high?). The incentives were the real problem, there was never anything I said "damn, for that it's worth dealing with the UI and this mechanic". The meh resource lumps were absolutely a part of this reason, so I appreciate any effort to make caravans seem like a good idea.
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.

Anjirusensei

I enjoy 1.0 so far, but man, tribal sapper raids are way too hard. I'm not sure if it is intended like that, but I just had a raid where at least 10 guys, all melee and even if I killed the sapper, one guy will take charge and take lead. I'm playing on Randy Extreme as a tribal too.

I had another run that also ended horribly, but that one was far more advanced in equipment, yet I lost to the same thing. Tribal sappers with all melee. Am I the only one getting destroyed by this?


Ambaire

All I'd like to say is that I am very appreciative of the fact that custom scenarios are so easy to create. As a long time Dwarf Fortress player, I enjoy making under-mountain bases and infestations were one of the first things I disabled, as I feel they're poorly implemented. The Better Infestations mod is more how I think they should work, but the inherit randomness of the events makes me disable them regardless. As for the deep drill infestations.. nope, still exceedingly annoying, disabled.

Regarding waterwheels, I think the changes are good since it was too easy to spam them like crazy (I've just been embarking on rivers) but the turbulence area should perhaps be reduced by 1.

Also, any thoughts on diagonal waterwheels or options for easier placement on diagonal rivers?

Love the option for reinstall of deep drills. Would be nice if some more things could also be reinstalled (read this as basically everything).

Julia

I think this is the first time I'm going to skip playing this game until a better build comes out.

Why in the world change the position of skills on the character screen, it was way better before, a lot more clearer. Instead of thinking whether something should cost 3 or 4 components, work on adding some real content that makes sense and adds some fun. No one cares if it costs 70 or 80 steel. But it does make a difference the way joy is handled now and how it was.

Probably the first build which is actually much worse than the previous one.

TheMeInTeam

Quote from: Syrchalis on June 28, 2018, 10:03:46 AM
I agree with this suggestion. Even in my heavily modded game I never really use the long range scanner because of the resources it finds (I have much more use for jade/gold than a vanilla game would have) - while I tend to have way too much steel in nearly all stages, I find myself short on plasteel in the midgame and uranium nearly all the time, so mods or no, these resources would be a much more interesting incentive to go out of your base and use caravans.

Storytime! (I know Tynan loves user stories)
When I played back in A16/17 and I was still pretty noobish and didn't use many mods, I avoided caravans like the plague. For me as a semi-new player the UI was unpleasant to use, hard to navigate and I had no idea what risk a caravan was (low, high?). The incentives were the real problem, there was never anything I said "damn, for that it's worth dealing with the UI and this mechanic". The meh resource lumps were absolutely a part of this reason, so I appreciate any effort to make caravans seem like a good idea.

Uranium remains an enormous bottleneck as it's the least consistent resource to attain.  If you're lucky, you can get a bunch in deep drills or a trader will sell uranium furniture.  If you're not, it can gate your spaceship construction for years even if you're a tribe and have much slower research speed.  I've always felt its ability to make a quad tech penalty irrelevant was a little off.

At least with plasteel and such you can get a lot from mechanoids, so as your colony scales up and you get huge numbers of mechs you'll have similarly huge plasteel reserves eventually.

QuoteI enjoy 1.0 so far, but man, tribal sapper raids are way too hard. I'm not sure if it is intended like that, but I just had a raid where at least 10 guys, all melee and even if I killed the sapper, one guy will take charge and take lead. I'm playing on Randy Extreme as a tribal too.

I had a similarly large (15+) one on Cas/extreme.  For the most part, it's okay.  I don't like how quickly they just pick a new sapper, given that a raider that can "mine" a wall actually breaches multiple layers faster than a pirate sapper raid where 5 of the raiders had grenades!

I wound up killing them in my base w/o taking pawn damage (screenshot on page 55 of this thread), and once replacing bedrooms with stone this will hardly be insurmountable, but a sapper getting shot multiple times before it even reaches the perimeter wall should probably react to this.  I insanity lance'd one, it got replaced, and I put that one at half health while the AI just ignored the bullets and tunneled in.

I have a similar complaint about mechs from ships.  I shoot the ship, aggro one mech, and then by using cover they all run away towards my base.  Shouldn't they prioritize defending their ship over attacking a work bench while I'm actively shooting at and destroying their ship?  They don't though, so it turns into heavy split screen micromanagement.  A16 made them too easy to handle, but I'd like to see them not wander off and beat on random perimeter walls/constructs when player is attacking other mechs/ship itself.

jamaicancastle

Quote from: Syrchalis on June 28, 2018, 08:18:34 AM
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.
I'm glad I'm not the only one. I actually thought it was misremembering how it used to work. I'd 100% support left and right-clicking both opening the submenu since it's not like there's any other interaction you can have with it.

