Unstable build feedback thread

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

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Sangerwolf

Encountered an odd thing while crafting with 2 inspired pawns, I had two of them working from a fabrication bench, one started making power armor and mid way through his crafting i had another inspired pawn start production on a power helmet, the guy working on the power helmet finished his job first and when done both pawns that were working from that bench's jobs inspiration were gone when only one finished his job, think this might be a bug?

erdrik

Quote from: BlackSmokeDMax on July 08, 2018, 12:53:56 PM
...
I thought as soon as you built/crafted/operated/etc. on something the inspiration ends?
It does. Thats why you halt the crafting before the item is built. Losing inspiration once it is built doesn't prevent that you just turned a mostly normal piece of unfinished project into a masterwork for only 10 or 20 work.
(especially egregious for projects like plate armor which is ~600 work to complete)
That way you have a store of unfinished crafting projects just waiting for a crafter to get inspiration.
As soon as the crafter gets inspiration, finish one and BAM! get a masterwork/legendary.

Suspicious

Quote from: Suspicious on July 08, 2018, 10:34:45 AM
I could definetly see the hilarity when I have to ditch my bunker from Sycthers only to be mown down by the rest of the Mechanoids.

I spoke too soon, next encounter this exactly happened. Yeah they seem like very good flushers. Guess I just got lucky with my first few encounters of downing them quickly.

cactusmeat

Quote from: PleaseBro on July 08, 2018, 12:37:22 PM
Request for 1.0 can you please add some buttons on workshop bills page for drop on ground or take to stockpile. Kinda annoying you need to go into details page which also pauses

yes please, there's an option for making drop on ground default with the mod better workbench management. I see no reason not to have this at our disposal, as well as the rest of the qol things that mod brings.

Wintersdark

In previous versions of the game, melee has been a decidedly poor choice and something that only happens when things have already gone wrong.

That's less so the case now, and it appears at least that this is intentional.  I'm all for it, honestly, but it does make one thing a bit rougher: Friendly fire.  Is it at all possible to get a per-pawn toggle to simply not fire into melee (Technically: So the AI won't choose targets that are currently engaged in melee) unless specifically told to target them.  Basically, I'm looking for a way to have my pawns stop picking automatically targets in melee when their original target dies.

Too often I only catch this after someone has firing their bolt action rifle into my melee pawn's head. 

Just a simple "It's too dangerous, I can't get a good shot!" toggle, so my pawns don't default to murdering my poor melee guys who already have things pretty rough.  Obviously, this won't end FF from "I ran into the line of fire" or FF from deliberately firing into melee, but it'd go a long way to prevent accidental and wholly unnecessary injuries.

whitebunny

Feedback on: Naked Brutality - Cassandra extreme - Temperate forest

Scythers feel pretty balanced and the tactics are actually meaningful when dealing with lancer/scyther combinations. They're pretty fun to fight.

On the subject of weapon balance it always felt underwhelming for charge rifles to have such a short range considering they're supposed to fill the highest tier of the assault weapon role, i'm actually using them now instead of the assault rifles which were vastly more versatile in exchange for a negligible amount damage. They actually feel like the high end weapons they're supposed to be.

erdrik

Quote from: Wintersdark on July 08, 2018, 02:31:15 PM
...per-pawn toggle to simply not fire into melee (Technically: So the AI won't choose targets that are currently engaged in melee) unless specifically told to target them. ...
^ Im all for this.
I mean I manually do it myself anyway, but I would love for it to be a toggle so the AI target picking can do it on its own.

PleaseBro

A fire in the middle of your indoor base is pretty game ending. Pawns can't stop it cause they get burned by super heated air.

It's amazing how how small fire in a very large open indoor air turns the entire room into 250 degrees. which in turns lights everything up in it.

And all my pawns dropped to the ground almost instantly when they tried to extinguish the fire.

And when finally the steel door fails to the fire, the entire area instantly becomes -4 degrees yet the fire rages on and all my pawns are dead.

