Unstable build feedback thread

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

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Call me Arty

#1650
 Was going to make a post about a my playthrough, but the most recent changelog looks sexy, and I was only ten days in anyways.

One problem though, that I didn't see potentially affected in the changelog: The art.

Here's the screenshot I'm going off of. It looks like we have three art styles at one time. Don't get me wrong, I'm an awful artist. At the same time, it's kinda distracting. I can believe that the logs, stone bricks, steel, conduits, pine trees and pawns exist in the same world. I like them, too, it's just simplistic enough to not seem cartoony. However, they clash with the knife, (both) components, the medicine, soothe pulser, the ground, and the sandwich-looking bionic eye. They remind me more of one of those flash games going for a more realistic look. Not terrible, just rougher and different. The textiles just look wack, though (making the band holding them together one color instead of the same as the rest of the sheet would go a long way, in my own opinion). Finally, I miss the old, round silver. Now I'm just getting a snotty-tissue/forgotten-popcorn-under-the-couch vibe. The old round design kinda made it seem more refined, valuable. The silver we have now looks like it's begging to be made into a weapon or loaded into a cannon, not set as a global currency.

Stylistic conflicts have always been an issue for me. I needed my texture packs for Minecraft to be 100% completed, I wouldn't wear anything that didn't go with the rest of the outfit in TF2 (or the crazy weapon skins most fps games have), and nowadays, my choice in mods for Rimworld are nearly entirely dependent on the art. Hope that gives away that I'm a stickler for these kinda things. I'm sure that bugs, new content, and rough edges are a higher priority, but I sincerely hope that one consistent art-style steadily absorbs the rest of the game.

P.S. Sorry if this seems negative, social circles call me overly harsh. Not defending it or bragging about it, just establishing it. I put the same amount of time into this game over a year as I did in four or five with TF2, I'm invested in it's future.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Broken Reality

Past couple of patches I've noticed a lack of ancient dangers on my maps. I've been playing large hills and mountainous, size 275x275, temperate forest. I've used dev mode to turn off fog to check if I haven't found one after a while of tunneling after noticing the lack.

Oblitus

#1652
Some experience with new trap rules. While they are great, there is one thing: larger animals are springing trap, got their leg cut off, wander away and bleed out there. Since they wander away from home area around traps, they are forbidden by default. So if you are using traps you have to regularly check for forbidden corpses.

Also, why no auto-rearm by default?

Pawns are still trying to avoid stepping into armed traps if possible.

Pawns in animal-intensive areas are now another source of stress for cleaners since they have to clean a lot of blood there. Also, a fire around them is usually safe to ignore, but it can't be configured as well.

Serina

Quote from: Call me Arty on July 05, 2018, 04:02:53 PM
Finally, I miss the old, round silver. Now I'm just getting a snotty-tissue/forgotten-popcorn-under-the-couch vibe. The old round design kinda made it seem more refined, valuable. The silver we have now looks like it's begging to be made into a weapon or loaded into a cannon, not set as a global currency.

Snotty-tissue... lol! I'd have to agree with you and the many others that posted about silver so far. Old round design is definitely more pleasing to the eyes.

Jagerius

Hi Tynan,

Great updates so far! I would like to ask few things, if I may.

I'm playing on Polish version, at least used to, it seems that the 1.0 changed some variables/definitions system and there are quite a few bugs now in the PL version of the game. I've made a Imgur album showing the most apparent ones:

https://imgur.com/a/JOZ7YKm

I've generated the translation report from the main menu, which can be found here:
https://paste.ee/r/xgR7j/0

It's just the matter of missing strings, or there's something more to it? I would like to know before I get to help translating. Thanks!

Oblitus

Fresh story.

Got an item stash quest with excellent silver plate armor. Threats: none means ambush of unknown power, and silver armor is totally useless, so I've decided to just ignore it.

Kubouch

#1656
I also want to mention the beavers event. I am playing on an arid shrubland (Cassandra Medium, larger medium size map, flat, build .1956, started about 4 builds earlier). Thanks to the beavers incidents I have literally zero trees on the map (except those I planted inside my walled-off base). In an attachment I include a picture of what happened about 30 seconds after beavers entered the map. They rushed my trees I planted there earlier, ate them in a minute, chomped the few cactuses around the map and left.

I think the beavers incident should be toned down for biomes with little wood. Some heavy forest can take it but in my case it basically ensures I have no wild-growing wood whatsoever. I guess the point is to hunt them down but there is so many of them that I could have killed just a few anyway. And I don't want to run across the map chasing beavers while crops need to be harvested, animals tamed, food cooked, etc.

[attachment deleted due to age]

Tass237

I have not played on the most recent build, but I played on the previous build, Cassandra, Crashland, Rough/Hard, Small Hills, Temperate Forest. Some points and thoughts.

Quote from: Oblitus on July 05, 2018, 04:11:22 PM
Some experience with new trap rules. While they are great, there is one thing: larger animals are springing trap, got their leg cut off, wander away and bleed out there. Since they wander away from home area around traps, they are forbidden by default. So if you are using traps you have to regularly check for forbidden corpses.
Animals marked as To Hunt don't become forbidden when they die that way.

I feel like doors should have Sharp Armor. It doesn't make sense that a fox or rabbit scratching can seriously damage a door, but a deer kicking it definitely would. That would cover some of the issues with doors, without requiring doors to have too much hp.

