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Flesh Forge posted:I tried a farming setup where I captured a whole bunch of outdoor land and walled it up in 8x8 cells, and then disassembled the walls leaving enough supports to hold the ceiling up. Well, I won't do that again because it's a giant fire hazard/Easy-Bake oven for colonists. I'm not seeing the problem with this.
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# ? Mar 12, 2015 20:02 |
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# ? May 15, 2024 20:52 |
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Flesh Forge posted:I tried a farming setup where I captured a whole bunch of outdoor land and walled it up in 8x8 cells, and then disassembled the walls leaving enough supports to hold the ceiling up. Well, I won't do that again because it's a giant fire hazard/Easy-Bake oven for colonists. This happened to me with a mountain Vault and an electrical explosion in my hydroponics. I'd been keeping the entire interior except for the bedrooms as a single space for easy temperature management. I stopped trying to fight the fire when the temperature hit 100C and it had risen to 250C by the time the last guy got outside. Can dudes at this temperature spontaneously combust because I think that happened just as he was leaving. I ended up having to dismantle doors from the outside in and flush the hot air out.
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# ? Mar 12, 2015 20:58 |
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Senethro posted:This happened to me with a mountain Vault and an electrical explosion in my hydroponics. I'd been keeping the entire interior except for the bedrooms as a single space for easy temperature management. I stopped trying to fight the fire when the temperature hit 100C and it had risen to 250C by the time the last guy got outside. Can dudes at this temperature spontaneously combust because I think that happened just as he was leaving. I ended up having to dismantle doors from the outside in and flush the hot air out. Yes. https://www.youtube.com/watch?v=hY14qeWPCZ4
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# ? Mar 12, 2015 21:06 |
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Holy gently caress, that's actually a pretty brilliant (if completely horrific ) low-effort defensive strategy, could you do the same thing with a shitload of heaters set to ludicrously high temperatures?
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# ? Mar 12, 2015 23:37 |
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That looks like the exact opposite of low-effort to me.
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# ? Mar 13, 2015 00:10 |
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Heffer posted:Does colonist shooting skill affect their use of mortars? because these guys are lovely shots. mortars don't use the gun skill. They are just incredibly inaccurate. You will probably take 10+ rounds to hit anything.
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# ? Mar 13, 2015 00:29 |
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Start on a forest map, use incendiary mortars. You might want to have a fire break up first though.
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# ? Mar 13, 2015 00:35 |
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Mister Bates posted:Holy gently caress, that's actually a pretty brilliant (if completely horrific ) low-effort defensive strategy, could you do the same thing with a shitload of heaters set to ludicrously high temperatures? Probably, but fire is the best way to raise indoor temperatures insanely quickly and won't fail due to a solar flare. Someone did something similar with coolers that would freeze mechanoids but I can't remember the details/find it.
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# ? Mar 13, 2015 01:38 |
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It's weird, I expected tundra and desert to be way more hostile and hard to survive on than they are. While you're pressed a lot harder in tundra to do hydroponics, at least it's cold all the time and you don't have to worry about temperature differential making colonists sick (just put them in parkas and they're fine) or spoilage of food/hunting kills. For desert yeah it's hot, but it just doesn't seem threatening. I bet if Tynan implemented drinks along with food it would be quite a lot harder and more interesting. e: The worst thing about desert is lightning storms setting all your poo poo on fire. We can build geothermal power plants out of sticks and dried poop but we don't know what lightning rods are. e: game needs lightning rods Flesh Forge fucked around with this message at 06:33 on Mar 13, 2015 |
# ? Mar 13, 2015 06:31 |
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I'm looking for a simple mod that allows crafting of low tier armor, nothing powergamey. There's a bunch of mods out there that add ridiculous bullshit, I just want something basic like the Gunsmithing table mod, which is just perfect for what it is.
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# ? Mar 13, 2015 06:49 |
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I used a cheaty colonist with 20 Crafting skill to make a masterwork plasteel longsword. The thing did 30 damage and was practically a lightsaber. Now imagine if you could craft a masterwork sniper rifle for your careful shooter colonist. Honestly, masterwork weapons are so rare, powerful and ludicrously expensive that they should get their own name. Good luck finding a trader that sells one (and good luck finding the money to buy it) though.
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# ? Mar 13, 2015 10:05 |
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Flesh Forge posted:I bet if Tynan implemented drinks along with food it would be quite a lot harder and more interesting. Water is conspicuously absent from the game given the emphasis on survival, and especially the significance of food and starvation. Certainly the desert biome doesn't feel quite right without it. If Tynan does add water eventually, I hope someone makes a stillsuit mod so I can go all-out on an Arrakis-themed playthrough.
