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I Said No
May 21, 2007

jesus dude ur gonna kill someone with that av
It's pretty much always good policy to hack off the legs of every prisoner you take as soon as you take them since it prevents them from going apeshit no matter how pissed off they get about anything. I mean the only way to keep them in line otherwise is have your warden constantly natter at them and furnish them with luxurious horseshit, which is just a pain in the rear end.

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Agnostalgia
Dec 22, 2009

Leopold II of Belgium posted:

It's pretty much always good policy to hack off the legs of every prisoner you take as soon as you take them since it prevents them from going apeshit no matter how pissed off they get about anything. I mean the only way to keep them in line otherwise is have your warden constantly natter at them and furnish them with luxurious horseshit, which is just a pain in the rear end.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Do you still need to put beacons outdoors? I've pretty much abandoned trading because moving poo poo to an outdoors stockpile just for trading whenever a ship I'm interested in swings by is a pain in the neck and I can't be bothered to deal with it.

ChickenWing
Jul 22, 2010

:v:

PiCroft posted:

Do you still need to put beacons outdoors? I've pretty much abandoned trading because moving poo poo to an outdoors stockpile just for trading whenever a ship I'm interested in swings by is a pain in the neck and I can't be bothered to deal with it.

I think someone mentioned earlier that if you put a beacon inside (under a roof or thin mined out ceiling) the beacon will automatically put a hole in the roof for itself.

Taeke
Feb 2, 2010


ChickenWing posted:

I think someone mentioned earlier that if you put a beacon inside (under a roof or thin mined out ceiling) the beacon will automatically put a hole in the roof for itself.

Or you can just build a secondary beacon outside where you'll receive the goods. It doesn't need a stockpile, you can have that at an indoor beacon.

FeculentWizardTits
Aug 31, 2001

PiCroft posted:

Do you still need to put beacons outdoors? I've pretty much abandoned trading because moving poo poo to an outdoors stockpile just for trading whenever a ship I'm interested in swings by is a pain in the neck and I can't be bothered to deal with it.

If you're in a mountain then you'll need to place a beacon outside, otherwise the stuff you buy will land in odd places or possibly on top of the mountain you're in, making it in inaccessible. You can have multiple beacons that form a trade network, so your interior storage areas can have beacons that'll let you sell the stuff in their radius even though they won't have any sky access, and then anything you buy will automatically land at the outside beacon.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Ah, that's cool. I didn't know they formed a network like that. Thanks for the tips folks.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Also, if you keep a single beacon outside, that is the one pirates and mechs will drop on. So put it outside your main base, maybe cover it with turrets.

Sub Rosa
Jun 9, 2010




Spakstik posted:

If you're in a mountain then you'll need to place a beacon outside, otherwise the stuff you buy will land in odd places or possibly on top of the mountain you're in, making it in inaccessible.

Unless something changed in A10 this isn't correct. Goods just come down to the closest outside tile, and it's very consistent.

wolfman101
Feb 8, 2004

PCXL Fanboy

Sub Rosa posted:

Unless something changed in A10 this isn't correct. Goods just come down to the closest outside tile, and it's very consistent.

This isn't true. I have had them drop a good distance away from the closest outside tile.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Go look at some of the poo poo in the change log:

quote:

Added IED bomb trap.
Added IED incendiary trap.
Added research projects for IED

Added volcanic winter incident and map condition.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
Wait so they can build automated sentry turrets and power generators but they have to improvise bombs?

OwlFancier
Aug 22, 2013

An IED is any explosive that is used outside of its explicit purpose.

So, a HE RPG warhead hooked up to a detonator is an IED, depsite being a perfectly functional and intricate explosive.

So, unless someone mass produces big remote detonated bombs for blowing up raiders, putting a bunch of dynamite in a hole and blowing it up when someone goes past is an IED.

