Unstable build feedback thread

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

Previous topic - Next topic

Syrchalis

Quote from: Yoshida Keiji on July 10, 2018, 06:32:45 PM
Caravan spawns with "one" unit of Hyperweave...really?
It's because the trader generates 1-2 items with this tag. Hyperweave should be excluded and handled in a single def. I wrote that a few pages back. I'm sure Tynan put it in the backlog.
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.

Oblitus

My hunter decided that shooting a boomalope at point blank is a good idea. It wasn't.

Jstank

#2252
A little fix I noticed... On the tailoring bench instead of making a parka out of muffalo wool, it should be blufur. In the ingredients menu, it still reads 'muffalo wool'.

It is not a big thing because the recipe still works, but should def be changed for clarity.

I am playing on the latest 1.0 unstable build.
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

DariusWolfe

Bluefur is muffalo leather. Muffalo wool is... well, wool.

JavaWho

High Explosive shells and blowing up ships and mechanoids then and now:

https://clips.twitch.tv/DeliciousAntsyClintmullinsPJSugar  Pandora Extreme story teller but acts the same way with Cassy Extreme and 24 high explosive shells around the ship.

Now I dropped my cassy down to medium to show this point and here are the pics with 42 shells around the ship. No Centipedes, 2 scythers and nearly twice the amount of shells and neither scyther died.  The pendulum has swung quite far.






jchavezriva

#2255
Totally caught me off guard with the new mental break "Gave up".

You forgot to add it on the change list.

By the way, when i tried to recapture a colonist on the leave, she entered berserk mode, then we beat her and she came back to the colony instantly. I figured that she wouldnt belong here anymore and talking her into coming back was going to be necessary.

Seems like "gave up" behaves like a normal mental break and doesnt change the faction of the pawn at all.

wastelandr

Rich Explorer - Randy - Hard
Small hills, Tundra with a ~20day growth period under ideal conditions
build 1946 - 1950, 1958 - 1961
I wanted to rush to Autocannon turrets to see how these new weapons performed, so I picked Rich Explorer. It turned out to be a lot harder than that and what I got was an interesting Amazon women colony.

I picked the most capable pawn of the 8 and she ended up being an 18 year old Urbworld urchin named "Mac". Filled with bravado and a shiny new charge rifle, her first act was to crack the ancient danger she landed next to with a vicious warg by her side. Much to her surprise, it was empty and only contained artifacts and ancient sleep caskets. I respected the spirit of the rich explorer and had her build a nice bed, a horse shoe pen, and proper storage all in the first day. Very soon, Nails the architect showed up chased by enemies. She was a very competent builder, decent cook and a welcome addition. Almost the next day Kazumi came chased by enemies as well. We killed her 3 rather well armed captors quickly and learned she was also a good builder, grower, and negotiator. However, the one thing we lacked was a good miner. Mac could do it in a pinch (level 3) but it was so slow. There were also virtually no trees and we cut down all the ones we could find. Within the first 5 days we had power and electrical stove and refrigerated storage. We had separate bedrooms as soon as possible as well. Everything had to be made of stone, even the beds, because steel was at a premium and wood was used up very quickly. Things were going along OK, then a dark shadow from Nails past caught up to her. Teddy, her drug addicted pimp husband wandered in. He ruined the whole mood of the place. However his excellent shooting skills and good doctoring abilities kept us from kicking him out. How Nails got her artificial heart is a story they keep between themselves even to this day.

