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Frank Horrigan
Jul 31, 2013

by Ralp

TheEffect posted:

Why do item drops spawn "forbidden" by default?

I imagine it's so you don't end up with your colonists constantly starving to death because they're too busy picking up silver from the corner of the map.

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Taeke
Feb 2, 2010


Gibbo posted:

You can buy them from slavers too.

And sometimes one crashes in a pod.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

TheEffect posted:

Is there an any way to prevent enemies from spawning inside of my home area? I'm guessing this happens only in areas without a roof... if that's the case I'll just keep those areas under heavy turret guard.

Pirates will drop onto your orbital beacon - just guard that.

Communist Zombie
Nov 1, 2011

V for Vegas posted:

Pirates will drop onto your orbital beacon - just guard that.

Not true! Ive had pirates and mechanoids drop into my colony far from my trade beacon, in fact the mechanoids dropped in before I even built a beacon.

BurntCornMuffin
Jan 9, 2009


V for Vegas posted:

Pirates will drop onto your orbital beacon - just guard that.

Guard the mortars, too. I had that dropped on, as well.

TheEffect
Aug 12, 2013
Thanks for all the responses guys!

Jet Jaguar
Feb 12, 2006

Don't touch my bags if you please, Mr Customs Man.



Communist Zombie posted:

Btw what can you attach a hopper to? I heard that the mortars can use large shells but havent been able to try it yet.

The hopper attaches to the nutrient dispenser, which will serve as a bland food source if nobody is good at cooking. You can make nutrient paste out of almost anything. Well, not clothing or ore.

SirViver
Oct 22, 2008

Communist Zombie posted:

Btw what can you attach a hopper to? I heard that the mortars can use large shells but havent been able to try it yet.
The hopper is actually a part of the nutrient paste dispenser. If you place one or more of them adjacent to the dispenser, your colonists can load them up with food items (they work like a storage area) which will automatically be used when people want to get nutrient paste. Personally, I haven't really found a use for the nutrient paste dispenser lately, as nutrient paste is poor quality food and setting up a cooking stove isn't really that difficult.

Shells are currently useless as far as I'm aware, though there are mods that make them required for mortars and I think with those hoppers can be used to feed shells into them instead of requiring manual loading.

TheEffect posted:

Loving the game so far. A few questions:

Why do item drops spawn "forbidden" by default?
This is so that all your colonists don't start running off for that tasty tasty survival meal on the edge of the map, complaining about severe hunger on the way there accompanied by the "ate off the ground" debuff afterwards, or even dying on he way there due to various hazards. Or similarly so that Jimmy McHaulerson doesn't go about storing items dropped by killed enemies while the battle is still in full swing.

Often your first instinct will be to immediately unforbid such items as you come across them, but unless they are perishable you should really consider the potential productivity loss of half your colony trekking through the steppes to retrieve 75 units of steel.

Besides base building and constructing elaborate killzone traps, a large part of this game is IMO about tuning and micromanaging your horde of moderately to severely retarded AI colonists so they are somewhat productive members of your utopian/hellhole settlement. In its current state the AI often does not factor in travel time in a lot of its calculations and the way certain jobs/tasks get reserved by specific colonists can cause severe inefficiencies or even danger (especially the putting-out-fires mechanic comes to mind). Mostly this is fine when the tasks are very close to your colony, as all your lovable idiots will just zergrush whatever needs to be done and accomplish it very quickly anyway, but if you've ever tried building something far away you really have to start micromanaging so your dudes don't waste literal ingame days alternating between hauling building materials and constructing whatever you've planned. Similarly, if you're mining something far away and need those resources urgently, make sure whoever mined the stuff takes a haul with him on the way home.

Having stuff unforbidden far away (especially survival packs are a problem, as they count as very high quality food and in the current version your colonists will always try to get the best quality food regardless of distance) can be even more of a problem once you have your colony somewhat streamlined and certain jobs assigned to key personnel - if your master cook doesn't do his job for a day because he decided survival food was his choice of breakfast today and as a consequence your colony descends into a tantrum spiral due to everyone eating lovely food, you'll know what I mean :v:

quote:

Is there any way I can lessen the possibility of "electrical faults" that cause explosions, aside from making sure my batteries are inside? If there's no simple way I'm thinking of making my power distribution modular and segmenting different areas of my base, because as it stands these explosions are getting a bit out of hand with all the batteries I have connected.
Not really, no. Make sure they're inside and that they're kept reasonably cool. I find the best strategy is to have several banks of batteries which are only connected by one tile of power conduit each, and once a battery bank is charged, deconstruct the conduit leading to it - except for one bank, which should stay online as buffer. This way faults will only ever drain one bank and you can quickly restore power by constructing a single conduit. However, you should try to get "permanent" (non-solar) power sources ASAP. Relying on batteries for anything more than covering temporary high power draws is quite a liability.

quote:

Am I right in assuming that the only way to recruit new colonists is by capturing wounded bodies?
That's the biggest source of future colonists, yes. However, sometimes stray wanderers simply decide to join your colony outright, and other times drop pods crash leaving someone severely wounded who can be rescued and recruited.

