Unstable build feedback thread

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

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Greep

#3810
Last experience with an LRMS chunk:

So far my strategy with these and caravanning is pretty low risk now.  It's complicated but it's been fun working on the procedure.

1) Drop pod in. Send an expendable scout with a short ranged gun, a shield belt, enough meals to walk back, and a go-juice.

2) If a ranged ambush, bail and walk back to base or if they're easy send reinforcements.  If a melee ambush, juice up, drop the shield, and gun-em down.

3)If it's clear, drop in a bunch of dudes.

Stuff happens anyways since caravanning is dangerous and unpredictable, though. 


With this chunk I dropped in, saw everything was clear and proceeded to start mining, and since it was just components, I was gonna solo it.  After playing at my base, I suddenly get battle music and slowdown and look around.  Nothing.  So I go check out my dude, and BOOM in your face megaspider.  Turns out the LRMS mountain region actually had a hive I missed o.o  Managed to stay alive with the drugs, but that was scary. 

This felt kinda awkward, as if I was looking on the map I wouldn't have missed this.  Anyways, thought it was worth mentioning.

Also: boom boom :D  I think an IED corridor would better work wider than 2x, just a little

[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

zizard

I've noticed that I barely care about furniture quality at all now. Since masterwork and legendary are barely seen and 2 other qualities were removed, we are effectively left with only 5 from original 9, meaning "end game" quality excellent furniture can be built from day 1. It makes high construction skill pretty useless too. I suggest restoring at least one of the positive regular qualities. Waiting around for a creative inspiration isn't very interactive, and rarely happens on higher difficulties with mood penalties. It's also frustrating to receive a useless inspiration, like repeated "inspired recruitment" on someone that could use "creative inspiration" when you don't even have prisoners (now the norm for 90+% of the game).

East

#3812
Quote from: podium86 on July 25, 2018, 07:15:04 PM
One more small issue, newborn baby dogs drinking up my beers till they blackout. Honestly silly.

Make a drug room and keep the animal inaccessible to nearby areas. It is important to have ample distance.

The invert zone setting will help you.

So I don't like U1.0 animal and human zone integration.
People in drug rooms should go and animals should not go. Integration is interrupted by this setting.

Or I need a new zoning that will keep the animals from entering. Like a roof setting.(order menu)

Greep

I don't see why removing animal zoning is a bad thing.  Add "Animal-" to every zone you want to be just for animals if you need to.
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

Ruisuki

guys is it true that 1.0 has mood debuffs for living under mountains and for using bionics without prostophile trait? Please tell me the guy was exaggerating..

xrumblingcdsx

Just played another game, where I started sea ice with a pretty good pawn who unfortunately only had level 3 in construction and no passion. This means he can't build a wind turbine, a smelter, or a heater. It took me nearly 45 days to get his construction up to level 5. I pretty much had to wait on spacecraft chunks to fall to be able to deconstruct them. Only through a miracle was he able to survive all the frostbite ridden. Winter nights.

mlzovozlm

#3816
being able to set some common settings for all the bills in the same bench would be a nice addition to QoL/Micro-ing of bench

things like setting colonist for bill & material range for example

aside from that, being able to rename each bill 'd be great to discern bills that 've different ingredients for same product

my typical stoves+butcher table often have, by order
-Fine meal
-Simple meal w/ meat
-Simple meal w/ anything
-Psychoid tea
----
-Butcher any animal
-Butcher strangers' corpse (x times - suspend)
-Kibble w/ hay+meat
-Kibble w/ anything

-----
all of those bills 're assigned to certain colonists, like butcher human's corpses, for example, being assigned specifically to canibals
all of them 're set with a limited radius
so basically, setting each of the bill 's really tedius,  & quite annoying if i want to assign the whole bench to another colonist

East

#3817
Quote from: Greep on July 26, 2018, 02:52:51 AM
I don't see why removing animal zoning is a bad thing.  Add "Animal-" to every zone you want to be just for animals if you need to.
zone:
https://i.imgur.com/L7dssy6.jpg
animal zone:
https://i.imgur.com/Bpr1ci7.png

Two zones for people(Temp work,inside) and three zones(safe+inside+outside) for animals fill the zone. Visibility is extremely low.
If the animal does not eat the drug, I would have favored the integration.
But because of the drugs, I had to separate the human and animal areas.
It becomes more complicated if you add more zones, such as cave insect areas and evasion, Grazing area.
I think that the separation is not such a great inconvenience, and the integrated state is not a great advantage, but there are disadvantages, the answer is a separation.

East

Quote from: mlzovozlm on July 26, 2018, 04:07:59 AM

aside from that, being able to rename each bill 'd be great to discern bills that 've different ingredients for same product


https://i.imgur.com/Wx5vSeS.jpg

It is a function that I want to put the renaming function surely.

One more thing: copy all bill
When I increased the stove, I increased the fabrication bench, and when I increased the smelter, I knew I needed the function.

