Unstable build feedback thread

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

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MoronicCinamun

Quote from: mndfreeze on July 28, 2018, 12:46:35 AM
Quote from: Brainsample on July 27, 2018, 09:35:25 PM
Question to every 1.0 player:

Did anyone notice a difference dragging the screen with the middle mouse button?
On my computer the scrolling isn't smooth anymore, it often makes forward jumps.
To be sure I just reverted to B18, and it's smooth as a whistle.
Now I'm back in 1.0, and the scrolling makes the pretty large jumps again.
(I run win 7 32 bit on a dual core)

Is this a known problem?

This happens to me.  I have a very nice brand new mouse and high end gaming mousepad to match it.  I've noticed it happens when I'm dragging with the middle mouse button and there is a tiny loading blip.  It seems to happen when a new letter / event / notification are popping or about to pop.  If I'm currently using the middle mouse to drag to a new location when it occurs it will hiccup for the tiniest of micro seconds then shoot my cursor/screen waaaaaaay far away in the direction I was dragging to right after it hits.

Huh, I have this too pretty sure, just figured my mouse is garbage.

Lanilor

Storyteller: Cassandra
Difficulty: Survival
Biome/hilliness: Arid, flat
Commitment mode: no (for testing branches, commiting in the main game)
Current colony age (days): 79
Hours played in the last 2 days: ~15
Complete mod list: Progress Renderer, Simple Stockpile Presets, Single Plant Texture Patch,

Not much play feedback for now. Only that I finally got a crafting inspiration on my artist and she is building something. As I said I think this inspiration is a bit overhyped, I won't get much value out of it. In later situations being able to craft a legenary weapon will make a big difference, but only in smaller colonies. If someone has 30 colonists, one with a legendary weapon doesn't give much overall power. Otherwise it's nice on a constructor to build a nice recreation building.
For early or midgame the work speed might be the best. I want it especially because my only crafting colonist has brain damage and he needs to craft stuff out of around 6k leather I have stored.

I got my first mech attack with a psychic ship recently as a tribe. With all the salvaged guns it wasn't really a problem. Centipedes are nothing when someone melees them. Survival strugge got really easy with the recent patch and I think I will turn up the difficulty soon.

----

New textures are a big improvement, but I still have a lot comments on them:

- In general the new texture colors look colorless and a bit overloaded (too much too big). That reduces a lot of the visibility in larger stockpiles
- Healroot looka a bit better, but still like some boring plant. The old had something special. The colorless thing applies here too. I would really like to know why this have to be changed. Are we now getting new art for all plants?
- Components and advanced components are really hard to see. Old were abstract and clear, new are not. The full component stack is better to see. It's just that this is one of the items where people rarely have full stacks. If this have to get a new texture, maybe make medium to single stack, full to medium and for full just add a second battery (I guess the thing in the background should be) to the right foreground. Not too much to not clutter and overload it.

- Human meat in fine. The largest size could just be a bit smaller since it almost touches other stuff next to it and makes it harder to grasp on a glance what's in the stockpile (the overloaded of above)
- Other meat: Too colorless. It looks like pemmican and has a somewhat similar color to stockpiles and wood floor, which makes it harder to see. Also for big meat it's too much in the stack. 2 instead of 3 items on top of each other would look better I think.
- Meals look ok on the full stack. The medium looks like full and even with 2 items there are 3 meals visible. I would just try it with medium stack size also just 1 meal.
- Same basicly goes for meds. Medium is just 2 meds, although it still looks too much. The idea of a different full stack icon is nice so I see on a glance which stacks are full. But 2 vs 3 of the same item stacked is not that clear. I would not mind if single stack and medium have the same icon. It's not that important imo to have a visible difference for a single items stack. It also happens rarely. And for thing where it happens quite often (like advanced components), I don't want a mini icon that is barely visible in a large stockpile. So I hope we don't get a half/small med box or half meal plate for single item stacks. Although it would reduce the stockpile overload, it does it on the wrong side.

- Shells could stand upright to make them more different from every other item that has this position. Especially incendiary shells and wood look almost the same.
- I really like the new heavy smg texture. I'm not a gun-person so no idea what this is based on, but it is somewhat familiar from other games and clearly looks like a heavier version than the machine pistol.
- Being on weapons: Pump shotgun and bolt-action rifle look somewhat similar. They could need a bit more visible difference. Not that important, it's just a minor thing.

Glad to see this gets fast improvements and I hope it will be all nice soon.

NagashUD

Quote from: 5thHorseman on July 28, 2018, 08:14:33 AM
Quote from: NagashUD on July 28, 2018, 08:00:40 AM
"Losing one eye now sets sight to 75%, not 50% (the same applies to ears and hearing)."

huh ?? i don't really understand, so losing both eyes reduce 50% of sight ? weird imo ...

No.