Syrchalis

Quote from: PleaseBro on July 08, 2018, 02:38:34 PM
And when finally the steel door fails to the fire, the entire area instantly becomes -4 degrees yet the fire rages on and all my pawns are dead.
And what do we learn? Destroy door/wall. Or unroof a nearby room and then destroy door/wall.

There are no backdrafts in Rimworld so abuse that.
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.

Madman666

#1989
So here's what my experimenting brought. I was once again going everywhere mineral scanner found me something juicy.

Randy, Extreme, no weapons equipped, 6 colonists, 6 pistols (left at home)
Wealth: ~30k
I sent out 3 people, 10 times. Out of 10 times, i was only attacked twice by a guy with a poor pistol and a normal revolver, forced both into melee before they could react and beat them down. Early game such events are quite doable. I am glad to see it won't be a 50\50 wipe\live early game to send someone out.

Randy, Extreme, 10 guys, 6 equipped with pistols, sending out 4 of 10.
Wealth: ~50k.
9 free lumps, 1 lump - outpost (2 guys, 2 turrets, 1 mortar). Once again, nothing nearly impossible, though with only pistols i decided to ditch the turrets.

Randy, Extreme, 10 guys, 6 equipped with pistols, smgs and a shotgun, flak vests and flak pants on 6 of them. Sending out 5 of 10.
1 ambush - 1 scyther. Dealt with.
1 outpost: 1 turret, 5 guys with a club, molotovs, a gladius, a grenade pack and a revolver. One with a flak vest. Dealt with.
Rest are free lumps without dangers.

Moving on - Randy Extreme, 20 people, 220k-ish wealth. Most people have flak vests and pistols, shotties, smgs. Half armed with assault rifles. Caravan armored with plate armor and advanced helmets. Sending out 6 out of 20.
First ambush - 13 domestic pigs... Erm. Ok, yeah, thats the kind of hilariousness i'd expect from Rimworld and thats what i like it for. Bundled up in a tight formation and dealt with them. One managed to bite my guy twice through a normal steel plate armor. Unlucky random i guess.
Second ambush - 2 lancers and 1 scyther closing in from all sides. And of course Lancers easily downed one of my people with 2 shots. Scyther circled me and managed to close in, even though severely injured and downed one more with two cuts. Dealth with them, patched up, moved along.
Third ambush - 7 people, 1 turret. Couple machine pistols, molotovs, shottie, pistol, incendiary launcher. Surprisingly turned into quite long slugfest, took quite a few shots through armor (6-7 shots on one guys, 2 on another and a couple more bruises). Circled the turret, deconstructed solar generator - done. Quite doable i must say.
Fourth ambush - 3 turrets, one guy with an assault rifle in power armor and advanced helm and even go juice. Kitted out little bugger. Forced into melee and dealt with, followed by taking out solar generators and disabling turrets via assault rifle superior reach. The drugged bastard did manage to bite someone's pinky off. How rude.

So for now here are my thoughts - long range mineral scanner is definitely worth having now on any difficulty. Its feels really good to be able to send a smallish caravan of 5-6 people both early and late game and don't fear facing a whole army. I like small scale skirmishes much more, than a huge crowd slaughtering raids turn into late game. It feels way more interesting to command small team. Way more tactical. I however foresee hardcore fans disliking the balance on extreme, since it won't just wipe you, if you don't manage to run immediately, or don't have superior equipment, allowing you to suffer through an epic fight with half you people killed, but still successful. So you might wanna make Extreme difficulty slightly harsher for them. Currently long range scanner events are definitely doable without losses, if you take enough meds with you and make proper use of game's defensive equipment.