Both of these are unaffected by the balance and are both beneficial and intuitive.

zizard

#3819
"Linked bills", "copy all" and "renaming bills" were already part of the "better workbench management" mod, and it's really annoying that only half the mod was integrated.

Kubouch

A few QoL observations:

Renaming bills would be much appreciated. I often have similar bills which differ only in the resource used. East pointed this out in his screenshot.

It would be nice to be able to disable feeding animals. During a starvation period, my colonists constantly tried to feed starving animals with the few precious simple meals I had left.

Drug-eating animals are a problem. If you don't zone them out, they'll eat your beer. Even then, I had a downed chicken and my colonists kept feeding it with beer (didn't have any food around because of starvation fun). Drunk to blackout for days with developed cirrhosis until I slaughtered it.

At first I liked the zone unification but now I share East's opinion on the zone division animal vs human. I have about 10 zones now (different combinations of indoors/outdoors/base/roofed/no drugs/no crops) from which about half is for animals and half for humans. It makes the Animal/Restrict tab very cluttered. I very miss that I can't copy zones. For example, I have a zone "base" which follows the (very irregular) shape of my base. Now if I want to make the same zone for animals without the drugs stockpile and crops, I have to redraw the whole shape from scratch. I think the ideal solution for zones is to revert back the animal/human division and allow us to copy zones.

Also it would be nice if we could restrict research skill and/or assign colonists to LRMS and research benches. I have two researchers now and I want to keep the low-skilled one using LRMS and the high-skilled one researching at the research bench. This is currently impossible as they keep shuffling around randomly.

mcduff

Quote from: Bowman on July 25, 2018, 01:20:55 PM
- I think devilstrand is still problematic with a lower cost. The only real price you pay is the research - afterwards with the right colonist it comes free, over time. Then it's pretty much beating out most other materials aleady, it jumps the textile progression forward so much. I think I would still get to it relatively fast even if it cost 2000 or more, unless soil was extremely limited.
Maybe it's because I play on maps with seasons, but I really don't see this at all.

Devilstrand is only viable once you have a greenhouse. Also it's not free, it's an opportunity cost. If you're growing non-food items, you've got a lower sustainable population. If you need to feed people (even on simple meals), make packaged meals for caravans, keep your chickens and muffalos in kibble over the winter, *and* produce non-food crops in significant quantities, you're either having to enclose it all and use sunlamps (or, tbh, using the Skylights mod which is the only way I find it viable at all), or you need twice the ground and much more freezer space. It's all a trade off.

The biggest issues for me are always getting to the end of winter with enough food, especially once I get up to, say, 12 colonists, 10 muffalos and a pack of dogs. Taking some of that precious space and giving it to devilstrand is only just worth it as it is, because it frustratingly still wears out just as unrealistically quickly as everything else.

Emulsion

Regarding workbenches:

I'd like the option to take into account people's stuff on caravans.

I had my tailoring bench set so that my tailor would keep pants and button down shirts with 60%+ for every colonist plus one backup and always when I sent a caravan out, he'd immediately run to the bench and tailor clothes that I actually didn't need so I had to suspend all bills until the caravan was back, unless someone's clothes really got tattered in the meantime. Unnecessary micro'ing in my opinion.

I'm of course supporting renaming bills and the copy of all bills too.

zizard

Quote from: Emulsion on July 26, 2018, 05:40:32 AM
Regarding workbenches:

I'd like the option to take into account people's stuff on caravans.

Another one that was already in "better workbench management". It had the option to "count colonist items" "even when away". Very useful for preserved food, since otherwise a caravan embarking with a safe excess of food would end up returning and adding a giant surplus.

mcduff

Quote from: Jstank on July 25, 2018, 04:41:44 PM
Quote from: towhead on July 25, 2018, 04:17:48 PM
Quote from: Teleblaster18 on July 25, 2018, 03:49:29 PM
-One request:  is there any way to fix the "can't clean off fresh blood/dirt" issue that currently exists (and existed in B18)?  This was something that I really hoped would get addressed in 1.0, because it's maddening, and feels "gamey":  currently, a pawn has to leave the room to be able to clean off blood and filth that was generated while they were in the room.
Can double that, this cleaning micro is maddening. Btw your doctor doesn't need to leave the room, it's enough just to stay there on a spot for a while, like 10 seconds or something.

I am going to "third" this. Specifically, I want the cook to clean up the dirt on the floor so my pawns stop getting food poisoned every other meal. The food poisoning is ultra-obnoxious atm.
I think it would be really nice (and a use for the "job bills tab" suggestion I made) if you could have a priority job for your cleaners to do the kitchen and infirmary first, and for your doctors/chefs to clean those specific areas before cooking. At the moment if you set them to clean first they'll walk over the map to sweep up some rock rubble, unless you have enough colonists to super-specialise everyone into their own specific areas.