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Pornographic Memory posted:That's some awesome Wild West-style poo poo though. Yeah, it's kind of a cool bit of emergent storytelling that really fits with the Space Western vibe the game has going. Rimworld is probably the closest anyone is ever getting to a Firefly game. I hope diplomacy and interaction with other factions gets expanded in the future, so you can trade with them and stuff like that; travelers already come into my dining hall and chat with my colonists while eating their food, but we should be able to sell them beer and run card games to complete the frontier-saloon setup. It's also a good way to train up my doctors; the periodic brawls and shootouts mean I've got a fairly reliable supply of patients who will heal up, go home, then come back later and get shot again. My colony is apparently situated at some sort of crossroads. The only downside is that my colonists get caught in their crossfire occasionally - I had a colonist's leg get hosed up pretty badly in one of their firefights a while back, it got infected, and I had to amputate. She's puttering around with a basic prosthetic leg for now, because I haven't had a trader show up with a proper bionic leg yet and I haven't captured any prisoners I was willing to take a leg from recently.
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# ? Feb 26, 2015 07:39 |
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# ? May 22, 2024 08:07 |
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Man, this guy is a lot older than I usually like to bring with me. So tempting though. He doesn't have any health issues right now.
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# ? Feb 26, 2015 08:47 |
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You won't see any medical issues until you actually land though, right?
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# ? Feb 26, 2015 09:11 |
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Nah, you can see medical issues while you are selecting characters. Hit the 'i' button next to randomize. Then hit the health tab.
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# ? Feb 26, 2015 09:17 |
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5 years is a long colony, the dude wouldnt even be 60. In the real world, a top doctor is still absolutely kicking rear end past 60.
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# ? Feb 26, 2015 09:26 |
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Filthy Monkey posted:Nah, you can see medical issues while you are selecting characters. Hit the 'i' button next to randomize. Ah cool, thanks!
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# ? Feb 26, 2015 09:36 |
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Unless he gets (added last patch, I think) dementia, there isn't anything he could get which would impact his ability as a doctor that wouldn't also be treatable. Though, granted, you would need another good doctor to give him a replacement eye.
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# ? Feb 26, 2015 09:45 |
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Of course that drat doctor gets cataracts in both eyes like, a week after I start the game! I like the edb prepare carefully and edb interface mods a lot. I mostly just use prepare carefully to save guys I really like, rather than to edit them. One thing I would like is a mod that just reveals all of the map with sky overhead from the very start. Digging into a mountain and revealing a bunch of open area is irritating when I've planned out my base.
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# ? Feb 26, 2015 16:16 |
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Cataractworld: Dwarf Fortress meets Cataracts IN EVERYONE'S EYES!
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# ? Feb 26, 2015 17:23 |
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Is there any mod that let's me place a JESUS CHRIST YOU DUMB MOTHERFUCKERS DON'T COME HERE zone that non-drafted people will not go to? Because I really hate having to either lock all my colonists not fighting in my base or grab them as they suicidally charge to put out a fire/pick up a shiny thing/whatever in the middle of a combat zone.
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# ? Feb 26, 2015 17:24 |
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Alaan posted:Is there any mod that let's me place a JESUS CHRIST YOU DUMB MOTHERFUCKERS DON'T COME HERE zone that non-drafted people will not go to? Because I really hate having to either lock all my colonists not fighting in my base or grab them as they suicidally charge to put out a fire/pick up a shiny thing/whatever in the middle of a combat zone. A locked door?
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# ? Feb 26, 2015 18:49 |
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Dunno-Lars posted:A locked door? What if someone's outside when you lock it? We still need some way to scramble all out pawns into the mountain when 20 pirates show up.
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# ? Feb 26, 2015 19:40 |
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A heads up: https://ludeon.com/forums/index.php?topic=10908.0 Someone made a mod that makes pawns switch their gear/clothing with another of the same type ( parka -> parka ) when it gets too damaged, so that you won't have to micromanage it. Unfortunately it doesn't filter based on type, quality, or anything other than it being less damaged. Also, if your crafters ever craft things that don't exist, like for example if someone rips apart 2000 steel in a day on a workbench without producing anything, you've probably got a mod conflict. I really hope EDB's modloader will get a conflict checker or something at some point. I also hope stockpiles will be able to filter stuff based on durability at some point, so that I can make a stockpile of just lovely 1-30% durability items and just burn them, or rip them apart. ( T's mods adds a textile bench that allows you to rip up clothing and turn it into cloth. However, even hyperweave or leather stuff becomes cloth as well. )
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# ? Feb 26, 2015 20:30 |
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SubNat posted:
Went through 200 steel before i started wondering why the guy wasnt producing any statues. I only have EdB Interface installed, tried unchecking it and reloaded the game. Now the sculptor is working and producing, but the guy doing the tailoring is making all my cloth disappear with nothing to show for it. No mods active atm
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# ? Feb 26, 2015 20:54 |
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Were you making grand statues? They cost a ton. ( 260 materials? Looking at the files. ) But that's weird, I had the same issues and a reinstall and rearranging my mod order fixed it for me. Kinda lovely that it's happening without any good reason.