With 4 colonist and a need for more room, we decided to crack open the sleep caskets. Of the 6, 2 were dead, 2 were incapacitated, and 2 were hostile. We caught the hostiles in crossfire and they never had a chance. We were able to strip off their power armor before they expired giving us a significant boost to defense. We recruited the downed female to add to our young Amazons (even though she is technically quite old). However, after a raid destroyed our stonecutting table, we were so resource constrained that we actually had to build one out of silver. Seven hundred silver was a small price to pay to be able to have building materials again though.
Time went on, more women joined the colony, Teddy got over his addiction without too many mental breaks and proved himself a worthwhile exception. Then we hit our first deep winter. Our population had grown beyond what we had planted for and all the animals had left the map due to the extreme cold. We prayed to Randy, but he only brought us raw drug material. So we resorted to digging up frozen (and somehow perfectly preserved) corpses. Cannibalism did not sit well with the colony. Several people went a little crazy after that, but we got ourselves back together just in time for spring planting. We doubled our planting area and hoped that we didn't grow too much before the next deep winter. Finally mid way through our 2nd year we finally had enough spare steel and components to build the auto-turret.

We built the auto-turret after a wave of attacks, but then quiet. Next we got 2 sieges and 2 poison ships. We fought them off in where they landed. However, no real raids to see just what that bad boy would do. It probably didn't help that we were neutral with all factions but the pirates by this time. Then a week long suspended animation fell over the colony (vacation). When they awoke (to build 1958) they could sense things were different. We had lost some knowledge of simple things, like complex clothing and more complex things like micro-electronics and auto-turrets. However, our expert researcher was able to regain the knowledge quickly. She even discovered a new type of turret with a bit more research.

Before the break we had been 7 colonists (6 female and Teddy) midway through our 2nd fall. After the break in rapid succession, 2 more females wandered in. The last was a fast-learning cannibal and she thought our winter shame sounded like a delicious treat. In the midst of winter, the raiders finally came. We had researched and built a sniper turret to compliment the auto-turret. The raid was not what we expected though. It was a mass of very poorly outfitted all melee pirates. Outnumbered 5 to 1, we did our best against them. We had upgraded to assault rifles for all competent shooters and arrayed the shooters along our eastern side of the base hiding in doorways and the corners. Our 2 melee specialists waited for the raiders to close in. The auto-turret did do some serious damage to the mass of raiders but they quickly closed and surrounded it, beating it to smithereens before it could explode. Eventually we shot enough raiders that they gave up. The decisive blow was from the sniper turret which killed 4 raiders in quick succession (one shot, one kill). Half our colonist were downed. We begrudgingly captured the lone male raider left alive since he could mine so well. However, as soon as he was healed up a pirate merchant showed up with an even more capable woman miner. We gladly traded him for her and parted with a bit of silver. Just after trading away that pirate, the melee pirates returned for a second raid using "sappers". However, they were still just melee armed and half of them had fought us in the earlier raid. They attacked from the east where the sniper turret got to show off just how powerful it was. We lined up shooters squad style near the sniper turret and mowed them down before they got to melee range. There were no raiders to capture when the shooting was over.

In the midst of hauling away the corpses and loot we got 2 caravan requests. One for power armor in exchange for a legendary charge lance and another for 21 t-shirts in exchange for a legendary assault rifle, bionic eye, and something else. Kazumi walked the power armor over to the nearby village and then we worked through the winter on the t-shirts. We had to make over 35 t-shirts to finally get the 21 normal or better ones. In the deep winter, we again had under planted, and had to resort to cannibalism. This time we had a corpse freezer filled with potential meals and a cannibal to butcher up the people. No one went crazy this time but some people came close. At the first spring thaw, Kazumi again delivered the goods, solo ninja style, to the nearby tribe.

The next year our goal was to not resort to cannibalism. We doubled the planting area again. In the fall, we got 2 more caravan requests. One for 11 flak pants in exchange for several bionics and the other for 23 button-down shirts in exchange for 2 resurrector serum. Having tested the auto-turret and found it not really worth the resources and upkeep for my colony, I gave myself the goal of completing the trade requests and not having to eat people. I made both my goals, though just barely. I never have much cloth unless I buy it. So I had to complete the shirt request first and then buy all of the cloth I could find to make the flak pants. I had to wait until spring for travel times to be reasonable and made the flak pants exchange with 0.5 days remaining. With the newly acquired bionics installed and a happy colony of strong women (and Teddy) we bid farewell to this little outpost starting a promising 4th year. We didn't resort to cannibalism and every woman is wearing a flak vest and thrumbofur parka for excellent sharp armor protection. They survived 18 raids and 20 major threats with only 1 pawn kidnapped and no pawns killed.

