Unstable build feedback thread

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

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jchavezriva

I just discovered the hoopstone ring in god mode. There is no research to unlock it and it wasnt on the patch notes...

Syrchalis

I wish that the raids that chase refugees are large, so you can't easily beat them and take prisoners, but I would like if they retreat very early, after maybe one death or a few bad wounds. Basically they chased the person and they can take on your colony but they aren't willing to lose half or more of their men for that one guy.

That would make that incident more fun, because it wouldn't just be "another raid" like every other, but it would be an overwhelmingly strong raid, which retreats very easily though.
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.

Snafu_RW

Quote from: jchavezriva on July 15, 2018, 06:25:28 PM
I just discovered the hoopstone ring in god mode. There is no research to unlock it and it wasnt on the patch notes...
Hoopstone is a tribal-only equivalent of horseshoes pin
Dom 8-)

zizard

Hello, putting aside the fact that allies drop in terribly small numbers, could they please take care to not land on my items, or make their pods not do damage? Pic somewhat related, they landed on antigrains. Ally in drop pod was unharmed, pod did not open until after explosion.

[attachment deleted due to age]

protobeard

One of the most fun games of Rimworld I've had in a long time, with plenty of sex and violence:

Naked Brutality, Temperate Forest, 1964)

I get an early refugee event, which happens about 5 seconds before the second raid. Thankfully Bluntsworth isn't worthless, and we're able to fend off the simultaneous raids.

Day 21: Bluntsworth and Hillary become lovers. Double bed goes in.
Day 22: 3rd raid, one pirate with a good pistol, good hyperweave pants, good glak vest, and good cloth shirt and hat. About half of the shots from my sad little bows that manage to hit are completely deflected. Eventually he goes down, but not before burning up all my healroot and berries.
Day 23: Bluntsworth rejects Hillary's proposal. Hillary came on way too strong I suppose. Double bed goes out.

A couple more raids -- we get Von through a refugee event (everyone almost dies, but not quite). Bluntsworth gets an infection, and then we have to fight a tribal raid a day or so later, right as he needs a treatment. I hustle everyone into the dining room, moving a bed and some healroot along with us. Von treats Bluntsworth as Hillary tries to fend of the tribesmen. More crops burn down, but no one dies.

Day 28: Bluntsworth starts up a relationship with Hillary again by talking about how smart he is. Hillary is still heartbroken, but decides that obviously Bluntsworth is really smart, because he wants to get back together with her. Double bed goes back in.

Day 30: Hillary gets malaria. *sigh* Hillary gets some good treatments from Bluntsworth, and even though she gets food poisoning she pulls through.

Note: I feel like food poisoning is "good" now. I definitely know when it happens, and take steps to try to prevent it, but it's nor so frequent that it kills my colonies (as it seemed in earlier 1.0 revisions).

Day 33: Von goes berserk. Bluntsworth and Hillary, still feeble with Malaria, beat the shit of out of Von because he's acting crazy right outside their bedroom. Bluntsworth proposes as he tends Hillary's new bruises and ongoing Malaria. Hillary accepts.

This couple is fantastic. Hilarious. I'm seriously considering turning the difficulty way down so that I don't lose them.

Thane

Quote from: zizard on July 15, 2018, 07:27:18 PM
Hello, putting aside the fact that allies drop in terribly small numbers, could they please take care to not land on my items, or make their pods not do damage? Pic somewhat related, they landed on antigrains. Ally in drop pod was unharmed, pod did not open until after explosion.

That is flipping hilarious. Also to everyone complaining about insects not freezing to death I present this gem: https://phys.org/news/2013-05-dont-beetles-winter.html


In nature it is actually quite common for some species to be able to freeze and thaw with little to no ill effects. That being said they will be quite slow to unable to move when that cold.
It is regular practice to install peg legs and dentures on anyone you don't like around here. Think about that.

alxddd

Quote from: SpaceDorf on July 15, 2018, 10:03:11 AM
Fueled Buildings are driving me crazy. I really wish there was an option to prevent refueling.

Don't get me wrong. It is great that fueled Tribal buildings no longer autodestruct once they are empty.
But having to destroy them, to prevent the waste of precious fuel in times of need is really a turn off.
Destroying and rebuilding my torches or campfires during a heatwave, or the same for coolers in winter is an unneeded hassle.

The same goes for other fueled production buildings, though suspending all bills at least prevents using more fuel.

a seemingly easy solution to this would be to create the F key shortcut for these refuelable things. I don't remember the toggle name, but you know what I mean.

alxddd

Quote from: jchavezriva on July 15, 2018, 06:25:28 PM
I just discovered the hoopstone ring in god mode. There is no research to unlock it and it wasnt on the patch notes...

I would love to be able to build the hoopstone ring as a non-tribal if only for that sweet shooting practice.

rdshen

Did the new ship sequence
Was good, challenging but definitely doable. I had a lot of get out of jail free cards with warheads and rocket launchers.
There was a bug. I placed a downed colonist into one of the ship caskets. The casket with that person was left behind despite it saying nobody had been left behind. Became a regular cryptosleep casket. Colonist's name was up on the "escaped" thing too

Cassandra Hard, raid count
Regular sapper x1
Regular pirate x1
Multi-group sapper x3, 2 delayed
Pirate raid colony leader x1
Mixed Mech raid x8
Drop pod mixed mech raid x3
All centipede raid x1
All scythers raid x2
All scythers multi-group x1

Psychic drone extreme x1
Flashstorm x1
Mad animal x2

python8u

Please buff caravans! They are rarely worth it, I just stay at my home base and never caravan.

Oblitus

Quote from: Madman666 on July 15, 2018, 02:33:09 PM
It just limits you to selling either stone art (because wood has been brutally destroyed) or drugs to make money, which feels rather boring.
You forgot human leather dusters. Those would never go out of fashion.

