RimWorld

RimWorld

SRTS Expanded
zachareeh 19 Apr, 2020 @ 6:31pm
I'm not mad, I'm just disappointed.
I don't mind the new changes to ship stats so much as I mind them being applied retroactively to my current save, with no changelog that I can find to help me revert the changes. Worse still, the settings menu seems to be broken. I changed the skip cargo capacity back to the old default, but the loading menu is still showing the new default. I've tried reloading the save as well as restarting the game.
< >
Showing 1-4 of 4 comments
Smash Phil  [developer] 19 Apr, 2020 @ 6:41pm 
Don’t be so melodramatic. If something is broken in the mod settings, we’ll fix it. You can tailor the settings back to how you like it
zachareeh 19 Apr, 2020 @ 7:33pm 
Originally posted by Smash Phil:
Don’t be so melodramatic. If something is broken in the mod settings, we’ll fix it. You can tailor the settings back to how you like it

After doing some testing it appears the problem with settings is in the "reloading in progress" mod. I found that I'm only seeing the wrong capacity when clicking the reload transporter button. I left a comment over on that mod's page for you. Sorry for the melodrama, I was trying to be funny. I can see how it would be misunderstood. I imagine a lot of people are pretty salty about the new changes. I'm mainly concerned with the problems it's caused, and the lack of a change log. If I were making a new save, I wouldn't mind. If I were playing my previous save (where I already have all the ships unlocked and built,) I wouldn't mind. Without getting into details, it's the specific circumstances in my current save that make me want to keep the old stats.
Smash Phil  [developer] 19 Apr, 2020 @ 8:21pm 
Originally posted by zachareeh:
Originally posted by Smash Phil:
Don’t be so melodramatic. If something is broken in the mod settings, we’ll fix it. You can tailor the settings back to how you like it

After doing some testing it appears the problem with settings is in the "reloading in progress" mod. I found that I'm only seeing the wrong capacity when clicking the reload transporter button. I left a comment over on that mod's page for you. Sorry for the melodrama, I was trying to be funny. I can see how it would be misunderstood. I imagine a lot of people are pretty salty about the new changes. I'm mainly concerned with the problems it's caused, and the lack of a change log. If I were making a new save, I wouldn't mind. If I were playing my previous save (where I already have all the ships unlocked and built,) I wouldn't mind. Without getting into details, it's the specific circumstances in my current save that make me want to keep the old stats.
Change logs are definitely a thing I like to stick with, I'll have neceros edit it in the "Change Notes" section. That's what it's for, especially for balance changes. As for broken features, I would like to get everything fixed up if things are in fact broken. Can you send me a screenshot? Or a list of steps? I'll be going in later to recreate what you described.

Just cause it's still in my backup, here are the old values from each ship's description.

Superpod
Passenger capacity: 1
----------------------------
Speed: Awful
Fuel capacity: 240L
Fuel efficiency: Normal
----------------------------
Cargo capacity: 240kg
Internal power plant: 600w

Skip
Passenger cap: Min 1 - 2 Max

--Military--
Bombs: 8/4
Accuracy: Poor
----------------------------
Speed: Normal
Fuel cap: 500L
Fuel efficiency: Good
----------------------------
Cargo cap: 420kg
Internal power plant: 800w

Freighter
Passenger cap: Min 1 - 3 Max
----------------------------
Speed: Awful
Fuel cap: 2,000L
Fuel efficiency: Awful
----------------------------
Cargo cap: 5,000kg
Internal power plant: 1000w

SRAF Tek
Passenger cap: 1 - 28
Space flight: Yes
----------------------------
Speed: Normal
Fuel cap: 2,600L
Fuel efficiency: Good
----------------------------
Cargo cap: 10,000kg
Internal power plant: 1,700w

Albatross
Passenger cap: Min 1 - 7 Max

--Military--
Bombs: 12/6
Accuracy: Normal
----------------------------
Speed: Good
Fuel cap: 1,600L
Fuel efficiency: Good
----------------------------
Cargo capy: 2,200kg
Internal power plant: 1,700w

Phoenix
Passenger cap: Min 1 - 17 Max

--Military--
Bombs: 20/10
Accuracy: Good
----------------------------
Speed: Excellent
Fuel cap: 2,800L
Fuel efficiency: Excellent
----------------------------
Cargo cap: 3,600kg
Internal power plant: 3,600w