You can also simply forcibly arrest visitors from neighboring colonies, but that will piss them off big time, so don't do that unless you don't care. It can help a lot in the beginning though, and if you don't do it too often you should be fine.

Depending on how desperate you are for manpower, I'd be careful who you recruit, though. Especially when starting out, an abrasive nervous dude incapable of everything but art can spell certain doom on your colony, or at least end up being a major nuisance.

quote:

Is there an any way to prevent enemies from spawning inside of my home area? I'm guessing this happens only in areas without a roof.
I don't think they should ever spawn on top of you, though I don't think I ever had a colony very close to a map edge that is valid for spawning, so I'm not sure. What can definitely happen is raiders dropping in on your trade beacon, so make sure to place that outside of your base/defenses, or make the trade beacon itself a killzone if you have the time and resources.

OwlFancier
Aug 22, 2013

Communist Zombie posted:

Not true! Ive had pirates and mechanoids drop into my colony far from my trade beacon, in fact the mechanoids dropped in before I even built a beacon.

Enemies will generally, to the point I would say exclusively, drop on your beacon, if you have a beacon. If you don't hav a beacon, they will pick their own drop point.

TheEffect
Aug 12, 2013

SirViver posted:

Good information.

Thanks for helping clear things up bud!

Another question for you fine folks-

I have a cooler pointed to a closed-off room set to -18C. Food stored there says it's not refrigerated. Is this because my cook keeps opening and closing the door? I read that the temperature equalizes instantly with the outside.

Minarchist
Mar 5, 2009

by WE B Bourgeois

TheEffect posted:

Thanks for helping clear things up bud!

Another question for you fine folks-

I have a cooler pointed to a closed-off room set to -18C. Food stored there says it's not refrigerated. Is this because my cook keeps opening and closing the door? I read that the temperature equalizes instantly with the outside.

-18 Celsius is way colder than it needs to be. Anything below 0 Celsius will freeze food forever.

As for food not being refrigerated, the room simply isn't cold for some reason. Is there a gap in your walls, or is there a "no roof zone" on your cooler? Try clicking a tile in the cooler and see if its considered outdoors.

If it's roofed and enclosed, is the cooler turned on and with the blue (cold) tile in your fridge? The cook opening/closing the door won't affect the temperature.

Communist Zombie
Nov 1, 2011

Minarchist posted:

-18 Celsius is way colder than it needs to be. Anything below 0 Celsius will freeze food forever.

As for food not being refrigerated, the room simply isn't cold for some reason. Is there a gap in your walls, or is there a "no roof zone" on your cooler? Try clicking a tile in the cooler and see if its considered outdoors.

If it's roofed and enclosed, is the cooler turned on and with the blue (cold) tile in your fridge? The cook opening/closing the door won't affect the temperature.

Yes it will, each time a door is opened the temperatures will equalize slightly, though it shouldnt be that big of an issue keeping it from reaching zero unless its insanely hot. Its likely that you just need more coolers to get the room to freezing.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
So is there a good way to go about capturing raiders? my guys tend to be too good at their jobs and leave nothing but corpses to be looted.

Minarchist
Mar 5, 2009

by WE B Bourgeois

Grey Hunter posted:

So is there a good way to go about capturing raiders? my guys tend to be too good at their jobs and leave nothing but corpses to be looted.

Blunt weapons tend to kill less often.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Grey Hunter posted:

So is there a good way to go about capturing raiders? my guys tend to be too good at their jobs and leave nothing but corpses to be looted.

It is rather suicidal, but running in with clubs is by far the best way. Optionally use less lethal weapons, like pistols instead of M24. They are incapacitated when they reach a certain pain threshold at least, and you can probably knock them out with blunt weapons, like clubs.

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*
What are you guys doing to have a zero percent survival rate? I use a lineup of colonists behind sandbags with charge rifles and shotguns usually, supported by turrets, and 1-3 invaders usually go down without dying outright.

OwlFancier
Aug 22, 2013

If you're using a small entrance, casualties will tend to get caught in the crossfire a lot.

Also I believe the game weights survival rates based on how many colonists you have, and possibly other factors. It used to do it very heavily, not sure how much it does it now.

