Kestral posted:Anyone else had issues with the new wall lights attaching... Oddly? I keep finding walls that don't want to accept a wall light on their southern face in particular. Yeah they don't attach to the wall, they want to attach to the floor spot that has a wall adjacent, if that makes more sense? It has to be either natural or constructed wall, no vents or other crap as far as I can tell
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# ? May 5, 2024 03:38 |
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# ? May 6, 2024 08:12 |
Flesh Forge posted:you know you can rotate them before placing right lol I did not silentsnack posted:HyperRogue? Probably it was just this and I'm remembering wrong, yeah
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# ? May 5, 2024 03:40 |
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LonsomeSon posted:A thing about classical genre literature, as well, is that it’s generic in that it helped define the genre, so if you’ve read more recent works which borrowed from or reference Lovecraftian themes, you’ve already got those basics and some innovations on board so you’re ready for more. Yeah this is probably part of it. Weird geometry and quantum physics were cool new things when he was young. The unknown can be scary. Humanity being tiny and insignificant was a new idea too. So Lovecraft is going look at all this crazy poo poo, no, wait, don't look at it or you'll go mad. Meanwhile my dude is over here going, Curiosity destroys fear. And then you build the Torment Nexus.
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# ? May 5, 2024 03:46 |
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Kestral posted:
A good example of what this actually means comes up in one of the 40k books, I think one of the inquisitor ones. They're looking through some chaos ruins and one of the guardsmen realises that the reason a triangular rune feels off is the internal angles add up to more than 180 degrees. A lot has been said already about the parts of his work coloured by his racism and agoraphobia, but this other part comes from the science community's initial reaction to quantum physics and general relativity at the time. Basically, a lot of these concepts are so unintuitive that the human mind might itself be incapable of fully comprehending the nature of the universe, to the point that there may be dangers we can't really conceive of. A lot of Lovecrafts stuff about alien gods killing off humanity by accident as they simply go about their existence comes from the implications of how weird stuff like quantum tunelling have a non-zero chance of screwing stuff up in ways that feel they should be impossible. Basically the horror in these aspects comes from how the combination of the inherently random nature of the universe coupled with how unintuitive things get as we study it further made him and his peers feel scared and powerless.
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# ? May 5, 2024 05:13 |
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# ? May 5, 2024 05:20 |
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Poor rat. I am sad now.
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# ? May 5, 2024 05:26 |
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You could consider roadside picnic to be lovecraftian horror in that sense. Guy goes into the zone, walks through what looks like a cobweb, inexplicably dies of heart failure. What did he walk through? We'll never know but now we know don't touch cobwebs in the zone
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# ? May 5, 2024 06:02 |
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Are escape attempts by monsters on holding platforms similar to prison breaks, where every prisoner in a given room simultaneously busts out and suddenly has the keys to their room? Or is it per holding platform, so that only one monster per room will escape at a time?
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# ? May 5, 2024 10:33 |
Do prisoners and slaves with the "incapable of violence" trait try to escape and do they fight your colonists when doing so?
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# ? May 5, 2024 10:50 |
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Kestral posted:Are escape attempts by monsters on holding platforms similar to prison breaks, where every prisoner in a given room simultaneously busts out and suddenly has the keys to their room? Or is it per holding platform, so that only one monster per room will escape at a time? It's all of them in the room. So be careful what you keep together.
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# ? May 5, 2024 11:27 |
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Kestral posted:Are escape attempts by monsters on holding platforms similar to prison breaks, where every prisoner in a given room simultaneously busts out and suddenly has the keys to their room? Or is it per holding platform, so that only one monster per room will escape at a time? It's per platform and they actually have to break down the door. Which in practice means that unless you gently caress up your cells, you will have one monster escape at a time, and you'll have more than enough time to prepare counter-measures while it's bashing the security door. OwlFancier posted:It's all of them in the room. So be careful what you keep together. I don't think that's true. I generally have 4 platforms per room and I'm pretty sure I've had situations where I only had to re-capture one entity. Unless, I'm mistaken?