If I had to guess, I would imagine the IED uses mortar ammo or something as a building material, so it'd presumably be a mortar shell with a detonator attached, which is how a lot of real life IEDs are made.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Baby steps guys, it's only the second kind of trap he's added.

Sub Rosa
Jun 9, 2010




wolfman101 posted:

This isn't true. I have had them drop a good distance away from the closest outside tile.

It has been very consistent for me across multiple games in multiple worlds and I always bore into mountains so I dunno.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.

OwlFancier posted:

An IED is any explosive that is used outside of its explicit purpose.

So, a HE RPG warhead hooked up to a detonator is an IED, depsite being a perfectly functional and intricate explosive.

So, unless someone mass produces big remote detonated bombs for blowing up raiders, putting a bunch of dynamite in a hole and blowing it up when someone goes past is an IED.

If I had to guess, I would imagine the IED uses mortar ammo or something as a building material, so it'd presumably be a mortar shell with a detonator attached, which is how a lot of real life IEDs are made.

I know.

My point is why not make a bomb for the express purpose of blowing up a raider when you clearly have the means to do so, given other available equipment. I honestly just think he wanted to use the association with the word IED, needlessly in my opinion. It's kind of cheap.

Donkringel
Apr 22, 2008

Opal posted:

I know.

My point is why not make a bomb for the express purpose of blowing up a raider when you clearly have the means to do so, given other available equipment. I honestly just think he wanted to use the association with the word IED, needlessly in my opinion. It's kind of cheap.

It may just be the rough draft and change in later versions. I believe other weapons had sort of oddly specific names that were later changed to more generic versions without specific connection back to current times.

Honky Dong Country
Feb 11, 2015

So I have a question about personal shields. I know they block firearms and energy weapons, but can a grenadier with a shield throw grenades still? I've got this idea about shielded grenadiers with power claws or scyther claws for close work. Is this a possible way to get some ranged damage with solid melee? I'm assuming a grenadier with claws would chuck grenades and then use their claws for melee. I would test this myself but I lack the equipment and stuff. Anybody tried this?

Ultimate Shrek Fan
May 2, 2005

by FactsAreUseless
I feel like I keep having to micromanage my crops. They plant/harvest no problem but when it comes to hauling the crop back to the storage room they seem to wait until they rot. Any solutions?

Aleth
Aug 2, 2008

Pillbug
Dedicated haulers who have no other jobs, or with hauling set to a higher priority manually.

That Guy Bob
Apr 30, 2009

Avernus posted:

So I have a question about personal shields. I know they block firearms and energy weapons, but can a grenadier with a shield throw grenades still? I've got this idea about shielded grenadiers with power claws or scyther claws for close work. Is this a possible way to get some ranged damage with solid melee? I'm assuming a grenadier with claws would chuck grenades and then use their claws for melee. I would test this myself but I lack the equipment and stuff. Anybody tried this?

I tried this with EMP grenades vs scythers, it doesn't work you'll just get the cannot shoot through shields message if you try, RIP BeefyMcBionic arms.

Honky Dong Country
Feb 11, 2015

That Guy Bob posted:

I tried this with EMP grenades vs scythers, it doesn't work you'll just get the cannot shoot through shields message if you try, RIP BeefyMcBionic arms.

Well poo poo. Well I'll prolly make a couple blade-handed cyborgs just for standard melee anyway.

Jet Jaguar
Feb 12, 2006

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



Opal posted:

Wait so they can build automated sentry turrets and power generators but they have to improvise bombs?

Some of the early alphas had Blasting Charges as a thing you could build. They were spectacular for dealing with the human wave attacks of raiders that the storytellers would spawn at you.

They were removed after a couple of revisions, glad to see them making a comeback of sorts.

Alaan
May 24, 2005

Yeah even for a game involving forced murder corridors they were pretty cheesy. Give the AI cover, place bomb on cover, RIP enemy.