OwlFancier fucked around with this message at 11:23 on Jan 5, 2015

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
It doesn't really help you so much if you end up with a living, but horribly crippled and maimed, prisoner that you now have to spend medical supplies on to get back to effective strength. A short ranged (1/2 pistol range) taser and melee-range stun baton would be amazing.

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*

Leif. posted:

It doesn't really help you so much if you end up with a living, but horribly crippled and maimed, prisoner that you now have to spend medical supplies on to get back to effective strength. A short ranged (1/2 pistol range) taser and melee-range stun baton would be amazing.

I'd be surprised if one doesn't exist in the mods already?

And of ~three survivors, at least 1 is usually complete or mostly complete, then you just sell the maimed ones or ones with less useful skills to pay for the cybernetic replacements to make him betterfasterstronger

Skaw
Aug 5, 2004
Fire weapons help with incapacitating raiders, without horribly maiming them. However, it takes a really long time to have somebody incapacitate from burn damage alone and the shots from the incendiary rifle go out too quickly imo, in addition to rain making them even less effective. One of the things that needs reworked I feel, even if its just extended duration for every piece of non-"armor" clothing.

Either way, don't be afraid of maiming raiders. Harvest some organs and/or keep them on life support for when the slave ships come around. Especially if they have bad traits that prevent them from doing much besides eating food and using medicine up.

Skaw fucked around with this message at 19:44 on Jan 5, 2015

BRB pooping
Apr 17, 2008
All these visitors and not a single bar in my base. Is there a bar-mod? I want to supply nearby tribes with alcohol. That would be a really cool addition Let wandering merchants use your bar, get discounts/place buyorders.

Bold Robot
Jan 6, 2009

Be brave.



Does the interface mod (or mods in general) work on a Mac?

Pornographic Memory
Dec 17, 2008

BRB pooping posted:

All these visitors and not a single bar in my base. Is there a bar-mod? I want to supply nearby tribes with alcohol. That would be a really cool addition Let wandering merchants use your bar, get discounts/place buyorders.

I never thought of it but it would be cool as gently caress if you could make businesses for all those travelers that pass through to patronize.

Okan170
Nov 14, 2007

Torpedoes away!

Bold Robot posted:

Does the interface mod (or mods in general) work on a Mac?

Yeah, I've not encountered any platform related mod-issues on the Mac so far.

BRB pooping
Apr 17, 2008

Pornographic Memory posted:

I never thought of it but it would be cool as gently caress if you could make businesses for all those travelers that pass through to patronize.

Yeah, occured to me when i saw all these travellers just hanging out, not doing anything to further my base. Let me make a scifi-western merchant town mr Ludeon, it would be sweet

DrManiac
Feb 29, 2012

Anybody have any tips for what to do after you get a colony going? When the game starts I usually find a abandoned building to fix up and add beds for all my dudes (preferably near a geothermal spot). Then I put up a basic solar panel and connect it to a cooking table indoors and a turret. This usually lets me skate by on rough enough to defend against light attacks and get enough materials to research the good power plant and make a small living area. I then set the original house up as a prison.



My problem is once that gets done is when people start going crazy.

wtsnaename
Dec 20, 2005

And their legs get
stuck in my teeth!
Use 5x6 or 6x6 individual rooms, and use wind turbines instead of solar panels; as they are a constant power generator and do not require batteries. Keep your dining room and food storage close together, and you should be alright. Rerolling for a sanguine or otherwise especially mentally stable person to be a warden is a good fail-safe for the crazies, as you can just arrest anyone who decides it's time to mentally break or dip out on the colony, and chat them up til they're happy.

Bold Robot
Jan 6, 2009

Be brave.



Is there any way to get cloth other than just buying it?

How can I replenish my silver after my initial supply runs out? Just mine all over and hope for the best?

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Are there any good modpacks out for Alpha 8 yet? I miss Minami Tech pack. I downloaded a whole load of mods and everything seemed to be going ok except one of them seems to have prevented my colonist from ever trying to cook food.

unicr0n
Sep 8, 2003
Is there any reason why I'm unable to use the Tailoring bench? I can build it, but clicking the 'Add Bills' button doesn't bring up any context or submenus. I'm running two mods - edb UI and the edb Prepare Carefully mod, so I don't think they're cause a problem.
Do I need a colonist with a certain skill value to even interact with it?

Yamtaggler
Feb 6, 2011

My brother gave me half of a rock and told me to wait for you in the woods...

Bold Robot posted:

Is there any way to get cloth other than just buying it?

