Some 0.17.6 changes in the campaign

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BlueTemplar
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Re: Some 0.17.6 changes in the campaign

Post by BlueTemplar »

Ranakastrasz wrote:
Wed Mar 06, 2019 3:41 pm
BlueTemplar wrote:
Wed Mar 06, 2019 3:31 pm
No, I didn't reject it ?
EDIT : What I meant is that pathfinding around doesn't solve the problem when there's no path, or if the target space is blocked.
Yep. Hence why if pathfinding fails it should teleport/fly or something.
Or something !
In the Tutorial Introduction Campaign at least, he should first pick up the stuff that is blocking him, and visibly bring it back to the player (might also be warranted for overfeeding that assembler).
Then, if that still fails for some reason, he should resort to bumping into stuff, slowly damaging it.
Then, if THAT still fails, (sadistic player, biters...) he should deploy that 1e+06 MegaDamage laser ! :lol:
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Re: Some 0.17.6 changes in the campaign

Post by Ranakastrasz »

BlueTemplar wrote:
Wed Mar 06, 2019 4:15 pm

Or something !
In the Tutorial Introduction Campaign at least, he should first pick up the stuff that is blocking him, and visibly bring it back to the player (might also be warranted for overfeeding that assembler).
Then, if that still fails for some reason, he should resort to bumping into stuff, slowly damaging it.
Then, if THAT still fails, (sadistic player, biters...) he should deploy that 1e+06 MegaDamage laser ! :lol:
Ha. I like that. Plays nice unless you get clever and try to stop him, and eventually starts blowing stuff up.

Also that laser is kinda amusing.
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Re: Some 0.17.6 changes in the campaign

Post by wheybags »

Research being messed up is a bug with migrations, and will be fixed in the next release.

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Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

wheybags wrote:
Wed Mar 06, 2019 5:09 pm
Research being messed up is a bug with migrations, and will be fixed in the next release.
Are they both considered messed up, or just the part where you can instafinish?

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Re: Some 0.17.6 changes in the campaign

Post by naed »

CDarklock wrote:
Wed Mar 06, 2019 3:44 pm
BlueTemplar wrote:
Wed Mar 06, 2019 3:29 pm
IMHO bumping/breaking would be less weird...
(Also teaches the player that you usually want to leave some space to move around...)
There's plenty of space to move around, he just happens to think he should be right where my stuff is for no good reason.
Obviously, he knows best ;)

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Re: Some 0.17.6 changes in the campaign

Post by wheybags »

A migration in 0.17.5 ran reset_technology_effects(), so any existing saves had their technologies reset to their prototype defaults.
This meant that all the npe techs were disabled, and all the base game techs were enabled ;_;
With 0.17.6 I made a quick fix, that would just enable all NPE techs, regardless of where you were in the save, and with 0.17.7 (which is incoming in about an hour, just started the release script :v), there is a proper migration which will always give you the correct tech for the stage of the scenario you are at.
So, a little bit of a mess, but at least now I know we need to handle this case, so it shouldn't ever happen in the campaign.

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Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

wheybags wrote:
Wed Mar 06, 2019 5:39 pm
With 0.17.6 I made a quick fix, that would just enable all NPE techs, regardless of where you were in the save, and with 0.17.7 (which is incoming in about an hour, just started the release script :v), there is a proper migration which will always give you the correct tech for the stage of the scenario you are at.
*sigh*

Okay, trashing NPE run #11 until .7 hits then ;)

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Re: Some 0.17.6 changes in the campaign

Post by dzilla77 »

How long is the campaign supposed to take, generally? I am not a new player, but I haven't played in over a year so I thought I'd give it a go to knock the rust off (and get better at combating biter, since I generally suck at that part of the game.)

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Re: Some 0.17.6 changes in the campaign

Post by BlueTemplar »

About 1 hour for a speedrunner, towards 5 hours for a new player.
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Re: Some 0.17.6 changes in the campaign

Post by dzilla77 »

BlueTemplar wrote:
Thu Mar 07, 2019 2:05 pm
About 1 hour for a speedrunner, towards 5 hours for a new player.
Cool, thanks.

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Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

BlueTemplar wrote:
Thu Mar 07, 2019 2:05 pm
About 1 hour for a speedrunner, towards 5 hours for a new player.
That seems about right. Most experienced players seem to be taking 2 - 3 hours. A significant amount of the time is waiting for the arbitrary objectives to complete, namely "send these resources into the loader" and "produce this many of these things per minute."

That's actually a relatively meaningful criticism, now that I think about it. There's a certain "hurry up and wait" aspect to the campaign where there's nothing to do while the objective completes. It's like your reward for being smart and efficient is to be bored.

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Re: Some 0.17.6 changes in the campaign

Post by mrvn »

BlueTemplar wrote:
Wed Mar 06, 2019 3:31 pm
No, I didn't reject it ?
EDIT : What I meant is that pathfinding around doesn't solve the problem when there's no path, or if the target space is blocked.
"I seem to be stuck or something. Maybe you could help me out?"
"Hey, that miner is in the way. I will put it in this box over there."
"I think I dropped a penny. Let me just lift this assembler to look under it."

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Re: Some 0.17.6 changes in the campaign

Post by BlueTemplar »

Exactly !
"Ok, I'm tired of this s**t, it's LASERtime !" :lol:
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Re: Some 0.17.6 changes in the campaign

Post by Anson »

mrvn wrote:
Thu Mar 07, 2019 3:35 pm
"I think I dropped a penny. Let me just lift this assembler to look under it."
ROFL ... best joke of the week :-)
mrvn wrote:
Thu Mar 07, 2019 3:35 pm
"I seem to be stuck or something. Maybe you could help me out?"
stepped on some chewing gum on the road ? :-(
CDarklock wrote:
Thu Mar 07, 2019 2:47 pm
That's actually a relatively meaningful criticism, now that I think about it. There's a certain "hurry up and wait" aspect to the campaign where there's nothing to do while the objective completes. It's like your reward for being smart and efficient is to be bored.
not only that, but as a new player i would probably (incorrectly) have learned to buffer big amounts of everything "just in case" (to be prepared if it might be needed later), eg
making a few hundred red bottles and a dozen labs in the first part saves lots of additional work and crossing belts (without having UGs and splitters) in the second part while fighting the biters
.

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Re: Some 0.17.6 changes in the campaign

Post by CDarklock »

Anson wrote:
Thu Mar 07, 2019 4:19 pm
not only that, but as a new player i would probably (incorrectly) have learned to buffer big amounts of everything "just in case" (to be prepared if it might be needed later)
Why is that incorrect? It's totally how I play.

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