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# ? Feb 26, 2015 22:59 |
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holy gently caress i have an avatar now thank you whoever did it, this is so, so awesome
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# ? Feb 27, 2015 00:20 |
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Diviance posted:Yeah, some of the stuff in the cybernetic storm mod don't actually make anything. Its a little frustrating, it was the only cybernetics mod updated when I went looking, plus some extra junk to screw around with! Weapons are a touch overpowered though. No clue why the guy even bothered leaving them active if they didn't work. I just wanna turn all my dudes into a horrific cyborg colony and harvest the abrasive/doesnt-do-useful-labor prisoners and all that jazz. I was slowly turning my main combat guys into nano-tech sheathed monstrosities that would spray their miniguns like there was a predator in the neighborhood. Time to update and poke around for other mods I suppose.
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# ? Feb 27, 2015 01:33 |
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I'm not sure which mod in the pack is causing it (I'm playing with Rim+, which I think includes Cybernetic Storm), but there's a gun that keeps showing up at vendors called a 'Cyber Turret' that only costs fifty cents and fires dozens of high-damage bursts of energy with a hilariously rapid fire rate and decent range. I had to self-impose a limit on buying them anymore, because they're hilariously overpowered and so cheap as to be basically free. I had a dude with one singlehandedly fight off a tribal attack while standing out in an open field with no cover.
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# ? Feb 27, 2015 01:49 |
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Man the game is just stuck in a rut throwing tribal attacks at me. Unfortunately for them tribals do not last well to the turret mine room. I think I had 15 corpses and a a few still twitching in a 3x3 space. It pretty much looked like someone exploded a fifty five gallon drum of blood in there. On that note: does any mod let you haul more than one clothes item at a time? Edit: Masterwork sniper rifle. 100% accuracy on all but point blank range. Thank god I was loaded and could afford $2200. Alaan fucked around with this message at 04:36 on Feb 27, 2015 |
# ? Feb 27, 2015 04:02 |
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Anyone off the top of their head know if it is a mod that is giving ore instead the item? Having to burn wood to turn ore to steel makes the game a chore.
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# ? Feb 27, 2015 06:47 |
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Meskhenet posted:Anyone off the top of their head know if it is a mod that is giving ore instead the item? That is a mod for renewable steel, no idea which one. Can you set it to "make until you have X" and just forget it?
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# ? Feb 27, 2015 06:56 |
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Sure can. But it takes wood to make. Just makes it annoying when you need to build something quick and have no steel. Ill go through my mods and see what one sounds like it might add it. Thanks
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# ? Feb 27, 2015 07:13 |
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Just build an electric smelter instead of a wood-fired smelter.
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# ? Feb 27, 2015 07:17 |
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there is an electric one? I never really looked. Let me make a new game and check this out.
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# ? Feb 27, 2015 07:37 |
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Meskhenet posted:there is an electric one? I never really looked. Pretty sure you have to research it first. Once you've got it built, you can just queue up a 'smelt iron ore into steel' job set to 'forever' and forget about it, assuming you're using the same mod I am. Bulk traders will occasionally have huge loads of raw ore for cheap, too, so if you're willing to expend electricity and labor to get it, you've got a good supply of cheap steel (you can even sell it for a profit after smelting, and could conceivably run a colony as an ore-processing operation if you really wanted to).
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# ? Feb 27, 2015 08:20 |
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On my current save (which is on top of a very high mountain and permawinter) I can't make clothes or art or weapons. They haul the materials to the bench but once they (should) start working it just disappears and thye do it again. I had to turn all those benches down. Really makes for the ultimate hardcore experience. I can only get clothes when I get raided, which isn't often because I'm on the chill storyteller on the hard difficulty. Often my security measures destroy everything, too. That means everyone has a lovely clothing debuff and their parkas (100% needed for survival) might disappear any second now. e: This is what's happening: http://youtu.be/hJHLJq9-cRY The error message: http://puu.sh/geQYp/ff2f578180.png Is there any way to figure out what's causing it? marumaru fucked around with this message at 14:20 on Feb 27, 2015 |
# ? Feb 27, 2015 11:22 |
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SubNat posted:Were you making grand statues? They cost a ton. ( 260 materials? Looking at the files. ) Nope, small. Thanks for the tip, gonna reinstall and go without mods for now. I need my resources for cool buildings and killrooms even tho a statue of a guy vomiting is quite nice. EDIT: ^^^ This is what is happening to me aswell
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# ? Feb 27, 2015 19:16 |
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Wait, how do you change your mod load order? If that is an issue maybe this fire extinguisher thing I put in there is making cybernetic storm wonky?