How can I replenish my silver after my initial supply runs out? Just mine all over and hope for the best?

You can plant Cotton and I think some other cloth-bearing plants, and silver's just money. You can make a bunch of statues or whatever and sell them to traders to get silver.

SirViver
Oct 22, 2008

Bold Robot posted:

Is there any way to get cloth other than just buying it?

How can I replenish my silver after my initial supply runs out? Just mine all over and hope for the best?
Yea, as said above, you can configure a growing zone to grow cotton instead of potatoes. The other plant you can use is Devilstrand (apparently some kind of mushroom), which results in a high quality fiber that has additional protective properties when you make clothes out of it - I think it's the second best, placed between Hyperweave (best) and Synthread, both of which you can only buy. However, compared to cotton, Devilstrand grows much much slower (according to the wiki, the fastest growing time is 28 days when using hydroponics basins), so it's definitely something for mid-lategame when you've stabilized your colony.

Since you didn't know that, there's also the Xergium plant, which gets harvested as Herbal Medicine. It's not as good as proper Medicine, but it's a cheap alternative and most definitely better than nothing. Compared to regular Medicine, it is slightly less effective (=lower chances of "good treatment"), cannot be used as an anesthetic for operations, and technically also spoils when not frozen, but much slower than meat and even potatoes, so that's mostly not an issue. Definitely the way to go when you want to give medicine to wounded prisoners, but don't feel like wasting your precious medikits on them (forbid your regular medicine so it doesn't get used - unforbid only when your colonists need treatment).

And Silver is just money. Sometimes it can be found and mined on the map, but most of it you'll get from selling junk. After a few raids your stockpiles should be overflowing with clothing and weapons to get rid of. Exotic goods traders are your best bet here, as they'll take most of your stuff and also seem to have the highest silver reserve to actually buy your goods if there's nothing you fancy trading for. If you have any gold to sell, those are the guys you should sell it to; bulk goods traders also buy gold, but at only half the price. If you're really desperate you can also start a clothing and art industry to make money, but personally I've rarely found the need for that, as it takes quite a bit of manpower and once you can spare that your colony is pretty well off anyway.

Capilarean
Apr 10, 2009
Parkas are an excellent source of silver. They sell for several hundred a pop and every enemy comes with one during the cold months.

Taeke
Feb 2, 2010


unicr0n posted:

Is there any reason why I'm unable to use the Tailoring bench? I can build it, but clicking the 'Add Bills' button doesn't bring up any context or submenus. I'm running two mods - edb UI and the edb Prepare Carefully mod, so I don't think they're cause a problem.
Do I need a colonist with a certain skill value to even interact with it?

I had this, with some other workstations as well. Turned out my version of edb UI was outdated and couldn't cope with the new recipes. Downloaded the new version and everything worked fine.

Bold Robot
Jan 6, 2009

Be brave.



Is there a trick to getting Hydroponics Basins to grow food? I built a couple but nothing seems to be happening. They are powered and lit by a sun lamp.

Drunk in Space
Dec 1, 2009
Could be the temperature. Too hot or too cold and the crops won't grow.

EDIT: Also, I believe there was a bug in one of the hotfixes for A8 that broke hydroponics, but it was corrected in the latest hotfix, so make sure you're using that one.

Drunk in Space fucked around with this message at 05:56 on Jan 7, 2015

Bold Robot
Jan 6, 2009

Be brave.



How are people finding enough steel in the mid-late game? My colony is like 100-120 days old and it's getting real difficult to find enough steel even to keep up with repairs after raids.

AMINAL
Dec 6, 2014

Bold Robot posted:

How are people finding enough steel in the mid-late game? My colony is like 100-120 days old and it's getting real difficult to find enough steel even to keep up with repairs after raids.

There is a mod that adds mines to the game, I believe it's called industrialization.

Oh and does anyone have some decent mods to recommend?

AMINAL fucked around with this message at 15:56 on Jan 7, 2015

Minarchist
Mar 5, 2009

by WE B Bourgeois

Bold Robot posted:

How are people finding enough steel in the mid-late game? My colony is like 100-120 days old and it's getting real difficult to find enough steel even to keep up with repairs after raids.

Buy it, smelt it down from slag/crapsack weapons, and do some more exploratory mineshafts.

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Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*

Bold Robot posted:

How are people finding enough steel in the mid-late game? My colony is like 100-120 days old and it's getting real difficult to find enough steel even to keep up with repairs after raids.

Always do a mountain embark?





Whenever you select a battery it always says "efficiency: 50%". Is there any way to improve this, or is that there just to itch my sperg craw? I've tried cooling the batteries and doing parallel power setups but got nothing.

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