Greep

Quote from: jchavezriva on July 10, 2018, 09:53:38 PM
Totally caught me off guard with the new mental break "Gave up".

You forgot to add it on the change list.

By the way, when i tried to recapture a colonist on the leave, she entered berserk mode, then we beat her and she came back to the colony instantly. I figured that she wouldnt belong here anymore and talking her into coming back was going to be necessary.

Seems like "gave up" behaves like a normal mental break and doesnt change the faction of the pawn at all.

Nah, that's been in the game since b18, maybe earlier.  It's an extreme break only, which is why you may not have noticed it.
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

HnDn

Hey everyone! Another first time poster, long time lurker. This is the first time I've actually been on the forums and have only read through this thread. Also, this will largely be unedited! Because I am lazy.

Anyway, I just wanted to try to provide some feedback but I'm not sure if my playstyle may be appropriate. I want to say I'm a casual player. While I have around 700+ hours on Steam, it is somewhat inflated because I have a bad habit to leave the game on and that I have developed a very slow playstyle. I started during A17 and I used to always play Crashlanded on Cassandra Rough/Intense but I have been enjoying the early game challenge of scenarios like Rich Explorer or Naked Brutality (except with clothes). The Extreme difficulty interested me but I dislike the idea to have to optimize. I'd rather play less optimally even if it makes it more difficult. For example, I always try to have a unique bedroom for each pawn and I always researched carpets first because it must look nice. I always try to choose a map tile that is mountainous with caves and has a river. A road is a bonus! This is not to have a more inherently easier playthrough; I just enjoy seeing these features a lot.  I have a tendency to ramble on.. but another thing I want to say is that I've gotten used to playing at 1x speed the whole time. Especially with a small population, I get more attached to the pawns and like seeing what they do throughout the day.

Lastly, I've gotten into a habit during B18 to make a kind of short story for each day. This was mostly for a friend who likes to hear them and its fun for me to write. Below are the first four days of my playthrough ._. Again, I'm not sure if this would provide well enough feedback since it'll go slowly. I tried to add anything I've noticed in each day. Please let me know if it's too slow-paced to be of any use!

Scenario: Naked Brutality
Difficulty: Intense (Really Hard) -> I also prefer the old names for the difficulties
Storyteller: Cassandra
Map Tile: Tropical Rainforest, 50/60 Growing Period, Mountainous, Caves, Huge River, Stone Road, 275x275
Original Pawn: Marielle "Mari" Rineheart, Biological – 16, Chronological -64
Starting build:  1.0.1959 (technically 1.0.1958 but I had the save at spawn)
No mods

Day 0: A dilapidated ship floated in the gravity well of a rimworld. On closer inspections, one would see the burn marks of plasma and the inward facing holes caused by breaching pods. It was a simple civilian transport ship that had the unlucky fate of meeting a mechanoid-ran ship. It was a quick slaughter as the security personnel were easily overran by the scythes and lancers. Some of the crew tried to hide in the cryptosleep caskets but the devices weren't fast enough to hide the biosignals from the mechanoids. The few that were already in cryptosleep had to also survive the carnage. Mari was one of these rare few. She was about to undergo minor surgery when the alarms went off. By protocol, the doctors placed her in a cryptosleep casket inside a drop pod. There she has been in an unsuspended state for 64 years before imminent structural failure was detected. The pod self-launched to the rimworld.

