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SquirrelGrip posted:holy poo poo never change goon What? If I can't do that at home, at least let me do it in my video game For those in doubt, no, this is not a game about being an evil madman. It's just how some people prefer some colonies to be. I have peaceful ones to. But they tend to head into cannibalism when food runs dry after rescuing every captive...
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# ? Dec 8, 2014 13:43 |
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# ? May 20, 2024 08:18 |
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i mean literally keep doing what you do
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# ? Dec 9, 2014 03:35 |
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HOLY JESUS the squirrels. I just had an event pretty late in the game where the squirrels went mad. It was the most brutal attack I have ever faced. Luckily I had a partially built ship so two of them got off planet. That entrance layout held up pretty well to humans, but not vs. squirrels who ended up in dead zones to the turrets. Also my main gunner had the minigun equipped which is about 50x too slow to attack the squirrel horde. I can definitely find 25 squirrels/corpses. May be a few more.
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# ? Dec 9, 2014 03:36 |
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Being able to make better quality meals is good and all but the real reason to hunt is to cull the numbers of wild animals to weaken their inevitable assault, should have been on top of that brah
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# ? Dec 9, 2014 03:56 |
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Heh, This game is creating glorious stories. I'm using a couple of mods, Enhanced Defense (for those windows you shoot from) and the way my survivors have grown has been amazing. I started with a teacher, not good at much, good at research. Now hes a badass in power armor with an assault rifle, best shot in the colony, had his pinky on his right hand shot off, and had his right eye eaten by a scarab beetle. The number of times hes gone out under fire to rescue his fellow survivors is amazing. He is the most unexpected hero.
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# ? Dec 9, 2014 18:30 |
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I wish the UI was a bit better. It can be difficult to get your people to focus on the task you want.
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# ? Dec 9, 2014 18:47 |
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I wish the colonist inventory management is a lot more easier. Having to stare at god know how many acres of tiny guns/clothing/rivers of blood to find the correct item to equip is just terrible. Then there is the whole weapon or tool, pick one. Also the insistence on slowing down work when because it is assumed that your guys are holding their guns instead of putting it down or slung on their backs.
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# ? Dec 9, 2014 20:26 |
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oohhboy posted:I wish the colonist inventory management is a lot more easier. Having to stare at god know how many acres of tiny guns/clothing/rivers of blood to find the correct item to equip is just terrible. Then there is the whole weapon or tool, pick one. Also the insistence on slowing down work when because it is assumed that your guys are holding their guns instead of putting it down or slung on their backs. ? The game doesn't have tools, and to my knowledge there is no penalty to work rate for having a colonist armed.
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# ? Dec 9, 2014 21:22 |
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a couple of mods add tools, he must use one
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# ? Dec 9, 2014 21:29 |
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Yeah I am an idiot and it was a mod. The inventory issue still stands and as things get even more dynamic having to do ever more micro on your colonists inventory is going to get worse. New Release in! A8. Winter is here and its cold.
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# ? Dec 10, 2014 19:39 |
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oohhboy posted:Yeah I am an idiot and it was a mod. The inventory issue still stands and as things get even more dynamic having to do ever more micro on your colonists inventory is going to get worse. You can aid organisation by making organised stockpiles for your equipment, which will cause your colonists to sort equipment into ordered piles. I kinda like that, though I wish the interface for setting it up was a bit better. Also w00t, gonna give it a try.
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# ? Dec 10, 2014 19:43 |
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Your colonists still have to haul all that crap. The number of items that can show up can easily out strip hauling capacity. It doesn't help some items that should be stackable like clothes/guns are carried one at a time. If things like gun racks could store multiple guns you might want to use them for their real purpose rather than for spergy aesthetic reasons. Clothes hangers would go a long way. But I can see some of the technical oddities that might might come into play which will change colonist pathing when hauling in potentially weird ways.
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# ? Dec 10, 2014 19:57 |
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I can already see mods are going to fill the gap in the heating/cooling section. Essentially my major complaint right now is that there's no "window" item that just normalises the temperature with whatever it's connected to. I can't be efficient and have my freezer room heating my Dining and kitchen room for example because the kitchen/diner gets so warm that colonists die in it while the fridge stays at a constant -10. In reality thered be some kind of wall louvres to vent the heat outside. And by the same logic, leaving windows open at night to get rooms cold during the night and closing them in the day to try to keep buildings cooler in the desert.