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# ? May 5, 2024 11:32 |
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I've had two entities in a three platform room attempt an escape at the same time. Only one breakout message, so I assume when one entity attempts a breakout there's a roll for every other entity in the room to see if they break free at the same time.
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# ? May 5, 2024 11:37 |
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Yeah, I usually run 4-platform containment rooms (except for the invisible fucker), and I've had 1, 2, and 3 entites try to escape at the same time. Never 4, but I'm sure that's just a coincidence.
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# ? May 5, 2024 11:50 |
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Yeah the vibe I got from anomaly is it's what happens when an archaeotech superintelligence becomes actively malicious to humanity rather than simply indifferent to it - think in the sense of I have no mouth yet I must scream. Killing all the humans is too easy, they have to go insane and suffer indefinitely instead. All the effects seems to have some kind of in universe explanation rather than just "madness out of universe aliens did it" as per Lovecraft.
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# ? May 5, 2024 12:35 |
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I started a new colony in a Tropical biome and I've had my colonists get gutworms 3 times in less than a year, jesus christ!
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# ? May 5, 2024 15:57 |
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I tried making a custom xenotype of tiny angry drug-addicted fairies. Unfortunately, since they're so small, a single dose of any drug instantly overwhelms their tiny bodies and causes them to die of an overdose instantly, so back to the drawing board on this one.
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# ? May 5, 2024 16:07 |
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Has someone done the bottom-line math on the skill buffs provided by luciferium? it's all like "120% to x which has a 0.3 impact on y up to 1.1 which has a 3x impact on z which has a 0.5 impact on x" When you do all the math, what are the final multipliers for pawn abilities and skills?
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# ? May 5, 2024 17:36 |
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it makes your pawn a badass op
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# ? May 5, 2024 18:36 |
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Chrome will give you bigger boosts in every category, if you install every organ. I’m curious to know, though, if Luci also enhances buffs from chrome by its percentages, meaning that you get a better Luciferian if you build them into a better pawn.
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# ? May 5, 2024 19:45 |
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bitterandtwisted posted:Do prisoners and slaves with the "incapable of violence" trait try to escape and do they fight your colonists when doing so? yes, and yes and they can get the murderous rage mental break too Inadequately posted:I tried making a custom xenotype of tiny angry drug-addicted fairies. psychite tea with the nisse frame gene works safely (even if the pawn also has Small, pretty sure Dwarfism also) e: you might try it with the archite super small version, it looks like you ate Wake-Up there Flesh Forge fucked around with this message at 19:57 on May 5, 2024 |
# ? May 5, 2024 19:55 |
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Trip report from High Life Animist colony: You can make ridiculous amounts of drugs, like stupid amounts. Also seems to apply for Ambrosia btw. This also has the side effect of absolutely skyrocketing the colony wealth, which kinda sucks if no traders come by, so try to get microelectronics for the comms console asap. Otherwise, I had to fight off a death pall depression spiral by getting everyone drunk, high and psyched out of their mind constantly, and I think I owe the entire survival of the colony so far to a single Elephant that self-tamed early on. He has been carrying me hard in every raid, and will be revered as such. Pretty fun so far. Definitely not the strongest ideology I've tried, but seems very well positioned for the Archonexus ending goal, what with how much wealth you generate through the drug trade.
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# ? May 5, 2024 20:32 |
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Rimworld: You can make ridiculous amounts of drugs, like stupid amounts
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# ? May 5, 2024 20:54 |
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Broken Cog posted:a single Elephant that self-tamed …could it be? After all these years?! …is it the return of Colin?!
