Unstable build feedback thread

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

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Gfurst

Quote from: Tynan on June 28, 2018, 07:26:40 AM
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.
Nooooo, but what about the brewing workbench? The campfire makes sense, but stoves have already meals/pemmican to worry about, to the point where you need multiple running full time to keep a colony fed, while a brewing bench works only for like 1/20 of the year, and well its brewing tea.
Also agree on having more minerals for the long range scanner, otherwise its pretty pointless since you would have to mine then and trade later, making it largely less valuable. Having the deposits disappear also seems valid, after a long of course, to avoid having a clutter of deposits filling up the map.

More notes:

  • Mental breaks are still pretty bonkers, had two in succession with nearly filled mood pawns, fire spree specially, seems like they just do it because they can. Pic attached.
  • Wimp 15% pain threshold, will get downed by literally anything, god forbid he gets a scar.
  • Caravan chose to exit map via cave river, felt odd, pic attached.
  • I've noticed that perishables now depend on gradual temperature on how long they will spoil, eg 1°C will last much longer than 9°C. Nice touch.
  • Some of the inspirations feel rather short, like the trading/recruiting one, might be worth to make then longer but less frequent. Also there is no indication of how much time left the inspiration has.
  • Pawn got food poisoning from eating insect jelly (for god knows what reason) immediately after forming caravan, they got nearly immobile for a day but pawn wasn't downed. Seems like a good enough balance to me.

[attachment deleted due to age]

East

#871
I was worried why centipede would be so strong in 1.0.
I thought it might be because of armor, but suddenly I realized that they did not down anymore.
We have to do more damage until the centipede dies.
I think this is the one reason centipede seems to have increased HP.
It would be because the centipede enters a zombie state with a very small number of HP, which has been down to that state before.

BlackSmokeDMax

Quote from: Alenerel on June 28, 2018, 09:17:42 AM
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.

I have found my favorite method of keeping them close to home AND without messing with their work schedule or un-selecting and then reselecting things to hunt is to create a zone I call "Safe-ish" that encompasses an area just around my base, but doesn't include other areas that may be in "Home" but aren't very close to actual home like the outer walls, steam generators that may be external to base and other similar things. Then I just quickly set them on "safe-ish" until I am ok with them not being near the base.

I use this for pawns who have food poisoning, can't walk fast due for any reason, if there is a man-hunter pack, a raid is happening but they are still waiting to attack, etc.

Trallhatt

Quote from: Mehni on June 28, 2018, 11:34:36 AM
I strongly disagree with the new order of skills in the character sheet.

Why not let players choose the order in the Settings..

gadjung

#874
Don't know if was mentioned,
but when single visitor with 'tradeable items' visits, You can give him a gift. I.e 250 bottles of beer, some bows and other stuff, and he'll happily carry that by himself to his village. Nice to see that it gives only +60 to relations, but there should be some capacity limit for gifts.

Also, creating Masterwork/Legendary things should get 'Grey Envelope' instead of just white-text notification in top-left corner

Dargaron

Quote from: Gfurst on June 28, 2018, 11:59:06 AM

More notes:

Mental breaks are still pretty bonkers, had two in succession with nearly filled mood pawns, fire spree specially, seems like they just do it because they can. Pic attached.[/li][/list]

Were the pawns in question Pyromaniacs? The traits Pyromaniac, Chemical Fascination and Gourmand have a random chance to trigger a mental break of a specific type (fire-starting, drug binge and food binge, respectively), regardless of mood.

Mutineer

Quote from: Alenerel on June 28, 2018, 07:38:39 AM
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!
Was it under a roof?

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.

gadjung

Also, since You cannot assign bed to prisoners, it would be nice (and logical) that every time before going to sleep they check for the most comfy bed (except Ascetic ones)

SihvMan

In regards to making deep drilling less grind-y, have you thought about implementing a mechanic similar to the watermills?

Make a single drill incapable of generating the hive event. Then, with each additional drill per "group" (within 7 tiles?), have a % increase chance.

This simulates more of a "mining vibrations draw the bugs" instead of a "whoops! We dropped into a bug hive!", which seems more accurate.


In regards to the scarcity of uranium, maybe make centipedes give small amounts of uranium (2-3 per)? They have to be powered by something. Make them nuclear!