Lose one eye, have 75% of sight. Lose both, have 0% of sight. It makes more sense, because with only one eye you can't suddenly only see half as much.


Oh ok guys, i though losing an eye lowed 25% of sight so i badlly supposed losing both reduced 50%, my mistake ! thanks for the explaination !

PleaseBro

#3993
Cutting bricks doesn't train crafting, is this intended behaviour?

Same with Chemfuel 0 skill gain doing it with a double flame. I mean sure it keeps the joy up but it shouldn't be 0 if it uses the skill...

Also I think both the hearing and eyesight thing should be 66% and not 75% just for closer realism.

Nitrovore

There's something I've noticed twice now which I don't know whether it's a bug or working as intended

(Randy Rough, travelling through hilly arid shrublands, played maybe 10 hours in last 3 days.)

When a caravan is attacked by bandits, there's a chance for the fight map to have an insect hive on it. Both times that I've seen this the bandits have spawned next to (literally within 5 cells of) the insect hive. This sets the insects hostile who then kill the bandits and attack me, being a much greater threat than the bandits ever were. One of the times I just barely fought them off, the other didn't go so well :/

I'm wondering if this is supposed to happen, and if it's specific to 1.0 (I'd never seen it previously, though I wasn't doing so much caravaning previously.) It sticks out in my head because these accidental insect attacks tend to be far worse than any actual "attack" events I've encountered so far.

Ser Kitteh

#3995
On art:

Meat is fine, could be brighter. Better than meat cubes that's for sure!
Stacked meds are not fine. Looks clunky.
Components and adv. components, they don't look very good. The latter looks like joysticks. The former looks like copper thread (which was the idea I assume).
Pemmican is fine, they kinda look chocolate pudding though. Maybe bars?
Healroot stacked is a big no-no.
So are the current planted healroot. Maybe change the whole thing to blue?
Neurotramine is also fine.
Beer looks clunky, they don't "fit" well on shelves.

Question:
1. Why are meds stacked to 25? I'm sorry, I don't usually care for stack enhancing mods, but if this stays I'm installing one.
2. On power armor: pawns can wear power armor and a pair of pants, but they can't wear a pair of FLAK pants. Is this a bug? Not wearing pants does not give a nudity debuff either.

username2

Storyteller: Randy, tribal
Difficulty: Survival
Biome/hilliness: temperate, hills
Commitment mode: yes
Current colony age: mid first winter
Hours played in the last 2 days: ~9-10

started tribal run, kinda hoping with each update that tribal scenario will become this magical world with its own pace.

Starting animal counts very high, I had like 40-50 animals.

Big game animals should be riskier to hunt. Decided to go straight for megasloths from day 1 with 2 hunters and had no incidents.

I built my base with an external jail outside the perimeter of the base, raiders focus on external structure not my base until I shoot at them to lead to killbox

Traps are super op, all events up to & including ancient danger all dead with no casualties using 9 wood traps, all traps replaced same day used and available for next raid with 1 builder. i didn't even notice some raids happened.

Raiders tech went up too quickly, and I looted some guns that essentially ruined my own game. maybe to improve raid strength test mutiple waves?

Between op traps and raider weapons there's no value to smithing & most of machining.

Starting tech takes bit too long i think, first column of research projects should be reduced by 20%, electricity also creates too much dead time.

Winter animals converging on base is ridiculous. 30-40 animals attacking storage every day and dying everywhere/littering base with rivers of blood is just silly. All animals have some way to find food in winter or sleep it off.

Also, why do they automatically know if a door to my base is open? If this behavior stays can we please get a "lock door" or a "shoo animal" action? I had like 5 boomalopes in my base at one point and had no peaceful way to remove them other than drag all food out.

Lastly, got bored so started shooting the boomalopes, inside my sealed off base, and instead of frying everyone I was able to lower temp and save the day by deconstructing two walls, inside a burning base, where everything inside is burning or gone. Need to add some logic here around roofs i think that will create a more realistic scenario and keep adjacent tiles next to fire when all under roof still hot.


Aerial

It would be cool to be able to create a tribal start where all of the factions on the map are also tribals and all industrial techs (approximately electricity and up) are disabled.  Maybe allow small mechanoid raids (really small since there won't be any guns available to the tribals) for late game to stay consistent with the origin story of being driven out of their home by mechs.

InstantAli3n

#3998
Quote from: MoronicCinamun on July 28, 2018, 09:08:32 AM
Quote from: mndfreeze on July 28, 2018, 12:46:35 AM
Quote from: Brainsample on July 27, 2018, 09:35:25 PM
Question to every 1.0 player:

Did anyone notice a difference dragging the screen with the middle mouse button?
On my computer the scrolling isn't smooth anymore, it often makes forward jumps.
To be sure I just reverted to B18, and it's smooth as a whistle.
Now I'm back in 1.0, and the scrolling makes the pretty large jumps again.
(I run win 7 32 bit on a dual core)

Is this a known problem?