Honky Dong Country
Feb 11, 2015

Do cryo caskets pretty much freeze everything, including aging? I'm thinking of turning a few high skilled fighters into cybernetic murderers and keeping them on ice when the fight ain't big enough to warrant waking them. I think I saw somebody else earlier in the thread talking about it but has anybody gone to the trouble?

OwlFancier
Aug 22, 2013

Cryo essentially freezes people as they are, stops aging, death from sickness or wounds, anything.

Downside is I belive there is now a cryosickness condition that will occur if you wake them up, so you would need to wake them up in advance of a fight.

Honky Dong Country
Feb 11, 2015

OwlFancier posted:

Cryo essentially freezes people as they are, stops aging, death from sickness or wounds, anything.

Downside is I belive there is now a cryosickness condition that will occur if you wake them up, so you would need to wake them up in advance of a fight.

Hrm, that doesn't sound too bad for sieges. I keep a dozen mortars I like to mercilessly bombard their camps with. Since mortars are so inaccurate that should leave plenty of time for my ageless death machine to shake off the freezer burn.

OrangeSoda
Oct 8, 2007

OrangeSoda digivolved into Monzaemon!

OrangeSoda has unlocked BEAR POWERS!
I still haven't been able to really get a settlement started in the new version. there's one reason for this: Bad Back.

Every single time iv'e tried to begin, 90%-100% of my starting colonists have a bad back. It's just absolutely crippling to the fort. They move so slow that nothing get done and move even slower when hauling things. Iv'e even tried to be a wuss and use prepare carefully to get some extra help but it just means more people crawling around at the speed of snails. Since they take an entire day (sometimes two) to haul one thing, they never get any sleep or food, so they'er all starving, tired and unhappy, falling down where they stand to sleep and then getting mad that it happened.

It's not like they're all old, either. Most of them are around 30-50, except an 80 year old mercenary who's got a bad back, a bum leg and cataracts. He's also started with level 10 (!!!) shooting, though.

I had one person out of 6 not have a bad back and they basically had to run everything. That is, until they got a leg and arm shot off by a raider because fort geezer was taking too long to come and help out in the fight. When they did arrive, one of the old assholes promptly shot him in the face instead of the raider three tiles to his right. He's still alive, but now he's bedridden, missing two limbs and suffering from brain damage.

My entire settlement now consists of a bunch of people who never learned to lift with their legs and a mentally retarded cripple iv'e nicknamed stumpy. How do I fight back against the legions of workers comp collectors that make up every settlement iv'e attempted in the new version?

OwlFancier
Aug 22, 2013

You shouldn't be reliable getting that condition below age fifty or sixty. Reroll colonists until they're below that age, or go for younger still if you want to completely avoid it.

Pornographic Memory
Dec 17, 2008
Yeah I've gotta say, I rarely have colonists with age-related health ailments below 50 years old. I think you must be having a ton of bad luck or something.

Speaking of 10 shooting guy with cataracts though, I've started a few colonies with those and I wish there was a more intuitive display of how disabilities (or bionic enhancements, or any other modifiers) affect skills, like if the skills display showed you "Nominal Skill" vs. "Effective Skill".

OwlFancier
Aug 22, 2013

Pornographic Memory posted:

Yeah I've gotta say, I rarely have colonists with age-related health ailments below 50 years old. I think you must be having a ton of bad luck or something.

Speaking of 10 shooting guy with cataracts though, I've started a few colonies with those and I wish there was a more intuitive display of how disabilities (or bionic enhancements, or any other modifiers) affect skills, like if the skills display showed you "Nominal Skill" vs. "Effective Skill".

If you select the colonist, you can click the little i in the bottom left panel to bring up a massive list of stats and how they're calculated, much, much more detailed than the skill levels.

Aleth
Aug 2, 2008

Pillbug

OrangeSoda posted:

I still haven't been able to really get a settlement started in the new version. there's one reason for this: Bad Back.