I would like to request a small, UI feature that would help me and help anyone streaming Rimworld. Could the mod "Fahrenheit AND Celsius" get included in the game as another menu option for temperature? https://steamcommunity.com/sharedfiles/filedetails/?id=937759575

It would be great if we could assign colors to factions on the world map, in case the colors assigned at map creation are difficult to tell apart (Speaking as a person with Red-Green colorblindness)

Right-click prioritizing something like a bed also makes the pawn prioritize smoothing stone floor under bed once the bed is done. Bug?

In tundra environment irl, large animals like yaks or reindeer regularly dig through the snow to eat the grass beneath. If it wouldn't break the balance, it would be cool if de-leafed (cold) grass was still edible for a smaller amount of nutrition.

Quote from: Tynan on July 05, 2018, 01:40:23 PM
Simplified rules for trap springing. They now never spring on you or allies, and always spring on anyone else.
Do traps spring on neutral traders? Or are they considered "allies" for the purposes of traps?

Quote from: Tynan on July 05, 2018, 01:40:23 PM
Predators no longer hunt humanlikes.
If they don't hunt human-likes, maybe they should automatically trigger manhunter at a certain hunger/malnutrition level to cover desperation? It would give an alert like any other manhunter event, but would add realism without dangerous surprises.

In my experience, manhunting animals will attack doors without seeing colonists, but only if they go from No Target to targeting a pawn nearby that has no path to reach them. They regularly choose to target a pawn not visible due to walls and doors though. I just assumed this was them "smelling" or "hearing" a person nearby, such that they would try to go through the door. If there is any path to that pawn though, they will try to path all the way around your base and through your killbox rather than attack the door. (They would normally lose interest before getting all the way around, but if you keep the targetted pawn mirroring them inside the wall, they will keep going around to the killbox)

Sirinox

Quote from: Madman666 on July 05, 2018, 04:30:27 PM

Big thanks for clarifying this. But, damn, worldmap events, where you don't have any defenses of whatsoever, scaling with your colony's wealth for some reason? I don't see the reasoning behind such a decision. At least with your homebase its clear - you have more wealth, you have more means to defend yourself - turrets, traps, sandbags and strategically positioned cover. But out there in the wilderness all you have is your colonist, his armor and his weapon + maybe some mediocre cover like a tree.

I believe there could be 2 different scaling factors: one, scaling with colony wealth, for events where player has second move and can prepare — like player would decide what to take for raiding an outpost knowing how many enemies there are, and another one, scaling with caravan wealth/strength/size for events where enemy has second move — like ambushes, where it's enemy who prepares for what he will attack and player can not.

Because if my base is covered with golden statues and plasteel beds doesn't mean that raiders should send an army for a few people and a muffolo. Like player wouldn't waste tons of food sending dozen of armed to the teeth war machines for 2-3 tribals at an outpost.

Oblitus

Got a bulk trader caravan visiting me. They were happy to buy several tons of raw meat from me. I'm not sure what they would do with it, but I was happy to give several more tons as a gift.

Zombull

Quote from: Kubouch on July 05, 2018, 04:50:00 PM
I also want to mention the beavers event. I am playing on an arid shrubland (Cassandra Medium, larger medium size map, flat, build .1956, started about 4 builds earlier). Thanks to the beavers incidents I have literally zero trees on the map (except those I planted inside my walled-off base). In an attachment I include a picture of what happened about 30 seconds after beavers entered the map. They rushed my trees I planted there earlier, ate them in a minute, chomped the few cactuses around the map and left.

I think the beavers incident should be toned down for biomes with little wood. Some heavy forest can take it but in my case it basically ensures I have no wild-growing wood whatsoever. I guess the point is to hunt them down but there is so many of them that I could have killed just a few anyway. And I don't want to run across the map chasing beavers while crops need to be harvested, animals tamed, food cooked, etc.

Make eating trees really tiring so the beavers have to sleep every time they take out a tree. That'd slow them down enough that maybe we could actually do something about them. As it is, they chew their way across the map before I can even catch up to them with hunters.

Madman666

Quote from: Sirinox on July 05, 2018, 04:57:50 PM
I believe there could be 2 different scaling factors: one, scaling with colony wealth, for events where player has second move and can prepare — like player would decide what to take for raiding an outpost knowing how many enemies there are, and another one, scaling with caravan wealth/strength/size for events where enemy has second move — like ambushes, where it's enemy who prepares for what he will attack and player can not.

Because if my base is covered with golden statues and plasteel beds doesn't mean that raiders should send an army for a few people and a muffolo. Like player wouldn't waste tons of food sending dozen of armed to the teeth war machines for 2-3 tribals at an outpost.

Exactly. Well, we don't know for a fact what is this special factor that differentiates regular colony raids from caravan ambushes, but your point is exactly what i was trying to say. Scaling ambush on 5 guys with a few muffalo based on a huge city with gold, plasteel and jade everywhere is not right. At all.

Dashthechinchilla

50:50 chance to manhunter for wargs seems a bit high in practice. Randy hard. My handler got manhuntered 3 times before I decided it was just easier to tame bears, lynx, and timber wolves and eat the wargs.

Greep

#1663
Funny story:  some cargo pods landed on a bear right in front of some raiders.  The raiders switched a.i. to "standing" for a second, as if to say, "lolwhat?"

One of the raiders also probably should have just stayed home.


[attachment deleted due to age]
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

Oblitus

My melee specialist just got her leg shot off by friendly fire from a pawn in direct proximity. Apparently, it is not safe anymore to cover shooters this way.