Unstable build feedback thread

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

Previous topic - Next topic

iamomnivore

#4005
Re: Pawns dropping items in doorways when drafted or redirected.

Please, can we just forbid dropping items in doors, before 1.0 official? As in, they always fall outside of a door. This is so frustrating and easy to miss and then all of your food is rotten or every prisoner is running away ...

Also, I love the wet debuffs. They make sense and really impress a need for strategic roofs and actually contemplating pawn movement, in rain, especially during bad moods. Really cool. Might I suggest a "resistance" to the debuff, for rain only, when wearing items like Dusters and Cowboy Hats, maybe Power Armor and any other armors you would imagine having a sealed environment. Leathers could be more effective at this, than cloth.

nemostein

Storyteller: Randy
Difficulty: Rough
Biome: Temperate Forest (Large Hills)
Commitment mode: no
Current colony age (days): 42
Hours played in the last 2 days: 10+
Complete mod list: Vanilla
Rimworld versions: 1975 to 1978

Something really weird just happened...
I started a Naked Brutality, denied assistance to a "refugee chased" (she was 71yo, don't judge me), got raided once or twice, recruited 2 pawns from escape pods and 1 from another "refugee chased" event (3 raiders chasing her), got Flu and Malaria (only one pawn got sick in each event), cold snap, psychic drone and some mad animals...
Nothing out of the usual for Randy, except that I got my second "Labrador Retriever join" event in less than a month.
Both events where composed of 4 dogs.

Don't get me wrong, I LOVE Labradors, but how am I supposed to feed 8 dogs in the brink of winter? :p
I suppose it's time to hunt some boomalopes!

[attachment deleted due to age]

5thHorseman

Quote from: iamomnivore on July 28, 2018, 01:01:06 PM
Re: Pawns dropping items in doorways when drafted or redirected.

Please, can we just forbid dropping items in doors, before 1.0 official? They always fall outside? This is so frustrating and easy to miss and then all of your food is rotten or every prisoner is running away ...

Yes, please.

Or allow doors to close anyway and let the item and closed door share the same space. With very few exceptions (megasloth carcass) everything a person could drop when drafted should fit in the same space as a closed door.

Unless the doors are truly 1x1 meter cubes of stone or steel. In which case they would easily push that item out of the way or crush it.

But please don't crush the item. It's one thing to lose a simple meal, and another to lose a resurrection serum.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

5thHorseman

I'm getting weird shading on some - but not all - of my wood walls. I can't guarantee it wasn't there before (though the last screenshot I took of it doesn't show it) but I'm pretty sure it wasn't, as I noticed it before even unpausing the game after loading.

[attachment deleted due to age]
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

--LukeNation--

hi, how i can override the butchers table, or delete it, i like put my own recipes in it
The World is on fire when I arrive,
Rimworld Extreme HardCore Modder,

Elendil

I didn't read this entire thread so apologies if this was already posted. I have played around 12 hours in the past 2 days, overall 60+ hours on 1.0 overall.

In the yesterdays build I encountered the following situation:I designated tiled floor under a growing pot. A pawn came and cut the flower in the pot so that the floor could be built under it. After that he immediatelly replanted the flower since he was assigned to growing. A loop of planting/cutting ensued. The situation repeated until I deconstructed the pot, built the flood under it and reconstructed it. I have never encountered this behaviour before.

Is this considered a bug, or is it expected behaviour stemming from assigned work priorities?

Similarly, a few versions back, the new feature where pawns haul items if they are headed in the general direction where the item is supposed the go ignored restriction zones. I haven't checked in the most current version. Is this on purpose or is this not supposed to happen? Cause it caused my pawn to exit the base and get shot.

Lastly, a QoL suggestion: when I click (highlight) a rough stone wall there is an option (icon at the bottom) to mine it, but not an option to smooth it. I find it would be quite handy to have it.

Eterm

#4011
Play report:

Storyteller: Casandra Classic
Difficulty: Rough
Biome: Temperate Forest (Large Hills)
Commitment mode: yes
Current colony age (days): 42
Hours played in game: 13, and this game is now Jugust 5503.
Complete mod list: Vanilla
Rimworld version: Started 1975, Currently 1978 rev1407


I settled just off a road near a hostile outlander settlement. I briefly confused the blue and purple and so I'm now a long way from a friendly settlement.