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# ? Mar 13, 2015 16:31 |
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Flesh Forge posted:It's weird, I expected tundra and desert to be way more hostile and hard to survive on than they are. While you're pressed a lot harder in tundra to do hydroponics, at least it's cold all the time and you don't have to worry about temperature differential making colonists sick (just put them in parkas and they're fine) or spoilage of food/hunting kills. For desert yeah it's hot, but it just doesn't seem threatening. I bet if Tynan implemented drinks along with food it would be quite a lot harder and more interesting. Even worse is that the colonists know how to make solar panels from nothing more than metal, but have forgotten what a fire extinguisher is and resort to stomping on fires to put them out.
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# ? Mar 13, 2015 16:38 |
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Am I missing a way to put out a fire that is 2 tiles deep? i.e. when my solar panel catches on fire, they'll put out the nearest fire, but the middle of the panel keeps burning and it seems there's no way to stop it?
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# ? Mar 13, 2015 20:35 |
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crabrock posted:Am I missing a way to put out a fire that is 2 tiles deep? i.e. when my solar panel catches on fire, they'll put out the nearest fire, but the middle of the panel keeps burning and it seems there's no way to stop it? If it's raining, you best bet is to tell your colonists to repair it. Otherwise try to disassemble it before it breaks, cause you get more resources back I think.
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# ? Mar 13, 2015 21:22 |
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As far as I can tell if a solar panel catches on fire it's doomed
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# ? Mar 13, 2015 21:25 |
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Flesh Forge posted:As far as I can tell if a solar panel catches on fire it's doomed It's agonizing when your Steam Generator gets a fire in the middle and you just get to watch a pile of metal go up in smoke.
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# ? Mar 13, 2015 22:04 |
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Is legendary a lower level of quality than Masterwork?
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# ? Mar 13, 2015 22:14 |
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Is there a mod that makes it so I don't waste a medkit on giving prisoners anesthesia if I'm harvesting their organs? Like, I get the principle of it, but if someone tries to gun down my dudes I'm not terribly sympathetic to their pain, especially if they're losing a lung or their heart and about to die on the table regardless. And medkits are much better used to put the harvested organs in my colonists, anyways.
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# ? Mar 13, 2015 22:27 |
LORD OF BUTT posted:Is there a mod that makes it so I don't waste a medkit on giving prisoners anesthesia if I'm harvesting their organs? Well, if this were SS13, I'd suggest fire extinguishers, but as just pointed out, nobody in the Rimworld universe seems to know what they are, so..
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# ? Mar 14, 2015 00:12 |
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Leif. posted:Is legendary a lower level of quality than Masterwork? Fairly sure Legendary is top tier, followed by masterwork, then excellent, then superior.
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# ? Mar 14, 2015 00:23 |
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LORD OF BUTT posted:Is there a mod that makes it so I don't waste a medkit on giving prisoners anesthesia if I'm harvesting their organs? The medkits aren't for the prisoners. They're for the organs.
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# ? Mar 14, 2015 02:01 |
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Lack of medicine is especially annoying if you have a guy with an infected limb and you can't operate to save them. Like, give me some booze and something hard to bite down, or even just a good old fashioned medieval mallet - I promise I won't complain too much if my life is the balance. (Seriously, there should be an option to do surgery without medicine at a high risk of death).
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# ? Mar 14, 2015 03:30 |
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Drunk in Space posted:Lack of medicine is especially annoying if you have a guy with an infected limb and you can't operate to save them. Like, give me some booze and something hard to bite down, or even just a good old fashioned medieval mallet - I promise I won't complain too much if my life is the balance. (Seriously, there should be an option to do surgery without medicine at a high risk of death). There is. Grow medicine herbs.
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# ? Mar 14, 2015 04:07 |
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Drunk in Space posted:Lack of medicine is especially annoying if you have a guy with an infected limb and you can't operate to save them. Like, give me some booze and something hard to bite down, or even just a good old fashioned medieval mallet - I promise I won't complain too much if my life is the balance. (Seriously, there should be an option to do surgery without medicine at a high risk of death). Malpractice suits are in the next patch, no doc would touch this.
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# ? Mar 14, 2015 04:09 |
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Pound_Coin posted:There is. Yeah, but I'm talking about a situation where, for whatever reason, you have no medicine period, even herbal stuff. It became an issue in a recent game of mine with the crash landing mod. You start off with a bunch of people badly injured from the crash, and many of them will inevitably develop infections. Unless you luck out and have a pod crash with a load of medical supplies, you have no way of treating them properly, as you won't be able to grow xerigium in time. Also, herbal is still, what, 85% effective? If surgery without medicine became a thing, I'd expect it to be really low, like 20% or something. Tommofork posted:Malpractice suits are in the next patch, no doc would touch this. Legal issues will be resolved in a thunderdome-style arena, though, so as long as your doctor has his melee skill levelled up
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# ? Mar 14, 2015 07:06 |
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I'm running a cannibal colony with the "Prepare Carefully" and "Winter is Here" mods for that glorious Donner Party experience and god I am super chuffed. You have to respect a game that actually allows you options like this. All my non-cannibals are constantly spewing puke everywhere - which just makes them HUNGRIER FOR HUMAN FLESH
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# ? Mar 14, 2015 15:41 |
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Drunk in Space posted:Yeah, but I'm talking about a situation where, for whatever reason, you have no medicine period, even herbal stuff. It became an issue in a recent game of mine with the crash landing mod. You start off with a bunch of people badly injured from the crash, and many of them will inevitably develop infections. Unless you luck out and have a pod crash with a load of medical supplies, you have no way of treating them properly, as you won't be able to grow xerigium in time. More an issue with the mod really, as if you have no meds in a proper colony something has gone terribly wrong but also hopefully not everyone will already be infected.
