Unstable build feedback thread

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

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UncleIROH

Wild predators seem to be dying from infection at strangely high rates. I haven't even bothered to squad up and hunt them down on my last two maps ( jungle / boreal forest ). Lucky RNG possibly?

It's changed how the story plays out in my head. It went from: " Crap a grizzly, I better hunt this one down before it hunts down my miner away from the base " -- to -- " Your days are numbered grizzly, I'll see your corpse next to a few arctic foxes soon. "

spidermonk

My old traps turned into this (see the image).

Also I have these error log on game start:

RimWorld 1.0.1973 rev1175
Verse.Log:Message(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:49)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:82)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:38)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)

Failed to find RimWorld.RecordDef named TrapsRearmed. There are 66 defs of this type loaded.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:GetNamed(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:166)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:33)
Verse.GenDefDatabase:GetDef(Type, String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:209)
RimWorld.DefOfHelper:BindDefsFor(Type) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\DefOf.cs:61)
RimWorld.DefOfHelper:RebindAllDefOfs(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\DefOf.cs:30)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:149)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)


[attachment deleted due to age]

EvadableMoxie

You have to kill your old traps in dev mode, otherwise they constantly spam error messages and lag the game.

gadjung

#3588
My take on Tribal Start with Randy Rough->Hard->Pheobe Builder-> Randy Hard

Started in Mountainous, Temperate Forest -6 - 29*C, slate and granite, 30/60 growing days, currently pushing day 341 with, for now, bright future ahead.

Early game was rather uneventful on Randy Rough->Hard (at least nothing i could not handle) slowly carving myself into mountain. Since i did not plan well my colony was starving a couple of times (especially after i was testing my meteor shower mod in summer and went along with loosing all crops).
In general colony was not too well-off, i was not pushing towards too much wealth and had to buy food from called merchant a couple of times, but everyone was dressed in plate armor (good+), however my weapons were 2 poor shotguns, Heavy SMG and ikwas...
From technology standpoint i had Geothermal and medicine, and other minor required things.
2 colonist also joined : Miranda that could do nothing worthy except cleaning, and Gerber who was non-violent backup-medic cleaner.

Around day 170 patch came which 'fixed' Randy.
In following 10 days i got 2 heavy raids, 2 or 3 ships and of course again I had no food. One pawn got Brain dmg when i needed to calm him down when he wanted to slaughter my boomalope, and about 3 legs and 2 arms were missing from other colonists. First colonist to die was Miranda - she was melle-dmg-sponge and died gloriously under Centipide (or took a bullet that was targeted on Centipide). the same day (188) i had to succumb to changing storyteller, because after destroying last psychic ship, however base was intact i had no food and only 1 pawn barely mentally-ok to do some hunting, with rest of pawns in hospital on having mental breaks (or both).
When trying to continue on Randy i got raid the same day (reload), got psychic ship (reload and change to Pheobe Builder to recover from this rampage).
It took some time (~30 days), with some small annoyances (toxic fallout, normal raids) and i turned back Randy Rough.

Since i was aware that Randy behaves normally now, i researched guns, and shifted crops to have more food (that was still problem)
I got toxic fallout which ended pretty quick - still got one guy dementia and  despite gathering all crops i did not have enough to survive winter
Then when starvation started another psychic ship, followed by another one, just when i've finished destroying previous. Luckily i managed to take down both with only one loss. Had to micromanage animals and do some manual hunting to ensure no one dies of starvation / animal revenge.
Some mental breaks did happen (especially my 20yo toxic-fallout-dementia guy likes to just wander in confusion every 2-3days).
In the meantime I had bigger area walled to secure power line and another geothermal as well as some trees - also some haygrass planted for animals (not enough) and another psychic ship (only lancers though). Also first winter without starvation ( in year 5505 )
I'v set up launchers to maybe go some caravaning/trade and will try some sunlamp growing for sustaining winter better.
Built also mortar battery for securing myself agains sieges.
Planted lots of hops to process into beer - and for that refashioned my base to make fridge bigger.
Had to destroy all traps since they were throwing errors in console after recent patch.
Another psychic ship - had to escort catatonic breakdown from under centipide. And also decimated some raiders at the same time (with help of scythers) out of which one survived long enough to make into prison (and possible recruitment i hope).
Nice surprise was that animals driven mad by psychic ship were attacking mechanoids also.
After, again, had to beat up some of my pawns that were in breakdown and starting to freeze/murder other pawns.