Quote from: mcduff on July 15, 2018, 04:09:58 PM
Make it so that the "refugee" event can spawn more than one pawn, for eg a pair of lovers or friends. This would be interesting because you could end up with, say, a great doctor and her depressive, alcoholic husband or something.
Ugh... Refugee event is already never worth it. Why make it worse?

Arq

Been playing a Tundra 10/60 map on Cassy Rough for about three years.  In case you're still looking for adaption graphs, mine's attached.  Seven (soon eight) living colonists and one dead.  My comments from this play:

- It would be nice to be able to force a downed pawn or prisoner into clothes.  I stripped a downed defender on an outpost assault and then decided to take them with me after all.  They died to frostbite a short time later, even though I had suitable clothing I could have put them in for the journey.
- Floors can be dirtier than dirt floors.  Until you have the pawnticks to spare for cleaning, it seems you're better-off unfloored.  That seems odd.
- I delay flooring because, on top of what I said above, it's very expensive.  They cost about as much as walls but you need many more of them.  Wood floors are the only ones that could be called "cheap," but that only applies to biomes with plentiful trees.  Maybe flagstone should be cheaper than it is.
- Food poisoning doesn't occur for the first year or so.  This seems a bit over-generous, maybe just do that for a season.  When it started happening I was left confused and wondering why my food was suddenly so bad.  Eventually I deduced that it had to be a honeymoon ending.
- Trees grow very poorly on cold maps.  Tundras are supposed to have sparse trees, but after the initial spawn I never saw a tree above 50% (not that there were many, of course).  It was not because I was chopping them, it seems that they were dying of old age before reaching maturity.  Perhaps trees (at least cold-weather trees) could have a lower range of growing temperatures.  Maybe they decline linearly from 10C to -20C instead of 10C to 0C like other plants.
- I, too, would appreciate the option to disable refueling of fires/torches/generators/etc. (maybe generators already have that option? I can't remember).
- People like to talk to themselves at parties.  Or, at least, artists assume people talk to themselves at parties.  While it makes for hilarious artwork, you may want to check into that.  Example artwork attached.

[attachment deleted due to age]

jamaicancastle

Quote from: NotTheMattGuy on July 15, 2018, 03:19:31 PM
Rough Hewn Stone and Rough (stonetype) floors do not seem to get dirty, ever.
Intentional. Terrain is designed to either generate natural filth (dirt, sand, etc.) or accept it, but never both. (It's actually a logged config error if it does both.) This is to prevent various absurd and memory-wasting outcomes like 5x sand filth on sand terrain. "There's sand on that desert? Who would've thought!"

However, natural flooring still isn't clean. It's more that the surface layer of dirt/sand/whatever is hidden by the underlying dirt/sand/whatever. If you turn on the room tooltip (which I believe is the icon with the bar graph in the lower-right, but that changed recently so I'm not 100%) you should see that the room's "cleanliness" score is negative, even though there's no filth on the constructed floors. This is a passive effect from the rough stone floor, because no matter how hard you clean it, it's still a porous rock surface. (Until you smooth it, naturally.) This score in turn is what feeds into food poisoning. If rough stone is not contributing to poor room cleanliness, that's probably a bug and worth reporting.

Blood and related fluids, like corpse bile, are a slightly different system, and are exempt from the rule that filth isn't placed on natural floors.

JavaWho

I started the ship at my base, I was on Cassandra Hard, had to tune it down to Cassandra Medium and colony wealth at 280,000, 14 colonists.  Prior I always played cassandra extreme and defended the ship we traveled to many times.

Within 1 minute IRL time I had 3 drop pod raids of pirates, 2 seiges and a drop pod raid of mechs inside my base and in the next IRL minute another raid of mechs spawned on map.

This is a lot, it would be fun on extreme, still maybe much, is this intended?

NotTheMattGuy

Quote from: jamaicancastle on July 16, 2018, 01:07:22 AM
Quote from: NotTheMattGuy on July 15, 2018, 03:19:31 PM
Rough Hewn Stone and Rough (stonetype) floors do not seem to get dirty, ever.
Intentional. Terrain is designed to either generate natural filth (dirt, sand, etc.) or accept it, but never both. (It's actually a logged config error if it does both.) This is to prevent various absurd and memory-wasting outcomes like 5x sand filth on sand terrain. "There's sand on that desert? Who would've thought!"

However, natural flooring still isn't clean. It's more that the surface layer of dirt/sand/whatever is hidden by the underlying dirt/sand/whatever. If you turn on the room tooltip (which I believe is the icon with the bar graph in the lower-right, but that changed recently so I'm not 100%) you should see that the room's "cleanliness" score is negative, even though there's no filth on the constructed floors. This is a passive effect from the rough stone floor, because no matter how hard you clean it, it's still a porous rock surface. (Until you smooth it, naturally.) This score in turn is what feeds into food poisoning. If rough stone is not contributing to poor room cleanliness, that's probably a bug and worth reporting.

Blood and related fluids, like corpse bile, are a slightly different system, and are exempt from the rule that filth isn't placed on natural floors.

Aha. I suppose that explanation makes sense, and likely something I'd already have in my knowledge bank if I started play earlier. Thank you for the clarity!

That said, the cleanliness of floors in my current game (just started over today... Please help, I can't stop) is 0.00. Not negative.

Rough Marble (floor) - 0 Cleanliness (ala concrete)
Rough-Hewn Marble (floor) - 0 Cleanliness

And once again, in this game, immune to 'dirt'. If it is not a bug in any way, I will absolutely only put my kitchens into mined-out rock holes rather than make a floor for them again in the future!