Unstable build feedback thread

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

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jchavezriva

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 think it was the one where the colonist go around killing colony animals. The first one was catatonic breakdown.

Cessa

That in many places, animals, objects are still code names or Errorname, is that known?
My English is not that good and I have not found it described anywhere.
It´s translate whit google :(

Greep

#2282
Starting to do more caravans, still finding them crazy awkward and questionable worth.  So I send 4 guys on an item stash quest. My medic goes into a psychotic daze right before hitting the destination.  My short 1 day there and back caravan that didn't even need bed rolls is now a half week caravan where 4 guys are out of comission which makes the reward not worth it.  Imagine if I did an outpost raid with 12 guys or something.  I'd basically have to execute anyone on a mental break or call it off if it's one where we can keep moving.

Also seems to be some sort of bug.  I set guys to stop and rest and they aren't sleeping as seen below o.O

[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

Madman666

It would be nice if the guys who are out on a mission had a small positive moodlet something akin to low expectations, since they shouldn't really expect any comfort other than sleeping bags and survival meals.

JavaWho

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.

I am just researching the last item to build the ship in arid shrubland unstable 1.0, just need plasteel.  It is hot but wind turbines are available until battery and solar research are done, which i prioritixzed,  and it worked quite effectively for me.   Also the cacti and drago tree do give wood and once you research trees cacti harvest fairly quickly and tynan upped the resource to 20 timbers on harvest.

The only issue i have is not being able to restrict refueling the passive coolers when you do not need the use of them.  It is such a waste to refuel the wonderful working primitive coolers at 70F or 21C when it does cool off and you need to save your supply of wood.

https://steamcommunity.com/sharedfiles/filedetails/?id=1438004942

Greep

They do have extremely low expectations I think, so that helps a little.  And this is the first psychotic break I had, so I'm overreacting heh.  I wouldn't say caravans in general aren't worth it, although this one basically failed xD  It does look like I'll have to check every colonist for mood weaknesses before embarking on large caravans, though.  Dude had a divorce :/
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

Madman666

Quote from: Greep on July 11, 2018, 05:02:37 AM
They do have extremely low expectations I think, so that helps a little.  And this is the first psychotic break I had, so I'm overreacting heh.  I wouldn't say caravans in general aren't worth it, although this one basically failed xD  It does look like I'll have to check every colonist for mood weaknesses before embarking on large caravans, though.  Dude had a divorce :/

Strange, i didn't really see them having low expectations on a caravan, if their colony expectation are no longer low (moderate and higher).

Greep

If they don't they really should  :o.  I'll take a look again next caravan
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

Wanderer_joins

Quote from: Jstank on July 11, 2018, 01:08:37 AM
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.

It's particularly noticeable with manhunterpacks:  if you're in a doorframe and retreat, animals will attack the open door instead of keeping the target on the retreating pawn while the door is still open.

Madman666

Pyros are tolerable now? Won't believe it until i see for myself...

Greep

#2290
Eh, he deleted the post, so I deleted mine xD  But yeah, they are very tolerable.  I don't think I've actually seen a pyro break now.

That said, I seem to have different mood management from everyone else  ::) Half my colony is on minor break warning at any one time, so I get lots of breaks in general.
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

You should be able to forbid passive coolers, torches, etc, from getting refueled

Madman666

Quote from: Greep on July 11, 2018, 05:24:41 AM
Eh, he deleted the post, so I deleted mine xD  But yeah, they are very tolerable.  I don't think I've actually seen a pyro break now.

That said, I seem to have different mood management from everyone else  ::) Half my colony is on minor break warning at any one time, so I get lots of breaks in general.

I wouldn't say you have different mood management system... I also mostly have at least a minor break risk 24\7 on all my people until i have set up properly. And by properly i mean at least decent rooms for everyone and at least somewhat impressive dining\rec room. And even then Randy keeps tossing crap my way like drones, gut worms and other cute little gimmicks, that still keep my people on the verge of breaking.

mcduff

Quote from: Madman666 on July 11, 2018, 04:55:09 AM
It would be nice if the guys who are out on a mission had a small positive moodlet something akin to low expectations, since they shouldn't really expect any comfort other than sleeping bags and survival meals.
Yeah this would be good. They're out on a quest complaining they don't have fancy bedrooms. Like, come on guys, what do you want me to do about that?

ison

Quote from: iamomnivore on July 10, 2018, 11:37:51 AM
Inversely, my latest game has recently seen four world quests in less than a fortnight. Maybe even in a shorter time period. It's a little overwhelming. How would you like the save files?

Hmm, I've already received a savefile from Lanilor and it also appears that the quests rate has come back to normal. "Future incidents" debug output also seems fine. I think it's ok for now, we'll see if it happens again.