Pelican
Passenger cap: Min 1 - 42 Max
----------------------------
Speed: Excellent
Fuel cap: 5,000L
Fuel efficiency: Excellent
----------------------------
Cargo cap: 20,000kg
Internal power plant: 2,800w

Genesis
Passenger cap: Min 2 - No Max

--Military--
Bombs: 32/32
Accuracy: Legendary
----------------------------
Speed: Legendary
Fuel type: Uranium
Fuel cap: Legendary
Fuel efficiency: Legendary
----------------------------
Cargo cap: No Max
Internal power plant: 12,000w
Last edited by Smash Phil; 19 Apr, 2020 @ 8:27pm
zachareeh 20 Apr, 2020 @ 1:49am 
I appreciate it. I'll get to work putting together some screen shots if you still need at some point tomorrow. For now, here's a quick rundown of my experience loading up my save earlier today:

1. Loaded up my save as usual, no new mods added, no settings changed. After a little less than a day (in game) and several animals butchered my storage area is getting a bit full.

2. Click the "reload transporter" button, this is when I start noticing something is different. My skip is at ~300kg/160kg, maybe a bit less but still way over capacity.

3. Go to the "SRTS Expanded" mod page and see no reference to changes on the page itself, just some fancy new images. Only on page 2 (at the time) of the comments do I find Neceros mentioning he rebalanced the early ships, with no details offered. I offer my opinion on how much I dislike having my settings changed in an existing save.

4. thisisfine.jpg, I'll just go to settings and change it back, for the time being. Change cargo capacity back to 420kg... click "reload transporter" again... no change!? Try reloading my save... no change. Maybe restarting the game? No change.

5. Hop on the discord to see if I can get some help. Talked to Neceros a bit while I do more testing. Get the idea that maybe my skip needs to be "refreshed" somehow for the settings changes to take effect. Reinstall it 1 tile over, dumping 893645934 square km of animal hides on the floor.

6. It worked! Or so I thought at the time. Load everything back in, everything seems to be working again.

7. oopsforgotahat.gif, click "reload transporter" again... ~300kg/160kg. Again. A bit more testing later and it seems that only when reloading the skip does it show me the wrong capacity (as well as not allowing me to add any more cargo.) Initial loading works fine, I can launch the skip fine. Begin to assume something broke in the "reloading in progress" mod.

8. Posted my comment over on that mod's page, then gave up and played rocket league for the rest of my night.

I can get a screenshot of my modlist tomorrow when I load up the game again. I'm pretty sure I have SRTS fairly high in the list. reloading in progress should be lower down since I added it much later.

For some context, the save/mod list I'm currently using was an attempt to make a short-term -- quest-centric game to explore royalty as well as rimcities and go explore mods, with very little emphasis on settlement or trading. I chose to start with a skip to enhance mobility so I wouldn't have to spend most of my time watching a yellow dot slowly traversing the world map. My plan fell a bit short of my vision, and I've been playing it out as standard game ever since. My point is, I made decisions based on the information I had available at the time, namely the stats of the skip. There are a number of things I would have done differently had I known it would get such heavy-handed nerf. I probably would have chosen the next largest ship. Or higher population density (I chose the second lowest setting to counterbalance starting with a skip.) Or a smaller globe coverage. etc. Basically, my entire scenario was designed around that skip, based on MY ideas of what is balanced. In the future, please don't impose YOUR ideas of balance into ongoing saves. I don't make mods but I'm willing to bet it's possible to change defaults without changing everyone's settings. Unless you can honestly say (you can't) that you've considered every possible game state (impossible) with every possible mod (double impossible) with every possible style of play... odds are it wont be welcomed. I understand it's your mod and changes happen... Sorry, I didn't mean to rant that hard. I just want to illustrate why such an imposition is so much of a problem to me (maybe I've had too much smokeleaf...maybe I'm just getting tired and cranky.) If I had previously changed my settings away from default, would they still have been changed? I see no significant difference. Please, just don't change settings in ongoing saves. SRTS Expanded is, by far, my favorite RimWorld mod and I appreciate all of your hard work.
< >
Showing 1-4 of 4 comments
Per page: 1530 50