[For Mari's stats, she only has a story writer backstory since she is 16. Her traits are: masochist, greedy, and brawler. I was curious about the new melee changes. From her readings, she developed a burning passion for animals and a naïve dream of being the next Joan of Arc (melee). She also had interest in creating (building/crafting),spelunking (mining), and learning more (intelligence). She had basic knowledge of medicine, plant, and cooking and only talked briefly with other kids her age about the stories she wrote. A lot of this background stuff is forcing a story but it wasn't meant to be this long :/)

Day 1: A confused Mari first followed a huge river leading away from the northern mountains. Civilizations were sure to be near rivers. Better yet was when she stumbled upon a road. While the river led south, the road led northwest or southeast. Choosing to take the northeast route, she crossed a bridge spanning the river. She didn't travel far though as a rain and fog slowly built up over the day and she essentially backtracked up north. Losing motivation from the downpour, she made a small wooden hut by a rocky outcropping to sleep and wait out the rain. Remembering the survival books she read, she had already gathered some ripe berries on her walk.

-enjoy the berries in the tropical rainforest. I have a current playthrough in the same biome and it didn't have any harvestable wild plants (i.e. berries/agave)

Day 2: Mari stared into the campfire (relaxing socially), imagining the great stories she will tell of this adventure, if she got back alive. Today she had woken up hungry. The rain was still pouring outside and she had to make a sad (and messy cuz she botched one harvest) search for more berries. She was able to roast the berries just right tho and enjoyed a much better (simple) meal for lunch. While eating, she realized she was still naked and not at all prepared for any type of journey. She decided to stay at her hut for a bit while she gathered more food and maybe clothes from the nearby wildlife. From the smell of the roasted berries, a tuttle wandered inside her hut (the door was left open because the campfire raised the temperature). Having a soft spot for tuttles, Mari petted it and gave it a berry (dat tuttle shall be hers). For the rest of the day, Mari gathered more wood and made a lil shed for excess wood (wood is inside a building and out of Mari's hut). She also made a bow but was woefully terrible at shooting (also cuz I forgot she's a brawler). She'll stick with a trusty log for now. Before ending her second day, she remembered a nature book about fertile grounds by rivers. She saw some near her hut and planned a few rice crops for now (I have no idea how to explain how she has seeds, or how she beats down trees and rocks like nothing).

-a nice QoL feature would be some way to distinguish rich soil more quickly.
-I noticed the hide/expand/shrink zone options when a zone is clicked on. While I appreciate the multiple options available now, it feels like it's starting to lean toward U.I. clutter? for just clicking a zone. The same with clicking on a bed with the added end table/dresser options. The most noticeable to me is the order options where it goes into two rows, the upper row just being the remove plans option.
-Never smoothed floors or used the smooth walls mod. It seems to take too long and I rather just mine the rock and build a wall. That's probably due to the low construction level of Mari though
-Door closing speed is a bonus for small stockpile zones as colonists can get an item and leave before it closes.

Day 3: the rain had finally stopped but Mari was still soaking wet. This time it was from sleeping with the campfire still going inside her hut (sweating and slept in the heat debuffs :/). She took a very brief wash in the cold river and dried by dimming campfire as she figured out what to do today. The highest priority was obtaining more food. She explored the area and found many berry bushes. She chose a group that was a bit farther away so she could always have some nearby. Seeing the tuttle from yesterday still near, she offered it some berries. It ate some and continued its wandering, not appreciating her snack. Mari worked a bit sadder now throughout the day gathering more wood. She was able to establish a little outdoor eating area with a (1x2) table and a stool. She gots to eat a late lunch being somewhat comfortable now. As nighttime approached, Mari wasn't sure what to do. She shaped some wood into a wooden club and was working on making the inner walls of her hut not so jagged (rock walls). By the time she finished one [tile] of the rocky surface, she was shocked to find a very wet lady in a parka (visitor) outside her hut. The lady acted a bit rough when she talked and only spoke in short phrases. She seemed to have a basic understanding of Mari's language. What Mari got from the conversation was that the lady was following a drop pod she saw in the sky and went down (spawned) in the river. She saw Mari's fire and wanted to warm up. She also showed keen interest in the clubs and bow that Mari crafted. She offered an herbal medicine. Unsure why the lady was interested in all these pieces of wood, Mari just accepted. Mari and the strange lady chatted late into the night until the lady left in the morning. The lady followed the road southeast.
[A tribal lady from the gentle tribe faction spawned in the river and came down to Mari's wooden hut. Still afraid of that one manhunting squirrel, I had Mari a chop down wood and craft a few more clubs to trade for a herbal medicine. She was casually eating her dinner at 4 a.m. in-game time. From the visitor, I realized that the gentle tribal faction had a colony just further up the road and that the lady left on the opposite side.]

