Unstable build feedback thread

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

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Greep

#2325
Hah, deconstructed my research bench and now after the update I don't even have electricity  ::) Only time I'm just devmoding back stuff for the playtest.

That said, I'm not really sure I like the research changes.  These have gone up and down like wildly in 1.0.  Deep drilling/scanning specifically being much harder than b18 to get feels like it hurts economy poor maps really hard.  I was actually just starting to run out of steel on my boreal mountains map when I finally got drilling going.  Geothermal costing more I can kind understand, as I usually went straight for it before batteries even.
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

#2326
I also don't really like the research change much and think making it x2 longer will achieve nothing, but make it just slow, while lategame researchers will still eventually be promoted to janitors which i find incredibly dissapointing. There really should be a way to use intellectual skill for the good of the colony aside from researching. I just can't believe a good scientist can stop being useful after a while at all. I'd like a more substantial research system rework, but oh, well. At least its straightforward enough - i'll just apply x2 research speed as a scenario condition and be done with it, so nothing critical.

Serenity

Quote from: Boboid on July 11, 2018, 02:46:14 PM
To be honest I've always thought it's a little weird that you die instantly when your stomach is destroyed given that in real life you can live without a stomach.
There is a huge difference between surgical removal and a traumatic injury. Stomach injuries shouldn't kill instantly, but they are very dangerous - and often fatal when untreated - because of the stomach acid. The stomach is also next to the aorta.

jchavezriva

Rat and squirrel corpses weight around 10 kg !!

And Red fox is at 37 kg. I cant be the only one that thinks its too much right?

cactusmeat

Quote from: jchavezriva on July 11, 2018, 03:29:52 PM
Rat and squirrel corpses weight around 10 kg !!

And Red fox is at 37 kg. I cant be the only one that thinks its too much right?

it was my understanding that the animals were close to their earthly counterparts, not identical. still would be nice to know if that is correct.

Greep

Rats killing wolves suddenly makes more sense  ::)
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

Never really thought about it that way... Rats. 10 kg. Holy shit. Thats some potent radiation on the rims, eh?

mndfreeze

Quote from: mndfreeze on July 11, 2018, 02:00:48 PM
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 also had this happen about a week ago, not sure which build it was and I don't remember which breaks exactly, but I had a colonist break and then when she finally collapsed from exhaustion the second she woke up she broke again due to starvation.

I'm also getting some breaks currently (sad wander and hide in room so far) when the mental state is well above the half way point for those pawns.  Thought it was odd but I might just not be understanding the breaks well enough.

In regards to what someone else said about arid shrubland and wood, I'm also having major issues on this new tribal shrubland run I started yesterday.  Passive coolers are a must, animals are decimating the few plants and trees around.  I started growing some cactii in a wall off area, but they take FOREVER to plan.  My 11 growing pawn can MAYBE plant 2 in a day cycle at most.  It's way to slow IMO.  I'm all for it being slower than other crops, but 2 a day doesn't even keep up with just a campfire for cooking and a few passive coolers.

I forgot to add that the second break was a berzerk. She murdered a few colonists before I was able to get her under control.

jchavezriva

The latest update removed my electricity research. Now i have batteries but cant build a power conduit.

Greep

#2334
Yeah I think this is at least one case where devmode is justified in the playtest.  Just open your research tab with devmode/godmode and click insta-research

Edit: Blugh, caravan rewards being completely worthless again xD  Great while it lasted.
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

Polder

Is there a bug with pawns not respecting the priorities for the patient and bed rest jobs?

Throughput several playthroughs, I keep losing pawns to this because they will start walking around even when infected while their priorities are to stay in bed. Just saw it again. A pawn with infection left the hospital bed as soon as her wounds were healed. I checked her job priorities and #1 was fire fighting (there was fire earlier, but it was long gone by the time her wounds healed), and the first #2 job was patient followed by bed rest.

dearmad

Alright I finally have to complain about the pawns' way they handle recreation.

While at very high moods with almost no red #s impacting them, i send them across the map to mine or hunt only to see them stop halfway there to go play F'IN HORSE SHOES?!?!

No. No. No. Imo entertainment isn't a straight up need like sleep, food, or even the beauty ticker. It's something that should be sought out when NOT ordered to get us that darned COMPONENT dug out NOW.

Argh!!!

mndfreeze

Quote from: dearmad on July 11, 2018, 05:26:17 PM
Alright I finally have to complain about the pawns' way they handle recreation.

While at very high moods with almost no red #s impacting them, i send them across the map to mine or hunt only to see them stop halfway there to go play F'IN HORSE SHOES?!?!

No. No. No. Imo entertainment isn't a straight up need like sleep, food, or even the beauty ticker. It's something that should be sought out when NOT ordered to get us that darned COMPONENT dug out NOW.

Argh!!!

Are you setting their restrictions away from the default of 'anything' to 'work'?  Generally its when you have their time slots set to "anything" that they do this kind of silly stuff.  I usually set them to sleep 6 hours, 1 hour of anything, then work hours, then an hour of rec in middle or end before sleep.

Lech

I just had my colony non-violent doctor killed by man-hunter dromedary. He was tending to wargs, and he was mauled to death around 5 fricking, fully trained killing machines. None of them was sleeping.

Madman666

#2339
That actually is a good point. It would be nice if some animals could be trained for guard duty. As in attacking anything hostile that enters home zone or protecting pawns being attacked automatically if they are assigned to guarding, without having to be attacked first or released.

And there also was a real nice mod, that made tamed animals go hunt for you from time to time, if properly trained. I liked that one too. It wouldn't hurt to add some neat features to tamed animals, since they got that strong nerf in form of diseases and tameness decay.