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# ? Dec 11, 2014 00:57 |
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Drone_Fragger posted:I can already see mods are going to fill the gap in the heating/cooling section. Essentially my major complaint right now is that there's no "window" item that just normalises the temperature with whatever it's connected to. I can't be efficient and have my freezer room heating my Dining and kitchen room for example because the kitchen/diner gets so warm that colonists die in it while the fridge stays at a constant -10. In reality thered be some kind of wall louvres to vent the heat outside. The heat system definitely has room for expansion but with some planning you can get it to work quite well. If you're in a hot area though you will probably need to dig a big ventilation shaft into the base and branch off to different areas with coolant systems. Or alternatively, vent it all into a 1 tile room that leads to nowhere which I imagine would probably work. Personally I would like something that allows two rooms to be connected for the purposes of heating but sealed for the purposes of room definition, basically a ventilation grille. The most helpful thing I find at the moment is to not put doors on things, as bigger rooms are easier to normalise. Temperature is definitely cool (heh) and I want to experiment with a corridor I can lower to about 20 kelvin at will, see how it affects raiders Even mechanoids suffer hypothermia around -75C. OwlFancier fucked around with this message at 01:51 on Dec 11, 2014 |
# ? Dec 11, 2014 01:34 |
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I am more thrilled that frozen food doesn't spoil more than anything else. I always hated watching half my harvest spoil without any way to mitigate it.
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# ? Dec 11, 2014 07:50 |
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So, in my first game in the new build my map had a finished house full of cryptopods. I claimed it for my first cottage, but I can't open or remove them which is really cramping my bedroom complex style. Any ideas on how to deal with them? Claiming them didnt work
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# ? Dec 12, 2014 14:07 |
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Nuclear War posted:So, in my first game in the new build my map had a finished house full of cryptopods. I claimed it for my first cottage, but I can't open or remove them which is really cramping my bedroom complex style. Any ideas on how to deal with them? Claiming them didnt work Can you draft someone and then click on it with them? I get the option to open them then. One pod was full of giant scarabs that killed all 5 of my colonists...
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# ? Dec 12, 2014 15:17 |
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Yes, you have to open them first. You can open them un-drafted, just select someone and right-click on the pod, like you would when wanting to prioritize building or mining or cutting something.
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# ? Dec 12, 2014 15:32 |
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OwlFancier posted:The heat system definitely has room for expansion but with some planning you can get it to work quite well. If you're in a hot area though you will probably need to dig a big ventilation shaft into the base and branch off to different areas with coolant systems. Can you even do this though? Don't the rooms have to be separated with a door? And then the door would block dudes coming in and once its opened does the temperature normalize? Or does this happen over a zone so it wears off after the breach and enemies have tow ander through your cold spot ?
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# ? Dec 12, 2014 16:09 |
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Oh also, theres a hotfix out, I think the big issue is that it fixes is the one where people trapped in rooms could abuse their telekinetic powers to do things anywhere on the map without physically being there.
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# ? Dec 12, 2014 16:11 |
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Sylink posted:Can you even do this though? Don't the rooms have to be separated with a door? And then the door would block dudes coming in and once its opened does the temperature normalize? Or does this happen over a zone so it wears off after the breach and enemies have tow ander through your cold spot ? The whole map will slowly equalise towards the exterior temperature, with interior being slower than the outside. So, if the sun comes up and sets the outside temperature to 20 degrees, the interior will slowly equalise towards that, but it proably won't get there because it'll retain the cool of the night for longer. Similarly it will also cool down slower when the sun goes down again. Interiors spaces should have less natural diurnal variance than the outside. On top of this, each room maintains its own temperature, temperature does not pass through solid boundaries, which includes doors. So if a room has a heater in it, it will heat that room and no further. A door being open doesn't affect this, if the door is destroyed then it will connect the two and they will share a temperature. So you can jam a door open by putting something on the tile and forbidding it, which allows invaders through but shouldn't make the room open. You're right that if invaders just smashed their way in it would break it, but I think they will go through open doors.
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# ? Dec 12, 2014 17:00 |
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Dunno-Lars posted:Can you draft someone and then click on it with them? I get the option to open them then. One pod was full of giant scarabs that killed all 5 of my colonists... Ah, ok I'll try that. There's only like three pistols and enfield to go around in my colony and about 30 pods so I guess their time is coming. I didn't have enough food for winter anyway :/
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# ? Dec 12, 2014 17:14 |
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Near the edge of my map I had a room with about eight pods in it. A group of three attackers were assaulting my base and opened all the pods revealing a bunch of hostile soldiers who instantly took out the original three attackers and left me with eight to now fight.
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# ? Dec 12, 2014 17:49 |
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fired up a new game for alpha 8, and decided i would try out the new boreal forest biome. shortly before winter, all of my medicine got burned to a crisp by a freaking mech that dropped right on top of me (stupid placing that beacon where i did, but it was super early game still!), so i had 1 colonist and 2 prisoners succumb to infections. i quickly discovered that i hadn't saved up nearly enough food stores for the long winter months, so i ended up killing all the animals on my (huge) map and still had to drop around 3,000 silver (90% of my cash at the time) on food since i (stupidly) hadn't built up sufficient infrastructure to support a hydroponic grow until it was already winter. throw in a few sieges/assaults that were able to massively disrupt the grow, and i was seriously struggling to stave off starvation and the collapse of the colony. the temperature changes are kinda cool, but seem pretty trivial to overcome (parkas, powersuits, etc. are extremely easy to come by and really all you need to stay warm) while the seasonal changes have a surprisingly robust impact on gameplay.
