Unstable build feedback thread

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

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Jstank

The door changes have made it pretty easy to cheese an extra shot while the enemy is giving up on trying to get through the once open door that your colonist previously occupied. When the door is slowly closing, the approaching raider or animal starts walking away from the door thinking its closed while your colonist starts lining up the shot knowing its open. You can get a few extra shots (depending on the weapon) off before the door closes. It's very easy to cheese the doors now, and the slower the door the easier it is. Big heavy manual stone doors work best as they take the longest to close. I think it is an issue where the raider thinks the door is fully closed when he should probably be trying to put his foot in it to stop it from closing.

So my question to the Big Man is, is this intentional or accidental behavior?
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

Tynan

Quick build to fix some serious bugs.

---

Fix: Pawn dies when scar becomes permanent.
Fix: Carried pawns are sometimes dropped (instead of captured) just before leaving the map to join a caravan.
Guests will now rest in bed until fully healed before leaving the map.
World quest refugees now spawn with warm clothes if needed.
The psychic drone incident drone level now depends on the colony wealth.
Fix: Other caravan members are not properly removed when a caravan is destroyed when all colonists die.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Oblitus

Trying to do an arid shrubland run.
- Extreme wood shortage. Have to build with steel early on.
- It is very hot there. Without wood, passive coolers are out of the question. Electricity is essential.
- For the same reason, can't use fueled generators. Now, without early access to solars and batteries, watermill is the only way to reliably produce energy. Starting without a river is very difficult. Well, you can try to tame boomalopes, but...
- While the description says it is not dry enough to become a true desert, it is. Wild herbivores are sweeping the whole map clean from any plants and leaving a map due to starvation. Any animal farming requires haygrass. Any growing zone must be walled off.
- It is sometimes hot enough for boomalopes to get heatstrokes.
- Raiders are coming without proper apparel for the hot weather.

DubskiDude

#2268
Quote from: Oblitus on July 11, 2018, 01:38:03 AM
Trying to do an arid shrubland run.
- Extreme wood shortage. Have to build with steel early on.
- It is very hot there. Without wood, passive coolers are out of the question. Electricity is essential.
- For the same reason, can't use fueled generators. Now, without early access to solars and batteries, watermill is the only way to reliably produce energy. Starting without a river is very difficult. Well, you can try to tame boomalopes, but...
- While the description says it is not dry enough to become a true desert, it is. Wild herbivores are sweeping the whole map clean from any plants and leaving a map due to starvation. Any animal farming requires haygrass. Any growing zone must be walled off.
- It is sometimes hot enough for boomalopes to get heatstrokes.
- Raiders are coming without proper apparel for the hot weather.

Agreed, I did an arid shrubland run back in A17 or B18 (can't remember which) and there was definitely a huge shortage of wood. Refrigerating food was impossible for a long time, which made the early game a massive slog.

Oblitus

Quote from: DubskiDude on July 11, 2018, 01:44:34 AM
Quote from: Oblitus on July 11, 2018, 01:38:03 AM
Trying to do an arid shrubland run.
- Extreme wood shortage. Have to build with steel early on.
- It is very hot there. Without wood, passive coolers are out of the question. Electricity is essential.
- For the same reason, can't use fueled generators. Now, without early access to solars and batteries, watermill is the only way to reliably produce energy. Starting without a river is very difficult. Well, you can try to tame boomalopes, but...
- While the description says it is not dry enough to become a true desert, it is. Wild herbivores are sweeping the whole map clean from any plants and leaving a map due to starvation. Any animal farming requires haygrass. Any growing zone must be walled off.
- It is sometimes hot enough for boomalopes to get heatstrokes.
- Raiders are coming without proper apparel for the hot weather.

Agreed, I did an arid shrubland run back in A17 or B18 (can't remember which) and there was definitely a shortage of wood. Refrigerating food was impossible for a long time, which made the early game a massive slog.
In A17 there was enough wood there. Not much, but enough to use it.

Madman666

Wood is actually kind of a rare commodity in 1.0... Despite it having only two advantages - cheap and fast.

jchavezriva

When people train animals to haul, they keep doing it once in a while even after the haul stat is maxed at 7/7.

Oblitus

Quote from: jchavezriva on July 11, 2018, 02:04:37 AM
When people train animals to haul, they keep doing it once in a while even after the haul stat is maxed at 7/7.
I'm not sure what do you mean, but animals haul once every 1.5 hours and no more often than once in an hour. Though with how upkeep for animals is ramped up they could be better.

BTW, about animals in training. They only rescue pawns within 30 tiles away. In all my experience, I never seen them actually rescuing anyone. For now, it is nothing more than extra buffer for training degradation.

Greep

#2273
I think he meant the trainers.  This is probably the animal upkeep triggering before the training is lost.

Edit: rather amusing thrumbo kill.  6 shots with a bolt action rifle with no berserk.  Starts bleeding to death  :o  Leaks like 50 blood puddles too, yuck

Edit: actually this might be very rare, just noticed two shots to the heart



[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

jchavezriva

I meant they keep training the animals. Wasting precious meat, since my colony spawned with a warg.

By the way, is it intended to allow colonists to enter a mental break just after leaving another one? In less than a second?

Happened twice now, catharsis not helping since it triggers before their mood can improve.

Oblitus

Quote from: jchavezriva on July 11, 2018, 02:25:43 AM
I meant they keep training the animals. Wasting precious meat, since my colony spawned with a warg.
Now training degrades over time, so you have to keep training them so they won't forget their skills.


All space refugees are now affiliated with some local faction. Weird.

Tynan

Quote from: jchavezriva on July 11, 2018, 02:25:43 AM
By the way, is it intended to allow colonists to enter a mental break just after leaving another one? In less than a second?

Should be impossible. That's weird. Will have to look.

What was the second mental break? Pyro firestarting or gourmand eating or chemical interest drug binge?
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Nathanbigbob

Quote from: Tynan on July 11, 2018, 02:39:40 AM
Quote from: jchavezriva on July 11, 2018, 02:25:43 AM
By the way, is it intended to allow colonists to enter a mental break just after leaving another one? In less than a second?

Should be impossible. That's weird. Will have to look.

What was the second mental break? Pyro firestarting or gourmand eating or chemical interest drug binge?
I had a pawn that went on a chemical fascination binge, finished, then immediately started another binge. Both were on flake I think.

Teleblaster18

A note, if it hasn't been mentioned already:

Faction relations are dropping if a faction member dies on the map for any reason - including when the player is not responsible for the death.

zizard

Relations for the meanie factions feel too stable. Once you get them to neutral it takes a very long time (5 years?) for them to drop to hostile again, and you get to trade with them to slow that down even further.