This happens to me.  I have a very nice brand new mouse and high end gaming mousepad to match it.  I've noticed it happens when I'm dragging with the middle mouse button and there is a tiny loading blip.  It seems to happen when a new letter / event / notification are popping or about to pop.  If I'm currently using the middle mouse to drag to a new location when it occurs it will hiccup for the tiniest of micro seconds then shoot my cursor/screen waaaaaaay far away in the direction I was dragging to right after it hits.

Huh, I have this too pretty sure, just figured my mouse is garbage.
Ahh that's been annoying me too. Yea, watching on my fps graph it appears that there are occasional stops FPS every XX seconds (somewhere between 10 and 60?) and if you are panning across the screen with middle click you teleport across the screen instantly when it happens. If you manually lower the FPS by say running  a gpu testing utility in the background so it's 25-40fps instead you get extreme acceleration moving you around really fast.

Also scrolling in and out with zoom has no smooth scroll time and makes it look stuttery/low framerate even it it is perfectly locked at the cap (165Hz @ 164fps G-Sync here).

Madman666

#3999
My 50 cents on the graphics. I mostly agree with previous posts - meat's now fine, brighter red might be nicer, however i am not really fond of how components and adv. components look. Medicine stacks - herbals fine, normals... dunno. Might use a little something more... clear?

Aaand healroot now looks way too weird, more like some kind of green spider with blueish eggs inside, than a plant. Kinda blurred too. Could use a tweak.

Moving on from the graphic topic - i really think deep drills when there is no resource to mine should produce different stone kinds depending where you place them. Currently its always one stone kind regardless of where you place it. Maybe even without limiting stone types to those that spawn on the map naturally. I really like the map having all different stone kinds for basebuilding aesthetics.

erdrik

#4000
Storyteller: Cassandra
Difficulty: medium/rough
Biome/hilliness: temperate forest
Commitment mode: no
Current colony age (days): ~3 years
Hours played in the last 2 days: ~4
Complete mod list: Progress Renderer

Got some visitors. Three from a Savage Tribe that are currently not hostile, but were slightly in the negative for relations. Immediately upon entering the map, there was a Manhunter event and 8 Emus entered the map exactly at the same spot as the visitors. The visitors all died within seconds, and I got a -15 relations hit for each one. (EDIT: Correction: I misread the messages, it was only -5 relations hit. Still think this situation is kinda BS tho. Completely unavoidable.)

I recall a conversation about visitor deaths impacting relations when the player is not involved, back in an earlier version of Alpha but don't recall what the result of that conversation was. So Im just going to state my preference here in saying that this situation is BS.

Also 4 of my colonists have "1.9 years" logged as a prisoner.
3 of those 4 are my initial crash landed colonists. I think something probably got borked with with one of the updates as can sometimes happen with old save files, but I wanted to bring it up just in case.

Dashthechinchilla

Randy rough tribal
Temperate 50/60 small hills
Permadeath
First summer, I restarted when I got errors on my last save
5 to 10 hours played
Hugs lib, skylights, memorable aurora

I took my first gourmand on a start. The first day they went into a food binge and ate all my pemmican. Luckily about the 4th day a cargo pod of 40 nutrient paste fell from the sky. My tribals were less happy than I was lol.

My previous playthrough I didn't have predators, so I was happy to see them this time. On a tribal they help you get food and leather you need. I have noticed that the leather drop decreased.

Tribal cooks will take meals from restricted stacks if they placed it in there. I was trying to get them to focus on the paste meals by restricting the simple meals, but the cooks would grab from the restricted stack having just placed it.

Food poisoning is definitely reduced. I didn't get a metal floor this time, so I built on rough sandstone. I can't seem to find any dirt on it, the option never appears to clean. It has to be dirty by now, it has been days. But I don't get dirty kitchen food poisoning, just incompetent cook.

PleaseBro

Traders have purple cloth. My home grown cloth is white.

Not sure if intended.

Lanilor

Traders have all kinds of cloth colors. The same as cloth apparel comes in many different colors.

----

There is a bug when placing wall and power conduct blueprints at the same time in a cell. I have one guy constructing and another delivering resources to it and the deliver pawn wants to deconstruct the power conduct frames that have 1/1 steel but aren't finished yet. She isn't even allowed to construct in the work tab. It happened a few times during constructing this wall. At first I thought I just missed placing a few cabl blueprints but then I cought her deconstructing. I have a save of the exact moment she is deconstructing a cable frame. (In this case it's under a cooler in the wall but it was the same with the wall itself.)

Syrchalis

Quote from: PleaseBro on July 28, 2018, 12:24:17 PM
Traders have purple cloth. My home grown cloth is white.

Not sure if intended.
Cloth apparel and cloth textile is randomly colored if it comes from traders/raiders etc. - your own is always grey.
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.