Unstable build feedback thread

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

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roben

Maybe social fights could be grouped in intensities:
Low: Fistfight
Medium: Fists + Teeth
Serious (Psychos+Drugs only?): Everything including weapons

Or, as East stated, provide some counter measures to reduce pawn aggression.

As a quick fix for 1.0, though, less biting in social fights (for non psychos?) would be great.

cactusmeat

Storyteller: Cassandra
Difficulty: rough
Biome/hilliness: temperate forest. 40/60 growing season. large hills, no river/coast/road
Commitment mode: (yes/no): self imposed limit of 2 reloads per colony.
Current colony age (days): 267
Hours played in the last 2 days: 18 hours this map.
Complete mod list: none.
build 1998

as for my reloads: playing on speed 4... on day 30 somebody had a heart attack (i had 2 glitter meds that weren't used the first time). I'd rather not reroll my colonists/colony for not paying close attention. user error not gameplay error.
used the other reload day 50? when i missed an overhang in a warehouse filled with 2000 chemfuel and insects spawn (even if it was exactly 2 tiles not blocked in)

After that second reload I was being extremely careful in filling in all the mountain overheads with walls, in and out of my walls. hadn't done any non-drill mining in about 80 days of game time when an infestation spawns surrounding my kitchen. not even near the drills i have installed. the letter said nothing of the drills so i frantically search for any mountain overheads i've missed and found exactly 2 in a bedroom (that has existed since day 30). This feels absurdly punishing for such a minor "mistake". 20 hives, 7 of which are in the room with the overhead mountain. now that i think about it the insects tunnel from underground why would overhead mountain matter to them? I know lots of people like insects/infestations but I never enjoyed them especially since the tutorial in game has no mention of how it can happen and what to do to prevent it.

apart from this my tribal colony is maybe 2 years away from leaving this world.
when your colony is this rich (400k, 20 people) world quests are a joke. apart from assaulting faction bases (haven't tried yet), 3 turrets and a gojuicing raider is extremely outgunned by any 4 of my people. I don't even have devilstrand yet because cold snaps. I know it's in the process of being terraformed but if a cold snap happens every year isn't that just winter?

I had a raid about 100 days in where they had 12 raiders : 3 molotov, 2 knife, 2 triple rocket launcher, 1 doomsday launcher, 2 incendiary launcher and 2 others that died in explosions, i don't recall what they had. they all ran towards my base and then mined into the ancient danger that formed part of my northern wall. they wasted the rockets and i took bruises. i think there were some mechanoids in there but they didn't escape. the knife users somehow lived. I know my colony was rich at that point but they would have done considerably more damage had they not been brainless. i'd love to have a new type of raid where they try not to die and avoid friendly fire. maybe have a more extreme version of raid where they are psychos (as in borderlands). Currently the variety of raid types and combat threats can all be solved with the same solutions, or so it seems. Then again: playing on rough.

another raid on day 252: friendly tribesmen appear on the opposite side of the map and attempt to intercept the sappers who set up on my bulk wall (the only wall with no traps or turrets) after fire burns down the double steel door entrance they funnel into their deaths and I lose faction rep. I never asked for their help, and i'm punished for it. feels bad. once they were all dead or fleeing the raiders poured through the same hole into my 18 colonists with assault rifles and one minigun. armor is so good at this point only one person was bleeding at the end of it. got 1 more minigun from this, and captured one pawn who was from the friendly faction. all the raiders were druggies or pyros, which is quite clear now that the forest is on fire.

I can always send a transport pod filled with huskies or leathers to their base for 150 faction rep.

love the new smelter look. usually skipped making them in .19 but since bodies take longer to decompose even on water now I need to have it.
That's all for now.


zizard

Quote from: Tynan on August 21, 2018, 06:14:45 PM
The complaint seems to be that counting more things for wealth makes the game harder. But it's easy for us to balance things back out to create the same results as before, which we've done. Nothing is more difficult than before, it's just less broken. E.g. sea ice at game start is no longer as attractive to raiders as a colony on a giant sheet of gold floor.

Actually my main complaint is that it rewards removing all the floors around ruins, which makes no sense from an in-game perspective. This isn't fixed by offsetting the starting wealth. You still get rewarded for deflooring. It could be fixed by making ruins only have flagstones, and flagstones be worth nothing, or have no floors at all.

erdrik

Quote from: zizard on August 22, 2018, 07:16:22 PM
...
Actually my main complaint is that it rewards removing all the floors around ruins, which makes no sense from an in-game perspective. ...
What about "de-flooring from an in-game perspective" makes no sense?

fritzgryphon

If raiders are attracted to your colony's floors, they will be attracted to ruin floors, too.  Support floor equality.

Tynan

Quote from: zizard on August 22, 2018, 07:16:22 PM
Actually my main complaint is that it rewards removing all the floors around ruins, which makes no sense from an in-game perspective. This isn't fixed by offsetting the starting wealth. You still get rewarded for deflooring. It could be fixed by making ruins only have flagstones, and flagstones be worth nothing, or have no floors at all.