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# ? May 5, 2024 21:07 |
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I had a metal beast outbreak in my colony, but it was very very tame. Cultist shows up and wants to join, let them join and immediately surgical inspection them, nothing, get a notification of "one colonist isn't who they say they are" and I get the "flesh fell off a colonist" message. I immediately imprison and interrogate the new colonist. One of my prisoners have a berzerk mental break, another one of my colonists that was nearby immediately blows his head off. Surprise metal monsters outbreak, out of 2 people. The prisoner that was just headshotted, and some other random joiner that I had, that I had shoved into a cryptosleeper a few years ago, that had degrading mind, and I had released a month ago because I finally got a healer syrum for them. Apparently the prisoner was infected when the infected colonist brought him food. The adult metal monster took like 8 legendary charge lance shots to bring down, the juvenile one goes down after about 3 shots. Alot easier than the revenant that decided to retreat though my turret firing line where all the firefoam-poppers are at. SugarAddict fucked around with this message at 23:42 on May 5, 2024 |
# ? May 5, 2024 23:25 |
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I did a void provocation and instead of a spooky event a wanderer came in looking to join. He had crappy skills so I decided to take his organs. Upon taking his heart a metal horror popped out. I guess if a wanderer comes via provocation they're probably infected?
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# ? May 5, 2024 23:48 |
I have an comparativey normal raid of 8 pirates, 3 have pistols. The rest have knives. Dunno where they expect to go but I only have 7 colonists, 2 are incapable of violence, and one has lost a leg. Gonna be a hard to figure out fight I think because most people are out trying to collect resources and I was in the middle of redoing my traps. Barely nobody has armor or anything and everyone's weapon skills are low Guess I should have bought those grenades and sold off those crap art statues
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# ? May 6, 2024 01:10 |
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I had a Metalhorror pop out of a prisoner. The game claimed he was infected before coming to the colony but the guy had been in my prison for like, a year prior from the grey flesh appearing so I'm guessing the game just decides for someone not a long running colonist to be the originator and comes up with a reason after. It was an easy as hell infestation though since the grey flesh popped up in the prison, which he was the only prisoner in so one surgical inspection later and half a dozen charge rifles cut down the emerging monster pretty quickly. Didn't even cause a lot of bleeding on the prisoner so I could easily patch him up and recruit him after.
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# ? May 6, 2024 02:08 |
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Is there a mod to completely remove slavery from the game? A friend is really enjoying the game but would prefer if that just wasn't a thing at all.
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# ? May 6, 2024 02:44 |
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Cool Dad posted:Is there a mod to completely remove slavery from the game? A friend is really enjoying the game but would prefer if that just wasn't a thing at all. Its called "Don't click 'enslave' in the prisoner tab"
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# ? May 6, 2024 02:44 |
Slave traders will still appear, including slave ships iirc. I do think you will need a mod or be able to war up strong enough to overthrow ground based slavers. There's nothing you can do if there's space slaves and you can't remove slave related past life events without a pretty hefty mod or editing as you go afaik An orbital defense weapon that can shoot space ships and make them puke their cargo as drop pods and wreckage might be an interesting mod SniperWoreConverse fucked around with this message at 02:51 on May 6, 2024 |
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# ? May 6, 2024 02:49 |
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Broken Cog posted:Trip report from High Life Animist colony: You can make ridiculous amounts of drugs, like stupid amounts. Also seems to apply for Ambrosia btw. If you use Giddy-Up, it makes caravanning a lot less painful. People in that mod can ride animals and travel waaaay faster on the overworld. The vehicles mod does something similar, you can even disable or ignore all the stuff that isn't related to caravan travel so you can drive a truck o' weed 10000 miles to trade with the Empire. If you have drop pods researched, you can load them up with more drop pods and launch a colonist to a town, sell all the stuff, then launch home. There's also a shuttle you can request as a noble that goes really far, but you probably have microelectronics if you have those things. I'd love a psycast that let you travel on the overworld faster or something. Maybe a quest where you could set up and defend a site that would thereafter serve as a teleporter waypoint. I'm sure that exists in a mod that adds hundreds of OP spells, but geez the vanilla caravan system is harsh.
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# ? May 6, 2024 02:53 |
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SniperWoreConverse posted:Slave traders will still appear, including slave ships iirc. I do think you will need a mod or be able to war up strong enough to overthrow ground based slavers. There's nothing you can do if there's space slaves and you can't remove slave related past life events without a pretty hefty mod or editing as you go afaik Slave traders will never appear after you have 10 colonists (on Cassandra and Phoebe) and will be really rare after you have 5 for everyone.