Infestations, due to base layout and granite walls/doors are not worth mentioning, since they do not pose any problem.

[attachment deleted due to age]

mastertea

#3589
Am I the only one who thinks that taming animals isn't worth it anymore. I've played multiple Cassandra extreme games on some of the latast 1.0.xxxx builds and have notice that games where I keep no tamed animals vs taming 2:1 animal to pawn ratio, its like play easy mode vs actual extreme mode.

Here are some of my thoughts on taming animals:

The opportunity cost for taming animals is so bad I was wondering why I was even doing it. You have to dedicate a ridiculous amount of work time to even tame animals and then train them to be useful when you could uses the opportunity to actually uses your pawns do something useful like haul items themselves which there do a way better job than like 3-5 hauling animals combined. This wouldn't be so bad if you didn't need to constantly reinvested work time into to retraining them cause there lose training in 1.0. Your putting more work into the animals than animals will ever give back fighting or hauling. You also have to include the work used up to hunt/grow food for them, tending to there mountain of wounds as there always obtain ridiculous amount wounds in fights and the worst of all has to be the amount of work required to clean up the dirt there drag around everywhere. As mention in multiple other threads already, bonded animals is more of hinder than a actual benefit. Also I'm not sure if this is corrected but I believe one of the latest builds mention that difficultly is adjusted with the amount of tamed animals. If this is true, then there is more reason to not tame animals.

I like the idea of the taming mechanics however the current way the taming mechanics works its just doesn't work. Who in there right mind would put invest more work into a system and get less work return out of it. In is current state, I would recommended people killing off there starting animal straight away to avoid bonded animal death debuff later on in the game. Also kill off any other self-tamed animals that come along and don't tame any animals.

Copperwire

Pump vs Chain needs some love.   Between the cycle time, accuracy, and range, it's hard to say the chain is much better.  The increase in friendly fire is a real issue.  What kills it for me is wealth.  Pumps are sometimes valid as a keep a few around in case things get silly.   Chains ... Same cost, function, and wealth range, you can just go with ARs or CRs.  Chains do benefit from quality more ...

A lot of the issue is CR eclipses chain.  Pump does not have a late game replacement.

While on small things, Auto Pistol shines as a training gun, which gives it purpose besides extra fluff.  The machine pistol .... I can't find a reason to ever build one.  I have found use for just about everything else, which is very good design in my book.

If I was going to change turrets in one way it would be to not make them explode.  It both messes with my suspension of disbelief and makes it a lot harder to deploy them effectively.  Why a electric powered SMG on a servo arm that only has 120 rounds of normal ammo has a bigger explosion then a frag gernade is ... Hard to reconcile.  If it had it's own power source, like it needed chem fuel or something ...

I am military and I realize my own experience with fire arms ... Taints my suspension a bit.  Autocannon acts a lot like a .50, only .50s use belts in the 100s of rounds in fixed positions.  LMG's have more effective range then an AR.  Etc.  I get that fun and balance matters more.  Pardon my degression.

It's a great game.  I hope my feedback never fails to be about making it better.  Cheers.





mlzovozlm

#3591
Quote from: mastertea on July 23, 2018, 11:33:00 AM
Am I the only one who thinks that taming animals isn't worth it anymore. I've played multiple Cassandra extreme games on some of the latast 1.0.xxxx builds and have notice that games where I keep no tamed animals vs taming 2:1 animal to pawn ratio, its like play easy mode vs actual extreme mode.