If you remove the floors you'll end up with a bunch of resources, which is wealth. The amount of counted wealth should remain the same or increase IIRC. Feel free to do this in your play, but I think it's not a useful strategy given the tiny return and significant labor investment in the early game. Willing to be shown wrong, but it's a pretty small deal either way.

New build is going up! Mostly bug fixes.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Broken Reality

Quote from: Tynan on August 22, 2018, 07:56:06 PM
If you remove the floors you'll end up with a bunch of resources, which is wealth. The amount of counted wealth should remain the same or increase IIRC. Feel free to do this in your play, but I think it's not a useful strategy given the tiny return and significant labor investment in the early game. Willing to be shown wrong, but it's a pretty small deal either way.

New build is going up! Mostly bug fixes.

On tribal starts I regularly defloor and wall the map and use the materials to build my starting base rather than build out of wood. In the end I feel it is better to have the wealth be used for something than just scattered around the map doing nothing for me. Why make 5k worth of bricks when there is that amount on the map already, it may only be a small reduction in gained wealth but keeping expectations as low as possible at the start is important.

5thHorseman

Quote from: Broken Reality on August 22, 2018, 10:02:54 PM
On tribal starts I regularly defloor and wall the map and use the materials to build my starting base rather than build out of wood. In the end I feel it is better to have the wealth be used for something than just scattered around the map doing nothing for me. Why make 5k worth of bricks when there is that amount on the map already, it may only be a small reduction in gained wealth but keeping expectations as low as possible at the start is important.
I don't go to EVERY wall and floor but I generally nab one or two rooms near where I want my base and use those. I don't even bother claiming them until I need to. I then dismantle the walls and floors in the immediate area to build walls where I actually want them.

Here's the rub, though: I did this before the floors started counting as wealth. Why? Because it's bricks you can't otherwise make without slowly mining rock that randomly drops (or doesn't) chunks you then have to chisel into bricks on a table you must construct. For the first few rooms of a colony I can't be bothered when those bricks are just lying there asking me to take them with a quick, predictable, one-step, and infestation-free method.

I guess the question shouldn't be why does someone feel the need to do it now, but instead why weren't they doing it before?
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.

zizard

Quote from: 5thHorseman on August 22, 2018, 10:38:55 PM
I guess the question shouldn't be why does someone feel the need to do it now, but instead why weren't they doing it before?

Lots of biomes have rocks scattered everywhere, so cutting the ones around the base can be quicker. Also I cut the stupid boulders around my base just to get rid of them.

mlzovozlm

#4929
counting all the "wealth" of all the stuff in the map is like counting all the uranium, gold, oil, gas, diamonds, etc. in the world, if not in the whole universe
you know they're there, you know you can get them if you exert your effort, but it's impractical, so the resources isnt exactly "wealth", even if it's, "potentially", "wealth"
a floor or wall of ruins in the map'snt "wealth", they're nothing different from those ores that you'll have to dig out to make use, or chunks that need to be cut, wealth is something you either accumulate, and/or have immediate/direct usability

Tynan

Let's please stay on topic, thanks.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Kassidoo

Hi, I played fine yesterday, but today when launching it I cant even get it to run without mods. I keep getting
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ScreenshotTaker.Update () [0x00015] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\ScreenshotTaker.cs:28
  at Verse.UIRoot.UIRootUpdate () [0x00001] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\UIRoot.cs:79
  at Verse.UIRoot_Entry.UIRootUpdate () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Entry\UIRoot_Entry.cs:98
  at Verse.Root.Update () [0x0005e] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:122
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:141)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:38)

(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 68)


Heres the whole file  https://www.dropbox.com/s/cglmeboshcynunt/output_log.txt?dl=0

Tynan

Kass, you should delete and reinstall and/or use Steam to check the files. At least some files are missing or broken somehow.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Kassidoo

#4933
I already tried both, but Ill try to give it another try and empty all folders beforehand

Edit: No, still cant get it to work... It worked before I went to bed but not after, which was strange since there had been no updates...
Edit2: Downgraded to B18, but Im still unable to launch, What happened to my pc during the night :o https://www.dropbox.com/s/0tj5hbm6wpgcwdh/output_log.txt?dl=0
Edit3: Well I think I figured it out, one of the unloaded mods broke everything, when I deleted the mods folders it fixed it... Guess I shouldnt try to make modifications myself as apparently I broke everything. I assumed unloaded mods didnt interact in anyway with the game :o

XrypticPyro

I noticed that the colonists don't receive a "Prisoner sold" mood modifier when using transport pods. I used a transport pod to send BOTH a prisoner and an unwanted colonist as a "gift" to a nearby settlement. It increased relations and caused an alliance but no one in my colony seemed to notice. There were absolutely no negative modifiers from the interaction, none for the prisoner, none for the colonist, and I wasn't checking psychopaths. Not sure if this is an intended feature, cheers! (Definitely on the latest build as of this post).