Unstable build feedback thread

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

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SpaceDorf

( previous build, but I think there where no changes to that )

I am playing a tribal jungle colony on Randy Hard at the moment and for the last few ingame days ( the last ingame month ) I get showered with cargo pods.

I had 9 cargo pod events in 16 days, whith sometimes 2 or 3 pods per day ( nope, not decembrary 7th. )
It was real good stuff too.
2 events with devilstrand,
1 event with
some penoxy,
some flake ( which got my single retriever addicted  :o)
a bulk of pemmican
and one of them knocked out a rhino for me :)

And I agree that the growth of underbrush( grass and everything not tree )  is somewhat stunted.
I added a screen shot in the middle of nowhere of my map. No animals nearby and there are still more
floor tiles visible than overgrown. Not my picture of a "green hell".

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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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brvnch

A dumb question here, is there anyway to track update patch notes from Tynan? I'm new to this forum so I don't really have a clue.

Bones

Quote from: brvnch on July 05, 2018, 03:02:32 PM
A dumb question here, is there anyway to track update patch notes from Tynan? I'm new to this forum so I don't really have a clue.

I think it's not complete but you can check the first one until a certain point.

https://www.reddit.com/r/RimWorld/comments/8uk3u4/10_complete_changelog_since_initial_10_unstable/

Zombull

#1638
I've been playing a very fun, successful crash landed colony on Cassandra medium prior to today's update. The raids seem toned down to a difficulty that seems right to me for medium. At least until I made all the non-pirate factions neutral. Now once again it's back to back to back raids from the pirate faction. They're not overly difficult raids. I dispatch them reliably. They're just so darned frequent. You'd think they'd learn after getting their butts kicked a few times to lay off. Maybe send fewer but stronger raids.

Maybe after a resounding defeat or two, enemy factions should have a "regrouping and rebuilding and restrategizing" cool down phase.

Or maybe just run out of recruits and disband.

Sig

Why won't predators hunt humanlikes anymore? I strongly oppose this, I really hope it is just temporary.

It has always been a thrill when in tropical biomes panthers begin to roam the outskirts of the base, that sensation of danger added to the experience. It would make sense if cobras didn't go for humanoids, but big predators not trying to hunt colonists seems very wrong to me. It takes away the challenge of some biomes, and also the immersion.

This could be a thing in lower difficulties, but passive predators in extreme doesn't feel right.

Bones

Quote from: Sig on July 05, 2018, 03:13:40 PM
Why won't predators hunt humanlikes anymore? I strongly oppose this, I really hope it is just temporary.

It has always been a thrill when in tropical biomes panthers begin to roam the outskirts of the base, that sensation of danger added to the experience. It would make sense if cobras didn't go for humanoids, but big predators not trying to hunt colonists seems very wrong to me. It takes away the challenge of some biomes, and also the immersion.

This could be a thing in lower difficulties, but passive predators in extreme doesn't feel right.

I think it's probably related to too much micro. While playing I kind of started to hunt all predators at all times, I would check the tab and mark them. Then I started a caravan and forgot about it for a time and the next thing I know a bear killed one of my colonists, no chance to try something, the only warning was that the pawn was down and needed rescue.

And it's probably very difficult to try to warn the player about it because it's not an event, it was just the animal that got hungry and decided your pawn was the closest thing.

I had a mod to warn when an animal was actively hunting a pawn and even that didn't help much because sometimes they would be close and even so not give enough time to counter it. It becomes much worse in winter since most animals leave so all predators will end up hunting you anyway.

And it does overlap with mad animals. If I could suggest something would be to split the mad animals into two events, the new one just for predators it would be like 'a predator started hunting your pawns because it is hungry' but then it would act like a mad animal until it eats and the point that would make it fair is that the predator would appear at the border giving plenty of time to deal with it.

D-Wiz

Quote from: brvnch on July 05, 2018, 03:02:32 PM
A dumb question here, is there anyway to track update patch notes from Tynan? I'm new to this forum so I don't really have a clue.

You can click on Tynan's name on one of posts then click "Show posts" on his profile. It'll show all of his posts, not just the changelogs, but they'll all be there.

Aerial

Quote from: Sig on July 05, 2018, 03:13:40 PM
Why won't predators hunt humanlikes anymore? I strongly oppose this, I really hope it is just temporary.

It has always been a thrill when in tropical biomes panthers begin to roam the outskirts of the base, that sensation of danger added to the experience. It would make sense if cobras didn't go for humanoids, but big predators not trying to hunt colonists seems very wrong to me. It takes away the challenge of some biomes, and also the immersion.

This could be a thing in lower difficulties, but passive predators in extreme doesn't feel right.

I think it may be a (temporary?) fix for the problem of not being able to shoot ranged weapons point blank any more, since unannounced predator attacks on a pawn with a ranged weapon becomes pretty devastating with little agency to counter it.