Quote
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.
Ever since my first colony, I've designated a little roofed spot on the outside of one of my buildings to be the woodpile. Nothing else goes there, just wood. Probably not that important in the grand scheme of things, but I do miss it.

It also reminds me of my first colony where I stored all my dry goods outdoors under a roof, including my first rice crop, until I realized wild animals were actually coming up and pilfering it. Then I started building proper warehouses, you can be sure.

Quote from: Ambaire on June 28, 2018, 10:28:17 AM
Also, any thoughts on diagonal waterwheels or options for easier placement on diagonal rivers?
I haven't looked in-depth at the generation code because... well, I'm not good at that much math... but maybe the easiest solution is to modify how rivers are laid down to limit how long it can run diagonally, and make sure there are at least some orthogonal sections. They might be a little outside your optimal base area, but that's true of geothermal power too.

Eldarin1

#864
newbie here, I've only played 1 colony on B18, and I thought I would give a rookie's view of 1.0 Crash-landed, temperate forest, Cassandra medium, all defaults. only on day four, so not much to report on that front. however I did an in-game test of something I observed in B18, and it is still in 1.0 I edited the scenario to start with a tame thumbro, bear, cougar and boomalope. I then had my pawn slaughter each pet. The 3 vicious predators died without so much as a whimper. The boomalope, of course, exploded. Now, i love the boomalope mechanics in the wild, but it seems to me that a tame one should not explode during a controlled slaughter. I see it as: either the Pawn should be sufficiently skilled to safely slaughter up close, or the pawn should be experienced enough to slaughter at a safe distance. More as time permits.

Syrchalis

Quote from: TheMeInTeam on June 28, 2018, 10:42:35 AM
Uranium remains an enormous bottleneck as it's the least consistent resource to attain.  If you're lucky, you can get a bunch in deep drills or a trader will sell uranium furniture.  If you're not, it can gate your spaceship construction for years even if you're a tribe and have much slower research speed.  I've always felt its ability to make a quad tech penalty irrelevant was a little off.

At least with plasteel and such you can get a lot from mechanoids, so as your colony scales up and you get huge numbers of mechs you'll have similarly huge plasteel reserves eventually.
Totally agree, that's why I think resource lumps should rather be big chunks of plasteel/steel with some uranium/gold/jade/components around the edges.
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.

klun

Quick feedback - Randy extreme - Swamp

Packaed meal sometimes not counting for days of food/ caravan

Mini turrets  got some armor ? some bandits (charge rifle ) shoots were reflecting or not doing dmg at all to them - Im double checking this

Infestations are out of control - too easy to trigger   getting out of control way to fast - Also is way to easy to kite them to dead since they fall back after a certain distance

Suggestion : Im seeing a lot of issues with storage zones/methods - I think that the game should keep they leather and meat diversity - but storage should be way more flexible than it is adding shelves, boxes with certains amount of stacks per material in the same tile, refrigerated shelves for open spaces perhaps even letting to catalog/store only 1 type of stuff per shelves - plus it would look pretty that a bounch of stuff in the floor

quick example of something similar ------ ) https://ludeon.com/forums/index.php?topic=18589.0

Madman666

Well if nothing else, once 1.0 releases, I'll make a mod, that adds steel, plasteel and uranium to long range mineral scanners. There was such a mod on here on forums for A17 i believe. If no one picks it up, i will. As you say plasteel at least dropped by mechs, but searching for uranium can be just downright atrocious. So adding it to scanner will be nice.

As for infestations - with their frequency caused by deep drills and etc. they should be easy to kite and fall back after some time, otherwise they'll be unstoppable. I hated the crap out of them in B18, where they just bumrushed you forever should a rock roof collapse on them...

Mehni

I strongly disagree with the new order of skills in the character sheet. Shooting, melee, construction, mining are at the top. Players would logically consider these as important skills, whereas something way down on the bottom, like medical, would be regarded as unimportant.

That's wrong, and that's further substantiated by the Work Tab. Medical work is way up top, whereas mining and construction are further down the bottom. You can have a successful colony without a miner, but you won't get far without a good doctor.

Skills and work don't necessarily need to be in the exact same order in the worktab as they are in the character sheet, but the previous ordering had a lot more logic to them.

Oblitus

A herd of muffalos catches flu. Your handlers feed them with fine meals from your dining room even when barn has a ton of hay.

Food selection really needs improvements, especially when it comes to animals. With all that heavy nerfs they took keeping them is way too tedious.