Early game went smoothly, everything went as expected. A large fertile ground patch on the East of the map provided a good place to set up base. Early game raids were mostly dealt with sandbags and injuries, I didn't invest into walls and traps later. First harvest I massively overproduced corn not realising just how large the fertile ground truly was. I struggled to complete a freezer large enough to fit it all in. I'm fairly sure that I'm still eating remnants of that first harvest to this day.

Despite playing 'rough' nothing truly bad has happened, everything is a lot smoother than previous 1.0 versions. Also I felt less "pressure" to recruit than before. Maybe also things are going smoothly because seeing the size of "chased refugee" raids has made me decline them all, they're always much larger than I'm prepared to deal with.

I haven't been raided by outlanders yet. I've had two siege attempts which have been a nice source of free components and shells for IED traps but the actual raids I've faced have all been tribal with the exception of a scyther drop-pod (away from base) raid, both of which are easy to deal with when using traps.

That said, I'm not using that many traps, they're expensive or time consuming to relay and my home area keeps expanding around them even in the latest version.

My biggest challenge has been colonist moods as I've marched to endless devilstrand-delivered wealth. I have a tailor churning out excellent-level gear and selling 10+ 'good' devilstrand dusters is a great source of income.

I should also mention that I started with an arctic fox, this is notable because none of my pawns had the animal handling capability to keep him tame, so despite being bonded he ended up wild. When I re-tamed him later his master still didn't have the skill to keep him on. That said the poor thing has no jaw so can't actually attack or defend, he sits eating kibble with my dozen sized muffalo hoard.

Animals have been plentiful, I've had a LOT of self-tamed events, I even had a thrumbo self-tame which I sold.

I made a truce with the local town from a peace-talks, this enabled me to sell a few prisoners which was really the kick-start for pure wealth.

I've been playing on commitment but I've only lost 1 pawn so far who mysteriously disappeared because I could bury her. She was a very recent recruit so apart from the friend she had made in prison who I had also recruited no-one missed her too much. I wanted to bury her though and I had set my crematorium 'rotten or stranger' only (two separate jobs, one stranger one rotten) so I'm not sure where her body went.

Keeping everyone happy has been difficult, I've got a wimp who was literally in hospital not moving with gut-worms for a long time. Also almost everyone has had sensory mechanites. I've ended up leaving everyone on 'psychite tea if below 50% mood', I wanted to set much lower than that but I've had difficulty with pawns just ignoring that and not taking their tea.

One guy has got addicted to psychite so he's now also experimenting on yayo but I'll think he'll be OK in the long run. One of my pawns came down from a go-juice addiction without much incident, except for 'wandering' during the raid in which the pawn I previously mentioned died.

My pyro has been happy and hasn't started many fires, he's got himself an incendiary launcher now which keeps him happy. Everyone else is on fine meals as standard, I haven't really upgraded guns yet since I've only just built a fabricator but hunting muffalo and others at 2% has pretty much passed without incident.

The biggest actual dangers so far have been boomrats dying in my traps and zzzt. The biggest threat however is from a drop-pod raid into my base which could decimate me if well-timed, or from a well armored outlander raid because I dont' really have good weapons yet and haven't yet researched mortars.

Edit: I forgot the piccies! Here's an imgur album: https://imgur.com/a/CXxR2pF

Bonus image of the kind of "chased refugee" situation I'm ignoring:

Greep

Dealing with trading caravans in extreme biomes is kind of annoying.  There's really no indication of when they're going to leave from "extreme weather" until it's too late and they just run off like crazy.  It'd be nice if they gave a warning when they're about to leave as opposed to "BYE NOW!"  As it is I'm having to just rush out to meet them and then haul back everything I got from the edge of the map.
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

SchizoidCrow

Storyteller: Randy Random
Difficulty: Survival Struggle
Biome/hilliness: Tropical Rainforest, Large Hills.
Commitment mode: No.
Current colony age (days): 202.
Hours played in the last 2 days: Like... 16 hours... probably a bit more. Don't judge me :(
Complete mod list: No mods.
Scenario: Crashland.
I decided to try a bit of randomness. I picked Randy and the first random location that wasn't flat. I ended up in a rainforest adjacent to a stone road near two outposts, a tribal and an outlander one.