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# ? Mar 14, 2015 15:44 |
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Flesh Forge posted:I'm running a cannibal colony with the "Prepare Carefully" and "Winter is Here" mods for that glorious Donner Party experience and god I am super chuffed. You have to respect a game that actually allows you options like this. All my non-cannibals are constantly spewing puke everywhere - which just makes them HUNGRIER FOR HUMAN FLESH I keep a freezer full of corpses, just in case things go wrong. To quote Alpha Centauri, it is every colonist's final duty to go into the tanks and become one with all the people.
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# ? Mar 14, 2015 15:48 |
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quote:March 4 fuuuuuuuuuuuck
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# ? Mar 14, 2015 17:08 |
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Inacio posted:fuuuuuuuuuuuck yeah but Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs. Trees are no longer sowable. Traders carry wood. don't these pretty much cancel out?
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# ? Mar 14, 2015 17:17 |
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The recent changelog entry that piqued my interest the most is that colonists will now automatically change clothes. I hope this means we could eventually have drafted pawns automatically putting on helmets and power suits, because doing that poo poo manually with a lot of troops is annoying as all gently caress at the moment.Geokinesis posted:More an issue with the mod really, as if you have no meds in a proper colony something has gone terribly wrong but also hopefully not everyone will already be infected. I've actually stopped using it now. The concept behind it is brilliant and it certainly makes the beginning of the game much more tense and dramatic, but the modder really needs to work on balancing things so you're not completely hosed over by the RNG. A big problem right now is that the initial three colonists you start with can be killed outright on impact, giving you an immediate game over all of five seconds into it.
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# ? Mar 14, 2015 17:32 |
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Drunk in Space posted:The recent changelog entry that piqued my interest the most is that colonists will now automatically change clothes. I hope this means we could eventually have drafted pawns automatically putting on helmets and power suits, because doing that poo poo manually with a lot of troops is annoying as all gently caress at the moment.
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# ? Mar 14, 2015 23:03 |
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Drunk in Space posted:I've actually stopped using it now. The concept behind it is brilliant and it certainly makes the beginning of the game much more tense and dramatic, but the modder really needs to work on balancing things so you're not completely hosed over by the RNG. A big problem right now is that the initial three colonists you start with can be killed outright on impact, giving you an immediate game over all of five seconds into it. I mean, a five-second immediate game over just means I restart and try again. It's actually less bad than one where you're kinda hosed but have to drag it out.
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# ? Mar 15, 2015 00:21 |
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Fun fact: your guys get a bad thought if you just straight-up execute a prisoner, but if you release one and then draft one of your guys and have him shoot them to death, it gives everyone around them a happy thought. Cybernetic Storm is a hilarious mod. One of my guys got his hand shot off, so I just had my doc hack off a prisoner's arm and graft it onto him with functioning hand attached. Eventually my colony's gonna be some horrible Frankenstein commune where my colonists are all made up of POW bits from the neck down. WeedlordGoku69 fucked around with this message at 02:45 on Mar 15, 2015 |
# ? Mar 15, 2015 02:42 |
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That high level mortar in the more turrets mod is ridiculously overpowered. It shoots a burst of 5 shells, is more accurate than a normal mortar, and doesn't actually use artillery shells at all so it just has unlimited ammo. I was killing off entire sieges in 1 or 2 shots, and then I'd fire it into a herd of muffalo to replenish meat stocks.
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# ? Mar 15, 2015 13:01 |
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I don't know why people mod so much rubbish like that, the game already has god mode poo poo built into it anyway. It's really annoying when you're looking at an interesting mod, ok this is neat, that is fun - woops this is gay as hell why did you add this in
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# ? Mar 15, 2015 16:37 |
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Just don't use it?
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# ? Mar 15, 2015 19:46 |
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Yes duh.
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# ? Mar 15, 2015 21:12 |
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# ? May 15, 2024 20:52 |
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For reals, what a brilliant suggestion, I would never have thought of that thanks so much
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# ? Mar 15, 2015 21:13 |