-just a silly thought on how a nude pawn could be sweating from increased temperature in a room but more clothes would fix that.
-the white text notification for the % chance of a failed taming attempt doesn't show on animals like capybaras or turtles so far. I forget if it was already addressed in this thread. While I understand the danger, new players would only know when the manhunting effect occurs, if the mechanic is still in play for these animals.
-also, I noticed the taming dialogue has been changed a bit! I enjoy seeing social interactions between pawns and now they can be seen with animals (even if it's just for taming and maybe training?)
-As mentioned by someone before, it is odd that a roof built outdoor will have 0% light under it regardless of the current sunlight.
-I like the old art for silver after seeing it. However, this feels like what one would see from getting it raw and the old art was after molding/refining it.
-Noticed that Mari needs only 0.85 to reach full nutrition/food. Is this due to her biological age of 16?
-as told above, the visitor from the gentle tribal faction came through the river. The head of the river is inside a mountain so it was the only passable terrain on the northside

Day 4: It was near noon when a groggy Mari was seen walking out of her hut. She stayed up too long with the visitor but she still gotta survive. For now she had a basic to-do list. First she washed up in the river and dried by the campfire, which is outside the hut. Afterwards she'd look for more berries. She found another group of bushes a bit farther away, but she was able to collect enough berries for a couple days. It was when she was roasting her berries that she encountered her first danger. A wandering ravenous chinchilla (mad animal) caught the scent of the roasted berries. Mari tried to gently feed it but the thing jumped at her. She quickly swatted it aside before rushing back into her hut. The furball scratched at the door for a bit before it went quiet. Peeking outside, Mari didn't see it. Not taking chances though, she quickly hauled the (1x2) table and stool inside. Just as she set the stool down and the door closed, she heard more frantic scratching. It really wanted her roast berries. Not sure when it'll calm down, Mari decided to smooth out more the rocky walls. When Mari finally decided to leave the hut, it was nighttime and she saw the chinchilla sleeping in the rain outside. Mari fashioned some more wood into a club so she could kill the furball. It went without a hitch and Mari went to sleep triumphant.

Also, one of Mari's conversations with a tortoise she tried to tame that day:
"Mari tried to make the tortoise sit still. The tortoise refused.
Mari gestured gently and approached the tortoise.
Mari came near the tortoise while talking to herself about demons.
Mari approached the tortoise while whispering to herself about the link between femininity and dead loved ones."

[Mari was already inside her hut long before the mad chinchilla came. It took a bit of micro to get the table and stool inside because I wanted to avoid the not eating at a table debuff. I kind of risk this playthrough by trying to tame that turtle and when I decided to melee the sleeping chinchilla while it slept.

-Typo: when hovering over the Recreation bar in the Needs tab, it says "Recreation is the need [to] have fun."
-Issue with attempting to tame a turtle while the pawn is hungry and without food in the pawn's inventory. Mari obtains berries for the turtle and proceeds to consume food because it is in her inventory. This was also an issue before in B18 where obtaining the food to tame with is a job task and the pawn goes to the highest priority job after the food is obtained.
-Updating issues with the (social/combat) log. After fighting the chinchilla and checking the chinchilla's log, I checked the log for Mari. It still showed the log for the chinchilla until I changed any of the filters. A bit more testing showed that it'll update between Mari and the turtle I'm trying to tame, but it'll not update when switching between the dead chinchilla and Mari/turtle.