The difficulty curve in the early game felt really nice, it was just enough pressure to feel the struggle, but it gave me enough breathing room to grow. Of course, with Randy being random, there were hectics moments of action. Raids combined with solar flares; herds of elephants suddenly going manhunter after being harmed; raids of two fronts forcing me to move around. Good stuff.

Some things stood out to me:

- Research feels a bit better paced now. Though I was able to beeline assault rifles by the half of the second year without consequences. Still, once I had the high-tech bench in a sterile environment, with the multi-analyzer and two researchers for day and night shift, it became a became a pretty casual thing. I'm already starting with the spaceship tech.

- Apparently, natural infestations can appear even if there is only one tile under overhead mountains (?). My base is pressing into a small hill, and I've been carefully avoiding digging overhead mountain. At one point I had a choice. Do I want a symmetrical butcher station or one tile of overhead mountain? Bah, it just one tile, it's probably too little for infestations. Nope. They appeared in the kitchen, and in the hospital that was adjacent to it. That just felt a bit cheesy.

- The butcher's table was destroyed (without giving back any resource, though that's one cheap anyway) when a hide appeared under it. The game didn't create a blueprint for the stations (presumingly because of the hide being a solid thing that's occupying the space) while the auto-rebuild thingy was on. It took me a solid five or so minutes to realize it was missing.

- The strength of the insects feels good too. They don't spell DOOM but they can cause a lot of damage. Some of my colonists have lost limbs to them. They're still pretty menacing, especially in tight places.

- Lancers feel weak. Among all the mechanoids, they have been the least dangerous to me. Even at range, they seem to die rather quickly against assault rifles and mini-turrets. Not sure if they don't have much health or little armor, but because they don't look for cover they're easy to hit. I could see how they could be a problem in big numbers though, or grouped with scythers or centipedes, but so far I haven't seen scythers and lancers in the same composition, and lancers don't stay in formation with the centipedes, so... they get killed before those arrive.

- The new art for stuff looks great. The game is prettier than ever. I love how disgusting the insect meat looks, kind of captures why it's no fun to eat. So far, the only one I don't like is the incendiary shell, it kind of looks like wood because it doesn't have a pointy-bullety end. It just doesn't stand out as ammo.

- On the topic of ammo. The autocannon is awesome. It was disappointing at first because I expected it to go BOOM a hit several targets, like... a cannon would. But it didn't. Still, the cost seems very much worth it, its range makes it more viable and efficient to defend large open areas. I haven't tried the uranium slug turret yet, it's use of uranium seems very unappealing. It's probably a leftover from earlier versions when uranium was a lot rarer, now I can just set up a caravan and buy some. But I'll try it next.

- I expected more diseases in a tropical rainforest since I usually play in colder areas, but my god. The description of rainforest when referring to "constant sickness" wasn't a lie. It even came to a point when a colonist had malaria, the flu and gut worms (or fibrate mechanites, I don't recall) at the same time. It has been ruthless. I lost my starting pet in the first week due to plage. It feels overwhelming at times, but I wouldn't say is unbalanced.

- Infections feel good. They're still scary enough that I prioritize tending when my colonists are harmed during a caravan event.

- I like doing caravan quests a lot more now. The rewards feel a lot more tenting, though I still get occasional crappy one. "Kill these five pirates and their turrets and we'll give you this masterwork of a tribal wear!".

- Regarding caravans. There are a couple of things that are unclear, and could potentially be impactful to my decisions as a player.  1) Do colonists prioritize food that will spoil, or that is closer to spoil? 2) What's the ideal visibility for what I want to do? The percentage that appears doesn't convey very well to me how dangerous the mission will be. 3) Does the estimated time to arrive take into account the time a colonist will spend sleeping? 4) Do colonists earn experience towards plant work while foraging in caravans? 5) Does the game autoselect the colonists with the highest social skill to do the trading?
I just think these things could be a bit clearer.

- Lastly. This is from an earlier build, so you might have changed already, but I remember that in combat logs, actions from mini-turrets say something like "Mini-turret's mini-turret gun hit X". It was a bit jarring to read.