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# ? May 6, 2024 02:55 |
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worm girl posted:I'd love a psycast that let you travel on the overworld faster or something. Maybe a quest where you could set up and defend a site that would thereafter serve as a teleporter waypoint. I'm sure that exists in a mod that adds hundreds of OP spells, but geez the vanilla caravan system is harsh. There are a few teleports in vanilla psycasts expanded, but yeah, the mod is pretty overpowered in general. I think it's a really cool and interesting mod that genuinely makes Royalty a much more worthwhile expansion, but I have to self-impose some significant limitations (half exp in settings, only allowed to use 2 psycast categories, not allowed to learn new abilities with items, only 1 psycaster per colony).
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# ? May 6, 2024 03:04 |
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Cool Dad posted:Is there a mod to completely remove slavery from the game? A friend is really enjoying the game but would prefer if that just wasn't a thing at all. I don't know about a mod, but slavery is an ideology mechanic so disabling ideology will remove the entire system. It sucks to lose the rest of the Ideology mechanics so I hope there's a better way
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# ? May 6, 2024 03:30 |
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QuarkJets posted:I don't know about a mod, but slavery is an ideology mechanic so disabling ideology will remove the entire system. It sucks to lose the rest of the Ideology mechanics so I hope there's a better way there are still caravans you can buy pawns from, and the ability to sell prisoners in vanilla (and tribute collectors in royalty enabled) so it depends on if the player just feels uncomfortable seeing an "enlave" entry on the list of options or wants to remove all references to the practice of slavery
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# ? May 6, 2024 03:44 |
efb: slavery is in base vanilla, you can buy people and people can have been slaves as part of their history. If that player is talking about hardcore fully excising slavery from the game, I mean. It's so tightly integrated to the setting your best bet almost might be some form of militant abolitionist ideology or similar? Slavery as a trope is grotesque enough that every time a slave trader shows up I try to figure a way to kill them (p sure the slaves count as part of their faction and don't recognize you're trying to free them, and might actually go home as willing slaves if you capture > released them), and realize i'm utterly outgunned. One of these times maybe I'll be able to lure them into some sophisticated preprepared trap.
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# ? May 6, 2024 03:47 |
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The Community For Years: Hey Tynan can you add 1x2 doors, chairs, and wall lights? Tynan: Slavery, IVD impregnations, and burkas, slave collars, and slave harnesses?
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# ? May 6, 2024 04:45 |
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What I've never understood is why human leather and human meat is valued the way it is in-game. First, human meat is relatively low-value as a market good, which makes sense because so many pawns don't like eating it. 0.8 silver could make sense. But insect meat is only 0.5 silver, and the moodlets for eating that (-3) are a lot less severe than human meat (-15). It's like the pricing is backwards, Tynan is artificially inflating rewards for a warcrime playstyle for some stupid reason The story is even worse for human leather. Most pawns don't like wearing human leather, its stats are all terrible, yet for some reason it's in the upper echelon for market value at 4.2 silver, tying with rhinoceros leather despite that providing twice the protection. Again, Tynan is artificially inflating rewards for a warcrime playstyle for some stupid reason I'd argue that most factions simply shouldn't accept human meat or human leather as a trade good. This kind of behavior is already built into the game, as not all factions accept all goods for trade, but all of them will purchase human leather cowboy hats by the truckload.
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# ? May 6, 2024 06:03 |
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# ? May 6, 2024 08:12 |
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Vargs posted:There are a few teleports in vanilla psycasts expanded, but yeah, the mod is pretty overpowered in general. I think it's a really cool and interesting mod that genuinely makes Royalty a much more worthwhile expansion, but I have to self-impose some significant limitations (half exp in settings, only allowed to use 2 psycast categories, not allowed to learn new abilities with items, only 1 psycaster per colony). There’s sort of a fast-travel psycast in Farskip. Once you get that you can drop pod to your destination and then Farskip back.
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# ? May 6, 2024 07:05 |