One more thing of note however, is how i felt about rewards long range scanner gave me. Plasteel and uranium lumps were... thinner than i thought. Especially when compared to nicely fat lumps of compacted machinery and silver. Uranium definitely spawns more often but it could use a solid boost to lump size. Gold and jade being currency items and thus small count - their lump felt downright insulting. 10 tiles of gold ore to mine? Meh. I strongly suggest making rewards of such quests also scale with your wealth and time spent playing, since threats do so - it d be fair if the payoff could scale too. That d also help avoiding sharp wealth spikes due to resources mined or legendary items suddnely dropping on your head. So the more wealth you have and longer you play - the richer the lumps, more better quality item rewards and etc. Also I once again propose adding big steel lumps (at least as big as silver ones) to the list of resources scanner can find. That alone will make worth having in any colony.

Next time, will be doing extreme wealth level testing and also road ambushes and other types of world quests.

dearmad

Quote from: PleaseBro on July 08, 2018, 02:38:34 PM
A fire in the middle of your indoor base is pretty game ending. Pawns can't stop it cause they get burned by super heated air.

It's amazing how how small fire in a very large open indoor air turns the entire room into 250 degrees. which in turns lights everything up in it.

And all my pawns dropped to the ground almost instantly when they tried to extinguish the fire.

And when finally the steel door fails to the fire, the entire area instantly becomes -4 degrees yet the fire rages on and all my pawns are dead.

Deroof while fighting it.
Hold open doors.
Foam Poppers.


Polder

#1991
Some notes on NB starts:

A cooking skill of 2 or less is very punishing (this is based on three different attempts with low cooking skill). My pawns spend much of their time with food poisoning. Another factor is that dirt and trash is often hard to spot, making it easy to accidentally cook in a dirty kitchen (improve visibility of dirt and trash, or add hotkey to highlight cleanliness reducing things).It feels like eating raw food is significantly safer than food cooked by an unskilled cook.

A crafting skill of less than 2 is a big disadvantage because it means that a short bow cannot be crafted. The best way to raise crafting skill is to build wooden clubs. The resource cost of raising crafting skill from 1 to 2 in this way is large though. The cost is still significant with the "build until 1 work left, then cancel" trick. A bow is so important because it enables hunting and defending from raids without risking too many significant wounds.

Medical skill is also very important (but noticably less so after scratches are less likely to get infected).

A good portion of the difficulty of NB can be avoided by simply generating pawns until you get one that has good skills in all important areas. In general I dislike that pawns can range from very powerful (good traits, good health, highly skilled and passionate in several important skill) to what is best described "useless and a liability". I feel that what is desperately needed is pawn "power" following a normal distribution so that most pawns are average and good enough to be worthwhile taking, while some are bad and good, and very few are terrible or Godlike.

Greep

Quote from: PleaseBro on July 08, 2018, 02:38:34 PM
A fire in the middle of your indoor base is pretty game ending. Pawns can't stop it cause they get burned by super heated air.

It's amazing how how small fire in a very large open indoor air turns the entire room into 250 degrees. which in turns lights everything up in it.

And all my pawns dropped to the ground almost instantly when they tried to extinguish the fire.

And when finally the steel door fails to the fire, the entire area instantly becomes -4 degrees yet the fire rages on and all my pawns are dead.

250C?  Brrr.  Makes me want to wear a parka.

[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

PleaseBro

Geo Thermo requires high tech bench but on the tech screen shows as it only needs electricity.

Makes no sense... you need Microelectronics for high tech table...

PleaseBro

Quote from: dearmad on July 08, 2018, 03:04:27 PM
Quote from: PleaseBro on July 08, 2018, 02:38:34 PM
A fire in the middle of your indoor base is pretty game ending. Pawns can't stop it cause they get burned by super heated air.

It's amazing how how small fire in a very large open indoor air turns the entire room into 250 degrees. which in turns lights everything up in it.

And all my pawns dropped to the ground almost instantly when they tried to extinguish the fire.

And when finally the steel door fails to the fire, the entire area instantly becomes -4 degrees yet the fire rages on and all my pawns are dead.

Deroof while fighting it.
Hold open doors.
Foam Poppers.


Can't deroof a mountain.
Holding open doors does nothing for temperature.
Didn't research the stupid foam yet :(((