Here are some of my thoughts on taming animals:

The opportunity cost for taming animals is so bad I was wondering why I was even doing it. You have to dedicate a ridiculous amount of work time to even tame animals and then train them to be useful when you could uses the opportunity to actually uses your pawns do something useful like haul items themselves which there do a way better job than like 3-5 hauling animals combined. This wouldn't be so bad if you didn't need to constantly reinvested work time into to retraining them cause there lose training in 1.0. Your putting more work into the animals than animals will ever give back fighting or hauling. You also have to include the work used up to hunt/grow food for them, tending to there mountain of wounds as there always obtain ridiculous amount wounds in fights and the worst of all has to be the amount of work required to clean up the dirt there drag around everywhere. As mention in multiple other threads already, bonded animals is more of hinder than a actual benefit. Also I'm not sure if this is corrected but I believe one of the latest builds mention that difficultly is adjusted with the amount of tamed animals. If this is true, then there is more reason to not tame animals.

I like the idea of the taming mechanics however the current way the taming mechanics works its just doesn't work. Who in there right mind would put invest more work into a system and get less work return out of it. In is current state, I would recommended people killing off there starting animal straight away to avoid bonded animal death debuff later on in the game. Also kill off any other self-tamed animals that come along and don't tame any animals.

i personally think animals still worth it <at least hauling ones>, just simply don't get too many of them when your "financial" situation can't support more animals
i tend to have special stockpiles, like cloth+herbal medicine+neutroamine next to drug table, stone chunks next to stone-cutting, cloth/devilstand next to tailoring, steel+plasteel+component next to fabrication+machining, vegetable next to stove, and then set all things to "drop on floor" <except for dangerous drugs> -- so hauling animals 're great help and my colonists barely need to walk around at all

the "upkeeping"'s barely noticable, since i just leave a dedicated trainer and some other "half-time" trainers

so, mathematically speaking, if i 've 5 dogs, i basically "lose" 1 hauler, "reassign" that hauler as a trainer, but get 5 "haulers" back

khun_poo

Quote from: Tynan on June 16, 2018, 11:11:23 PM
-You can now drag and reorder colonists in the colonist bar

ehmmm... where is this so called colonist bar?

mlzovozlm

#3593
Quote from: khun_poo on July 23, 2018, 12:05:12 PM
Quote from: Tynan on June 16, 2018, 11:11:23 PM
-You can now drag and reorder colonists in the colonist bar

ehmmm... where is this so called colonist bar?

the list of colonists at the top, those colonists' icons, right mouse pressed then drag along the "bar"

i tend to sort it by weapon range, then melee then non-violent last

Koek

Wood deterioration: Now it is back to unroofed and outdoors. Why not just have unroofed as a factor for wood deterioration?
irl just a roof is enough. Just keeping it dry should suffice for it not to rot.

Just my 2 cents. Cheers.

Ser Kitteh

#3595
Let's talk inspirations. I shall rank them in no particular order:

1. Work frenzy: overall good buff, not really needed but useful if you want to craft gear real quick.

2. Go frenzy: Very useful for janitors and haulers.

3. Shoot frenzy: Probably the most useless. I never have a shoot frenzy colonist that ever happened during a raid and it's barely noticeable if you put it on your best hunter. More annoying if it happens to your best melee fighter.

4. Inspired trade: A nice bonus, but it sits right there with the first two inspirations. Suggestion: When making trade, state how much XP you get after making one.

5. Inspired recruitment: Depending on how many prisoners you have, this can tie with creativity as the most useful. No more 2 year long prison stays. As it can happen with any colonists with social, it makes recruiting much easier, bypassing the resistance part of the process.

6 Inspired surgery: The second most useless of aspirations, considering that a level 10 doctor can do surgery just fine. It's only useful early game, but by the time you get constant inspirations mid-game where everyone lives comfortably, it does not ever see much use.

7. Inspired creativity: replacing inspired art, it's likely the most useful for inspirations. It's the only way to get Legendaries that doesn't include quests, and it works on builders, artists, and crafters. An inspired colonists can make amazing beds, recreation furniture, or craft awesome armor.

Really, the only thing missing is inspired taming. It's basically the same with recruitment, but considering that sometimes you have thrumbos or really want a panther real bad, I think this would a sensible addition to 1.0.