[attachment deleted due to age]

Syrchalis

Two things:

1. Why do implants/body parts have drawsize=0.80? I think they look a lot better with 1.0. Sure enough I patched that myself, but yeah well... I wanted to share my opinion.


2. The chased refugee events seem like they have particularly hard raids - I can't say I've tested this, but do they flee much more easily? That would be a fun (and logical) kind of raid - bigger and stronger than usual, but they give up after triggering a few traps because why lose several people for chasing one guy.
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.

zizard

Can we get a symbol on the boxes for which type of body part they are? The quality mod RJW has this feature.

Lori1979

Thanks Tynan, for redoing the meat graphics, they look much better now

Eterm

My colonists are still using glitterworld meds to treat bruises and flu, did I dream that med-priority was in one of the 1.0 builds or was it only ever in mods?

Teleblaster18

Storyteller: Cassandra Classic
Difficulty: Rough
Biome/hilliness:  Boreal Forest (Permanent Summer) - Flat
Commitment mode: No
Current colony age: 299
Hours played in the last 2 days: ~20
Complete mod list: None

Debug Graphs/Notes for v.1977 -

Quote2. The chased refugee events seem like they have particularly hard raids - I can't say I've tested this, but do they flee much more easily? That would be a fun (and logical) kind of raid - bigger and stronger than usual, but they give up after triggering a few traps because why lose several people for chasing one guy.

I made the fateful mistake of voluntarily accepting a Chased Refugee last night.  32 Pirates vs. my 10 (soon to be 11 colonists).  Pirates were toting 4 Doomsdays, Sniper Rifles, and assorted other goodies.  I manage to kill 12 Pirates and they flee; I've sustained 4 life-threatening injuries, with 3 others wounded. I put out the fires the Pirates set which prevents my base from burning down, but haven't had a chance to patch up the holes that they made in my base, which left it...rather porous.

The very moment that I get the notification that the Pirates are fleeing?

A 21-strong Manhunter Elk event shows up.



One of my guys has just broken (Sad Wander), and he's in the open...so I decide to fight it out to protect him.  Big mistake. 10 of 11 colonists end up downed, and most of them are 3-11 hours away from death.  The only guy who's still on his feet, miraculously, is the pawn who's still experiencing a Mental Break.  I have to wait until another guy regains mobility, and use my colony animals to rescue everybody. 


Here's the final casualty report, out of 11 colonists:

-4 colonists dead (2 brought back to life using Resurrector Serums obtained by quest); two bonded animals go manhunter upon their deaths, and attack my barely-alive and only 2 ambulatory colonists who are trying to save everyone else.  One dead colonist is also the husband of a surviving colonist.

1 colonist leg - bitten off
1 colonist leg - destroyed
3 colony animals - dead
2 infections - looks like both are under control.

Every survivor is malnourished, and about to break.

...and now, the Poison Ship arrives.

Fun times.

On the bright side, I did repel the raid, and kill every Elk.  The remaining 1-2 colonists that I expect to survive will be eating well for a while.  After they spend the next game month burying the dead, cleaning the blood, and patching up the still-highly porous base.

Some graphs.  My colonist bar tells the story better than I can:



Greep

#4019
So after having done a half dozen LRMS lumps so far, this is a very, very fatiguing process, particularly when you're using it for steel.  It actually gets really boring, because overall the process ends up taking sometimes 10-15 minutes (various pod launching, preparation, clearing the area, etc) for what usually amounts to a few rounds of cannon recharges.  It's balanced, but quickly becomes not fun. 

I think it'd be great if there was a very high tech item that just lets you straight up create steel somehow in a process that is maybe slightly less efficient than drilling/LRMS, just to alleviate late game tedium.  This could just be something modders can handle, but would be nice in the base game.  Or if it's too much work, maybe allow scanning for "very large lumps" that take quintuple scanning time and yield quintuple lump size, so I can just send a large mining force and let them have at it for a while.

This is also an issue when you need to caravan for cheap bulk items (food, steel, etc).  It's  very tedious to order caravan after caravan for small bits of items.  This is less of an issue these days with more reliable trade ships, though.
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