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# ? Feb 27, 2015 19:21 |
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Synnr posted:Wait, how do you change your mod load order? If that is an issue maybe this fire extinguisher thing I put in there is making cybernetic storm wonky? You might actually need to have EDB's mod loader to change the load order of things, now that I think about it. https://ludeon.com/forums/index.php?topic=7454.0 Also oh geez, it might actually be EDB's interface that is causing the crafting fuckups for some people. e: Update to the newest version of EDB's interface. code:
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# ? Feb 27, 2015 19:44 |
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The decay for skills over 10 is kind of irritating. It makes it really hard to get some skills up. I started a colony with min, who is a special character incapable a shitload of stuff, but who comes with 15+ art and social. Even using her as my only warden and trader, her social skill is still decaying, and has gone down to 14.
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# ? Feb 27, 2015 19:59 |
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The different biomes are entirely different gameplay experiences. I used Prepare Carefully to start with two identical setups, only one's in a dry, perpetually-frigid far northern tundra and the other is in a sweltering, soaked tropical rainforest. In the former, it's dark half the year, I have to put everything indoors and heat absolutely every room my colonists spend any amount of time in, I'm constantly short of wood, you need sunlamps and heating to grow any crops at all, and I've had several people lose fingers and toes to frostbite. In the latter, it's a constant battle against the encroaching jungle which regrows almost as fast as I can clear it away, and food spoils almost immediately if I don't get it into a freezer.
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# ? Feb 27, 2015 22:47 |
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Filthy Monkey posted:The decay for skills over 10 is kind of irritating. It makes it really hard to get some skills up. I started a colony with min, who is a special character incapable a shitload of stuff, but who comes with 15+ art and social. Even using her as my only warden and trader, her social skill is still decaying, and has gone down to 14. Doctoring and Wardening could probably use huge boosts the the amount of XP you get since. I'm not sure my main doc leveled up once in over a year of play.
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# ? Feb 27, 2015 23:03 |
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I was just about to ask if there was a way to turn off skill decay yet. That's kinda why I stopped playing a couple alphas ago.
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# ? Feb 28, 2015 01:11 |
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Mister Bates posted:The different biomes are entirely different gameplay experiences. I used Prepare Carefully to start with two identical setups, only one's in a dry, perpetually-frigid far northern tundra and the other is in a sweltering, soaked tropical rainforest. In the former, it's dark half the year, I have to put everything indoors and heat absolutely every room my colonists spend any amount of time in, I'm constantly short of wood, you need sunlamps and heating to grow any crops at all, and I've had several people lose fingers and toes to frostbite. In the latter, it's a constant battle against the encroaching jungle which regrows almost as fast as I can clear it away, and food spoils almost immediately if I don't get it into a freezer. I'm doing a colony on the peak of a 3600m tall mountain, and it's really different. Not being able to grow food is already a big difference from regular gameplay.
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# ? Feb 28, 2015 03:48 |
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Inacio posted:I'm doing a colony on the peak of a 3600m tall mountain, and it's really different. Not being able to grow food is already a big difference from regular gameplay. You have a screen shot? I haven't tried that yet.
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# ? Feb 28, 2015 04:07 |
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Inacio posted:I'm doing a colony on the peak of a 3600m tall mountain, and it's really different. Not being able to grow food is already a big difference from regular gameplay. Is that with the icesheet mod? It gets pretty hilarious in the winter when temperatures drop to less than -100 Celsius, and even mechanoids freeze up and die before they reach your base. The first time I tried it I basically had to act out the scenario from Alive! with a ring of frozen raider corpses around my camp serving as the only food source before I could get hydroponics up and running. Drunk in Space fucked around with this message at 04:57 on Feb 28, 2015 |
# ? Feb 28, 2015 04:55 |
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Drunk in Space posted:Is that with the icesheet mod? It gets pretty hilarious in the winter when temperatures drop to less than -100 Celsius, and even mechanoids freeze up and die before they reach your base. Not even necessary, the average temps are -23 e: oh thats only in january, its a comfy 0º in july
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# ? Feb 28, 2015 13:50 |
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You don't actually have to have hydroponics to grow food though. Even on permafrosty tundras. Just build a room over some dirt, slap on some heating and a sun lamp. Works well enough when starting out. If you find some rich soil instead then that'll be a nice bonus. You can even have treefarms that way, trees grow just fine indoors. I'm pretty sure they even get auto-harvested when they grow to 100%, so it's a slow but constant source of wood.
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# ? Feb 28, 2015 14:17 |
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SubNat posted:You don't actually have to have hydroponics to grow food though. Even on permafrosty tundras. Yep: That's my main farming room right now. Excuse the mess! Dorms, kitchen (with secondary food production facilities) and freezers: Production, dining room (people don't use it much for some reason ) and main stockpile: Prison and exercising yard: Garden (note the moat and the short-range shredder turret): Power generation: My colony:
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# ? Feb 28, 2015 17:59 |
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# ? May 22, 2024 08:07 |
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Inacio posted:
Pawns are hella lazy, and never really bother walking more than a few tiles to find somewhere to sit and eat. ( Feels like something in the range of 10 or so tiles? ) So I just make the dining rooms wall-to-wall with the food stockpiles, saves a decent bit of time too.
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# ? Feb 28, 2015 19:35 |