Greep

#879
Edit: haha just realized the link was to the exact spot I mentioned XD nvm.
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

East

#880
Quote from: East on June 28, 2018, 11:59:25 AM
I was worried why centipede would be so strong in 1.0.
I thought it might be because of armor, but suddenly I realized that they did not down anymore.
We have to do more damage until the centipede dies.
I think this is the one reason centipede seems to have increased HP.
It would be because the centipede enters a zombie state with a very small number of HP, which has been down to that state before.

I wanted to check the exact difference in numbers, so I started experimenting.

3 people, 3 normal grade assault rifles, no cover, 10 spaces, colonist invincible ,1x speed ,20 shooting skill

I compared the 1.0 and B18 timers with how fast the centipede dies or goes down.

1.0
1) 56.35   2) 50.84   3) 51.10  4) 48.56  5) 51.06  Average) 51.582 sec

B18
1) 26.69  2)29.09  3) 28.46 4) 26.78 5) 31.69 Average) 28.542 sec

180% increase in time to defeat centipede.

The centipede should be weakened if it is not intended to increase 180% of centipede health.

Etc.
It is not so cool that the assault rifle and charge rifle are two shots. (Cool only regardless of efficiency) / B18 3 shots
You will see how important it is to be cool when you see a real shoot video and see how many shots you can fire continuously.
https://youtu.be/ztfXxgXqHGM?t=6s

Gfurst

Quote from: Mehni on June 28, 2018, 11:34:36 AM
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.

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.
I think the idea here is that they're ordering skills based on bulky work on top and intellectual on bottom, not necessarily importance. Afaik, no skill is unimportant, and if anything  you will more bulky workers than intellectual, more soldiers/growers/builders/miners/crafters than doctors/researchers.
Or having them ordered by the work type priority also seems sensible, but honestly either way for me is fine, its just a matter of getting used to it.

Quote from: gadjung on June 28, 2018, 12:41:02 PM
Also, since You cannot assign bed to prisoners, it would be nice (and logical) that every time before going to sleep they check for the most comfy bed (except Ascetic ones)
I indeed think it would be a good idea to assign beds to prisoners, and that would be even useful if you want for some to change rooms without it being of much of a hassle.
And while at that make animal beds assign-able too, the fluffy ones, not the sleeping spots. So you may assign preference to certain pets and maybe have them in a room with bonded master.

Quote from: East on June 28, 2018, 11:59:25 AM
I was worried why centipede would be so strong in 1.0.
I thought it might be because of armor, but suddenly I realized that they did not down anymore.
We have to do more damage until the centipede dies.
Good point there, I was wondering why they were such damage sponges, regular scythes are reasonably strong as well. I'm not opposed with them directly dying though, maybe make their capacities worse with condition, like shots taking more time and being more inaccurate , though they should be already somewhat like that. Maybe the problem is that mechs don't have proper internal organs (?), so its harder for them to reach a death condition.

East

#882
One thing I have decided on in my game on long range mineral scanners. Do not use it. (Unless it is a special case such as sea ice)
Compare with deep drill.

Can it be used early?
deep: NO, long: NO

What is the risk of use it?
deep: low, long: high

Is the amount enough?
deep: much, long: low

How much labor and time do you need to go to work?
deep: high, long: crazy.

Interesting?
deep: boredom (but now re - installable), long: annoying.

Can you make a quick interval?
If you're lucky, you'll be right there. long: It takes a long time.

Besides, what minerals will not be known until they arrive.

There is no reason to use it. Even if you think progressively, I will not use it unless there is an ore that can only be acquired through the event like other events.

Ambaire

Quote from: East on June 28, 2018, 12:53:23 PM
It is not so cool that the assault rifle and charged rifle are two shots. (Cool only regardless of efficiency)
You will see how important it is to be cool when you see a real shoot video and see how many shots you can fire continuously.
https://youtu.be/ztfXxgXqHGM?t=6s

Yeah, and the minigun is rather anemic compared to its real life counterpart. Or the autocannon turret...

THIS is a minigun.
https://www.youtube.com/watch?v=QC8jnSaCqxY

gadjung

Also i'm getting memory leak issues, sometimes even after closing map (being in main menu). Screenshot attached. x86 version

[attachment deleted due to age]