Every single time iv'e tried to begin, 90%-100% of my starting colonists have a bad back. It's just absolutely crippling to the fort. They move so slow that nothing get done and move even slower when hauling things. Iv'e even tried to be a wuss and use prepare carefully to get some extra help but it just means more people crawling around at the speed of snails. Since they take an entire day (sometimes two) to haul one thing, they never get any sleep or food, so they'er all starving, tired and unhappy, falling down where they stand to sleep and then getting mad that it happened.

It's not like they're all old, either. Most of them are around 30-50, except an 80 year old mercenary who's got a bad back, a bum leg and cataracts. He's also started with level 10 (!!!) shooting, though.

I had one person out of 6 not have a bad back and they basically had to run everything. That is, until they got a leg and arm shot off by a raider because fort geezer was taking too long to come and help out in the fight. When they did arrive, one of the old assholes promptly shot him in the face instead of the raider three tiles to his right. He's still alive, but now he's bedridden, missing two limbs and suffering from brain damage.

My entire settlement now consists of a bunch of people who never learned to lift with their legs and a mentally retarded cripple iv'e nicknamed stumpy. How do I fight back against the legions of workers comp collectors that make up every settlement iv'e attempted in the new version?

If you're using Edb prepare carefully you can turn off generate old injuries like so:




Or just go and edit the save to remove the injuries I guess:

code:
<healthTracker>
								<healthState>Dead</healthState>
								<hediffSet>
									<hediffs>
										<li Class="Hediff_Injury">
											<def>Gunshot</def>
											<partIndex>0</partIndex>
											<severity>4</severity>
											<isOld>True</isOld>
										</li>
									</hediffs>
								</hediffSet>
Search for 'bad back' or whatever and delete the '<li Class=' up to and including '</li>':

code:
<healthTracker>
								<healthState>Dead</healthState>
								<hediffSet>
									<hediffs>
									</hediffs>
								</hediffSet>

Alaan
May 24, 2005

Older people generally have higher level skills(this isn't definite though, I've had some crazy skilled 19 year olds) but more likely to have permanent injuries/blindness/whatever.

Not realizing this I totally hosed my first base post age matters patch. I had a pile of guys with sweet skills. Start up, "oh hey why is everyone so slow. Oh they are all 60 year old cripples"

Yousomuscle
Sep 13, 2012
I'm currently watching my colonists eat frozen, raw potatoes rather than put them into nutrient paste hoppers. Can anyone please help explain why they're this retarded?

Danaru
Jun 5, 2012

何 ??

Yousomuscle posted:

I'm currently watching my colonists eat frozen, raw potatoes rather than put them into nutrient paste hoppers. Can anyone please help explain why they're this retarded?

Check the priority of your hoppers, if the stockpile is a higher priority, they'll never load the hoppers.

Tsyni
Sep 1, 2004
Lipstick Apathy
So I've never used nutrient paste. Is it a great way to go?

Donkringel
Apr 22, 2008

Tsyni posted:

So I've never used nutrient paste. Is it a great way to go?

Eh, if you're low on food and time. The paste dispenser are about 10% more efficient with the research (9 units of food used instead of 10 for a simple meal) and the malus mood for the paste is less then the raw food malus. I keep one around in my prison so prisoners can feed themselves which save the colonists some work, but ideally you shouldn't need to rely on it.

Oh, another fringe benefit, I don't think your colonists will have to worry about food poisoning with it.

ChickenWing
Jul 22, 2010

:v:

Donkringel posted:

I keep one around in my prison so prisoners can feed themselves which save the colonists some work, but ideally you shouldn't need to rely on it.

I thought they patched this out

OwlFancier
Aug 22, 2013

ChickenWing posted:

I thought they patched this out

I believe it's intended behavior.

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Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Are you a bad enough dude to test Rimworld? The dev is asking for testers for Alpha 11 (and possibly beyond).

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