I want to thank the developers, Tynan and team, for all the hard work they've done creating this game! For any of you who read through to the end, I also want to say that I've read through every post on this thread and each of Tynan's new builds reflects that he reads through all of them too! (not that I doubted that tho :/)

IncoherentOrange

#2259
Hi there folks. Been really enjoying the changes in the unstable so far. I join you alarmed to find a colonist had randomly died of wound scarring (my colonists usually don't get scars, not sure why the colonist did here). I see others have encountered it too, so I'll put mine on the pile to hopefully help in the diagnosis.
Cassandra - Medium - Version 1.0.1960 (started 1.0.1959)
Attached is the wound report of Muse. Muse was in a social fight with Squirt and suddenly died 1.6 days later. The wound in question was bandaged (60%). Reloading an autosave after the wound has her die at the same time, curiously alongside the notice of her healing fully appearing at the top of the screen.  Administering a healer mech serum doesn't help, because... she has asthma. Quite humorous, really.
Couple other things too, minor quibbles:

  • Jade is a good blunt weapon material, but the only blunt weapon that can be made out of it is the Club. Clubs no longer have quality, so... not really. Just feels weird to me.
  • Unusually, it seems like the usual tooltip is not present while doctoring animals if you right-click on the animal. My medic was on their way to heal a dog resting in its bed, and I could not see the "already tending" or "prioritize tending" message when I tried to order him to do so. Instead, nothing at all. While it's easy to read that the colonist is doing that, it seems conspicuous in its absence compared to the interface for any other task. I have not replicated this yet, but I will see if I can.

Opinion on mortars: I second the notion of using four or more. Will ward off a siege with comedic ease - just a matter of hitting their magazines. Generally also a good way of dealing with fallen ships, though perhaps it might make sense if it had some accuracy bonus against something that big, you're not looking at much investment to bring it below 50% and aggro its guards to you. Keep a magazine of 100 shells, it's more than you'll need. They're also pleasantly valuable, considering their components. Unless steel is quite precious, build a mortar battery.

[attachment deleted due to age]

jchavezriva

Looks weird how they can chit chat in middle of a insulting spree.

[attachment deleted due to age]

JavaWho

Quote from: jchavezriva on July 10, 2018, 10:45:20 PM
Looks weird how they can chit chat in middle of a insulting spree.

It does look weird, but i find it ever so entertaining lol

Greep

More animal weirdness yay!

Had a toxic fallout, started madly building hydroponics since it happened right when the short boreal growing season starts.  And it was the shortest toxic fallout in history: 4 days! Go randy!

Because of the instant animal rot, this means that any predators who don't go unconscious before they go hunting now all go manhunting on your butt, since they end up killing everything because they can't eat the corpses.

Additionally, I had a grizzly bear go manhunter and when I shot it, it just ran away  ::)

More manhunting weirdness:  A remote warg decided to go manhunter and gave the message, then almost immediately switched to hunting a raccoon.  This may have always been happening and is only noticed with the new message system.
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

Dashthechinchilla

I wanted to say that I am a big fan of the work changes to parka and duster. I normally play tribal, so I just got to try it. I really appreciate that now it doesn't take two quadrums to craft just those for all my pawns.

rizurper

Little bit late, this was from version 1.0.1956.

So I got raider drop pod attack on top of my mineral stockpiles. They attacked some of my pets after they popped out for a moment. Then they decided to steal my minerals. However, my tribespeople blocked their way out while shooting at them. They were just standing at there cluelessly, and no fightback. They tried to flee when half of them died/downed, but eventually they all got massacared by rain of fire. Like shooting fishes in a barrel.

I think this behaviour should be changed so those raiders will fightback if they are stucked (no path to flee) when stealing resources.

[attachment deleted due to age]