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# ? Dec 12, 2014 18:10 |
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Nuclear War posted:Ah, ok I'll try that. There's only like three pistols and enfield to go around in my colony and about 30 pods so I guess their time is coming. I didn't have enough food for winter anyway :/ Turns out i built my base around 8 pods full of scarabs and angry dudes in power armor sleeping side by side, and they all opened when i clicked one. Time for a new base!
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# ? Dec 12, 2014 19:04 |
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Nuclear War posted:Turns out i built my base around 8 pods full of scarabs and angry dudes in power armor sleeping side by side, and they all opened when i clicked one. Time for a new base! So has it ever worked out that opening the pods works out well? Or are they always full of angry bees?
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# ? Dec 12, 2014 19:09 |
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OwlFancier posted:The whole map will slowly equalise towards the exterior temperature, with interior being slower than the outside. So, if the sun comes up and sets the outside temperature to 20 degrees, the interior will slowly equalise towards that, but it proably won't get there because it'll retain the cool of the night for longer. Similarly it will also cool down slower when the sun goes down again. Interiors spaces should have less natural diurnal variance than the outside. So they share the temperature immediately or it equalizes over time ?
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# ? Dec 12, 2014 19:20 |
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Sylink posted:So they share the temperature immediately or it equalizes over time ? When two rooms join it immediately equalises. I'm sort of hoping that will change, you could do more with temperature variations within spaces though the current system is at least stable and very scalable.
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# ? Dec 12, 2014 20:48 |
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Well I downloaded the new version to try it out and figured I could still run my old modded save since I kept the old version in another folder, looks like I messed things up pretty bad though! It won't work with either EXE now. I've been playing with tech tree minami and even though it was confusing at first I can't really imagine playing without it now, it adds a lot to the game. Oh well, may have to just wait for it to update, don't wanna burn out on Rimworld before it's officially released anyway.
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# ? Dec 12, 2014 23:06 |
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OwlFancier posted:When two rooms join it immediately equalises. Ah ok that sucks. I hope its get changed to more of a heat map by tile, so you could really freeze the poo poo out of an area as a form of defense or heat it up.
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# ? Dec 12, 2014 23:45 |
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Steam vents in an enclosed area are terrifying. I saw one up at 185 degrees. I have several doors airlocking it from my main base to not roast that end of the station. Alaan fucked around with this message at 01:10 on Dec 13, 2014 |
# ? Dec 13, 2014 01:07 |
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How many coolers does one need in a room so that the food counts as refrigerated? I have one going full blast but it's difficult to see what the results are, or maybe I'm just not seeing something vital.
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# ? Dec 13, 2014 04:59 |
Jet Jaguar posted:How many coolers does one need in a room so that the food counts as refrigerated? I have one going full blast but it's difficult to see what the results are, or maybe I'm just not seeing something vital. You need to click on the cooler and toggle its temperature downward until the room is about 0 to -10 degrees cool. I made this mistake and discovery and as such have 6 of the things on one room, which is probably overkill.
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# ? Dec 13, 2014 09:52 |
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Now if only there were servant robots we could fill the area of an orbital beacon with heaters so any raiders who drop in get instantly fried.
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# ? Dec 13, 2014 10:11 |
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Jet Jaguar posted:How many coolers does one need in a room so that the food counts as refrigerated? I have one going full blast but it's difficult to see what the results are, or maybe I'm just not seeing something vital. What WMain00 said. Also, when your cursor is over a room, you will be able to see what the indoor temperature is in the right side of the screen.
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# ? Dec 13, 2014 13:41 |
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Alaan posted:Steam vents in an enclosed area are terrifying. I saw one up at 185 degrees. I would recommend connecting it to the main corridor system if possible, it's a great source of free heating in the winter. Also if you enclose it and it gets up to more than about 200 degrees it will spontaneously start fires.
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# ? Dec 13, 2014 14:29 |
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So I appear to have created excalibur, now to see if owning it produces more raiders than I can kill with it.
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# ? Dec 14, 2014 04:14 |
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OwlFancier posted:I would recommend connecting it to the main corridor system if possible, it's a great source of free heating in the winter. I finally noticed that the fort I have is usually at 115 degrees all the time, possibly from my greenhouse lamp? (Not sure what else could be causing it...) This explains why some of my colonists have signs of heat stroke, I suppose.
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# ? Dec 14, 2014 04:57 |
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Jet Jaguar posted:I finally noticed that the fort I have is usually at 115 degrees all the time, possibly from my greenhouse lamp? (Not sure what else could be causing it...) This explains why some of my colonists have signs of heat stroke, I suppose. I don't know if sunlamps will cause it... Can you post a picture? It'd pretty hard to reach that sort of temperature without directly connecting to a steam geyser.
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# ? Dec 14, 2014 05:19 |
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# ? May 20, 2024 08:18 |
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OwlFancier posted:I don't know if sunlamps will cause it... http://steamcommunity.com/sharedfiles/filedetails/?id=355925959 Ah, I think I see the problem. Unlike other devices, coolers need to be set into the wall.
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# ? Dec 14, 2014 10:08 |