I think restricting ranged weapons to only be used at range is, overall, a good design choice.  Maybe predators should be relatively easy to stun with melee attacks from a rifle (decreasingly as predator size increases, maybe).  So you have a good chance to bonk a fox on the nose and run far enough to shoot it, a lesser but still significant chance with a wolf or big cat, and only a small chance with a bear.

Greep

Mostly predators were just really annoying, and had kind of weird newbie unfriendly solutions.  Some people obsessively check the wildlife tab, some build large perimeter walls and never leave them, I personally make sure to just have enough animals they they would usually attack the babies and not me.  I'm evil, sue me.  Maybe a potential solution in the future is a "low food" style warning that there are active predators, but I like the current change.
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

Serina

#1644
https://imgur.com/a/HUMfi2N
Last raid was around day 157, I am now on day 265. Something is definitely wrong here. I've been playing this save since 1.0.1952 or something along those lines and just loading the newest unstable version as the game is updated. I'm friendly/neutral with all the other factions aside from pirates. Difficulty: Hard - Phoebe. Phoebe chillax is really living up to her name  ;)

I see the doors got a buff in hp. My steel doors were at 150 last night, now at 180 (colonists running to repair them lol). I also noticed they take a bit longer to close after a pawn/animal walks through them. As far as heat transfer, I haven't noticed much of a difference that changes gameplay for me. Looking forward to using plasteel autodoors :D

Oblitus

Quote from: Serina on July 05, 2018, 03:47:09 PM
I also noticed they take a bit longer to close after a pawn/animal walks through them.
Looks extremly weird.

Bones

Heat transfer should still feel like the same. The door got slower and so heat transfer as so one cancel out the other.

Greep

Quote from: Serina on July 05, 2018, 03:47:09 PM
https://imgur.com/a/HUMfi2N
Last raid was around day 157, I am now on day 265. Something is definitely wrong here. I've been playing this save since 1.0.1952 or something along those lines and just loading the newest unstable version as the game is updated. I'm friendly/neutral with all the other factions aside from pirates. Difficulty: Hard - Phoebe. Phoebe chillax is really living up to her name  ;)

I see the doors got a buff in hp. My steel doors were at 150 last night, now at 180 (colonists running to repair them lol). I also noticed they take a bit longer to close after a pawn/animal walks through them. As far as heat transfer, I haven't noticed much of a difference that changes gameplay for me. Looking forward to using plasteel autodoors :D

This was happening to me when I was friendly with all factions, although I was getting all mechanoids instead of manhunters  :'(

So I pissed off some tribals and that helped.  It could be that nothing ever changed in 1.0 and just that we now have reasons to befriend everyone which has weird consequences.
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

Serina

At first I thought the doors were stuck, but they closed after a few seconds. ^.^

I'm glad someone else is experiencing this lack of raids other than me. Makes sense you get less raids if you're friendly/neutral with more factions but I have to admit I feel like I'm playing on base builder now. I was afraid something broke in my save but don't want to start a fresh one because I really want to test the new sniper turret.


Sirinox

#1649
Quote from: Sig on July 05, 2018, 03:13:40 PM
Why won't predators hunt humanlikes anymore? I strongly oppose this, I really hope it is just temporary.

It has always been a thrill when in tropical biomes panthers begin to roam the outskirts of the base, that sensation of danger added to the experience. It would make sense if cobras didn't go for humanoids, but big predators not trying to hunt colonists seems very wrong to me. It takes away the challenge of some biomes, and also the immersion.

This could be a thing in lower difficulties, but passive predators in extreme doesn't feel right.

I second that. Especially since we now have even less problems with them due to nice new wildlife tab.

It would be nice and immersive to have a notification on the right about human hunting predators on the map instead (like the ones about low food or medicine).
Fauna is another environmental threat after all. Without wargs/wolfs/bears that would hunt for humans if have no other option it would feel incomplete.

I also would really like if there was an option to auto mark for hunting some animals if they are present in the list of wild animals. Not only for predators, but for other animals.
Checking the tab every 2-3 minutes for predators/deers was ok, but slightly tedious.

And as for the wildtab, it would be nice to see insects and mechanoids there too. It may be not very logical for mechs (though wild artificial creature is still wild creature).
Since they both don't have bright red name labels next to them as raiders, it's really easy to forget about one or few of them in late game where there are dozens of them. Once after cleaning all (as I thought) mechs from raid I found one centipede shredding insides of my distant storage at the moment it started to shred insides of one unlucky colonist too. And for the insects — they blend with earth and grass even more, and since they are not in wildlife tab it takes some tedious time and micro to ensure they are all killed.

The experience is from: Flat - Boreal forest - Cassandra Extreme