Razzoriel

Quote from: Copperwire on July 23, 2018, 11:35:25 AMWhile on small things, Auto Pistol shines as a training gun, which gives it purpose besides extra fluff.  The machine pistol .... I can't find a reason to ever build one.  I have found use for just about everything else, which is very good design in my book.
Ranged attacks are defaulted in experience. You gain as much experience shooting a gun that shoots every 1s than as with another that shoots every 5s.

mlzovozlm

#3597
Quote from: Koek on July 23, 2018, 12:08:50 PM
Wood deterioration: Now it is back to unroofed and outdoors. Why not just have unroofed as a factor for wood deterioration?
irl just a roof is enough. Just keeping it dry should suffice for it not to rot.

Just my 2 cents. Cheers.

well, if there's no deterioration, i'd devise a chessy trick as to chop off all the wood on map, leave it there, if i have dogs to haul them back, good, to some outdoor stockpile, and basically, now i dont have to worry about toxic fallout, poison, etc. etc., whatever that may set my map on fire & in some measly seconds cut off my wood supply

Ser Kitteh

The game is 19 versions old and yet colonists play pool without pool cues.

I'm surprised u/daleksdeservevictory has yet to make RW comic about this.

mastertea

Quote from: mlzovozlm on July 23, 2018, 12:02:07 PM
Quote from: mastertea on July 23, 2018, 11:33:00 AM
Am I the only one who thinks that taming animals isn't worth it anymore. I've played multiple Cassandra extreme games on some of the latast 1.0.xxxx builds and have notice that games where I keep no tamed animals vs taming 2:1 animal to pawn ratio, its like play easy mode vs actual extreme mode.

Here are some of my thoughts on taming animals:

The opportunity cost for taming animals is so bad I was wondering why I was even doing it. You have to dedicate a ridiculous amount of work time to even tame animals and then train them to be useful when you could uses the opportunity to actually uses your pawns do something useful like haul items themselves which there do a way better job than like 3-5 hauling animals combined. This wouldn't be so bad if you didn't need to constantly reinvested work time into to retraining them cause there lose training in 1.0. Your putting more work into the animals than animals will ever give back fighting or hauling. You also have to include the work used up to hunt/grow food for them, tending to there mountain of wounds as there always obtain ridiculous amount wounds in fights and the worst of all has to be the amount of work required to clean up the dirt there drag around everywhere. As mention in multiple other threads already, bonded animals is more of hinder than a actual benefit. Also I'm not sure if this is corrected but I believe one of the latest builds mention that difficultly is adjusted with the amount of tamed animals. If this is true, then there is more reason to not tame animals.

I like the idea of the taming mechanics however the current way the taming mechanics works its just doesn't work. Who in there right mind would put invest more work into a system and get less work return out of it. In is current state, I would recommended people killing off there starting animal straight away to avoid bonded animal death debuff later on in the game. Also kill off any other self-tamed animals that come along and don't tame any animals.

i personally think animals still worth it <at least hauling ones>, just simply don't get too many of them when your "financial" situation can't support more animals
i tend to have special stockpiles, like cloth+herbal medicine+neutroamine next to drug table, stone chunks next to stone-cutting, cloth/devilstand next to tailoring, steel+plasteel+component next to fabrication+machining, vegetable next to stove, and then set all things to "drop on floor" <except for dangerous drugs> -- so hauling animals 're great help and my colonists barely need to walk around at all

the "upkeeping"'s barely noticable, since i just leave a dedicated trainer and some other "half-time" trainers

so, mathematically speaking, if i 've 5 dogs, i basically "lose" 1 hauler, "reassign" that hauler as a trainer, but get 5 "haulers" back

I personally think it takes way to long to train animal to haul things for it to ever
pay off when you could just have a dedicated hauler instead of a dedicate trainer. The hauler can haul straight away, doesn't need extra food, doesn't need to be retrained every couple of days hauls 5 times more effective than animals hauling and almost anyone can haul. Training animals to haul is literally using work to produce less work.