|
I just had a simultaneous volcanic winter and cold snap things dropped from an average of about 10 this month to -30 outside lol
|
# ? Oct 25, 2015 20:18 |
|
|
# ? May 22, 2024 07:39 |
|
I just got the game a week or so ago. Already put 15 hours or so into it. Planning to start a new game because I chose a difficulty level that's not very challenging. I'm using some of the mod packs from the link in the OP for this second go through and no matter what I try, I can't get the colony to start. The screen shows where my people should be landing and then it locks up. What's the easiest way to figure out which mod did it? Is there a log generated somewhere that I can check?
|
# ? Oct 25, 2015 20:46 |
|
A psychic ship just landed right in the middle of all my crops and proceeded to cause them all to with and die! Haha...that's kind of cool actually.
|
# ? Oct 25, 2015 20:53 |
|
Mister Adequate posted:I just had a simultaneous volcanic winter and cold snap how do you check the temp? i have had to just guess how to set heaters and coolers.
|
# ? Oct 25, 2015 21:06 |
|
Tenzarin posted:how do you check the temp? i have had to just guess how to set heaters and coolers. It should be the bottom right of your game screen just above the date and weather. e; although you don't actually need that info for heaters and coolers in most cases, because the temp you set those to is their target temperature, and they will try to achieve it as long as they are powered. Ms Adequate fucked around with this message at 21:12 on Oct 25, 2015 |
# ? Oct 25, 2015 21:09 |
|
beerinator posted:I just got the game a week or so ago. Already put 15 hours or so into it. Planning to start a new game because I chose a difficulty level that's not very challenging. FYI you can change difficulty and AI director at any point from the settings menu, no restart required.
|
# ? Oct 25, 2015 21:51 |
|
junidog posted:FYI you can change difficulty and AI director at any point from the settings menu, no restart required. Ah. I didn't see that. Thanks. Also, I just deleted everything in my mods folder and then re-pasted all the contents from the download linked in the OP and everything worked. Not sure what happened.
|
# ? Oct 25, 2015 22:56 |
|
Is there any reasonable way to see what items/weapons/armor I have? i.e. if I want to equip a different weapon, is the only way for me to do that to literally look through all the weapons in my stockpile(s) by scrolling around and clicking on them to find a new one? Because that is stupid
|
# ? Oct 26, 2015 16:03 |
|
mitztronic posted:Is there any reasonable way to see what items/weapons/armor I have? i.e. if I want to equip a different weapon, is the only way for me to do that to literally look through all the weapons in my stockpile(s) by scrolling around and clicking on them to find a new one? Because that is stupid Make an armory. A room inside, stockpile set to critical, weapons only with durability over 50% or something. Makes it easier to find good weapons when you have to many. Do the same with clothes.
|
# ? Oct 26, 2015 17:17 |
|
mitztronic posted:Is there any reasonable way to see what items/weapons/armor I have? i.e. if I want to equip a different weapon, is the only way for me to do that to literally look through all the weapons in my stockpile(s) by scrolling around and clicking on them to find a new one? Because that is stupid IIRC Edb interface has an inventory tab with all the items in your colony.
|
# ? Oct 26, 2015 17:36 |
|
Is there anyway to set up the heater and cooler always to be on to keep the temperature in the rooms just right all the time? Can I force my people to not wear sub 50% durability gear? I tell the to drop their low items and they just pick it up again and get the mood decrease.
|
# ? Oct 26, 2015 23:34 |
|
Tenzarin posted:Is there anyway to set up the heater and cooler always to be on to keep the temperature in the rooms just right all the time? The outfits screen is what you want. You can set the minimum quality of items as well as what items colonists will try to wear. By default they will try to wear as many clothes as they can and with no regard to durability. Heating and cooling can be done by setting the cooler to the top end of the desired temperature and the heater to the low end of the desired temperature. A good starting point is 15 degrees minimum and 25 degrees maximum.
|
# ? Oct 27, 2015 00:14 |
|
I always farm cotton/muffalos/alpacas and get a decent crafter to crank out spare clothes for everyone. Having a small stockpile of fresh clothes is always nice for when a fight doesn't go well and you have sad and injured colonists with combat-worn clothes. Kinda wish colonists knew cabinets and dressers though.
|
# ? Oct 27, 2015 14:27 |
|
I just watched the end of this guy's playthrough. It's fairly painful to watch, but to be honest, he made some really bad decisions. https://www.youtube.com/watch?v=GAGvzG7etuo Skip to the 17 minute mark if you want to watch his colonists go down in a blaze of glory. Then the video ends with a whimper.
|
# ? Oct 27, 2015 20:25 |
|
So people that use redist heat, does it work for cooling for you? For the life of me I can't get cooling to work. Heat, no problem. But my network will never cool. I've got an industrial cooler dropping the room to about 3 kelvin and the pipes are still room temperature. Intakes and ducts are connected to the right network. Not a huge issue since my colony is in a boreal forest and it's never actually warm out, but I'd love to make a middle of the base freezer for meds
|
# ? Oct 27, 2015 21:19 |
|
Azhais posted:So people that use redist heat, does it work for cooling for you? For the life of me I can't get cooling to work. Heat, no problem. But my network will never cool. I've got an industrial cooler dropping the room to about 3 kelvin and the pipes are still room temperature. Intakes and ducts are connected to the right network. Not a huge issue since my colony is in a boreal forest and it's never actually warm out, but I'd love to make a middle of the base freezer for meds I just finished setting up a cooler duct network for the same purposes and I had no trouble with it at all
|
# ? Oct 27, 2015 22:57 |
|
Mister Adequate posted:I just finished setting up a cooler duct network for the same purposes and I had no trouble with it at all Reading the ludeon forums I'm starting to get the feeling that while heat works with just heating up the room and using intakes, for cooling I need to install inline duct coolers Heating is awesome for me atm, one of the mods in the pack lets you use power cells from the poison ships to make 2k power generators that end up putting out a ton of heat, so I just slapped some intake ducts in the room with them. Free heat!
|
# ? Oct 27, 2015 23:03 |
|
beerinator posted:I just watched the end of this guy's playthrough. It's fairly painful to watch, but to be honest, he made some really bad decisions. Holy poo poo how can this guy ties his shoes in the morning. That wasn't blaze of glory that was charge of the light brigade.
|
# ? Oct 28, 2015 03:20 |
beerinator posted:I just watched the end of this guy's playthrough. It's fairly painful to watch, but to be honest, he made some really bad decisions. Speaking of watching colonists go down in a blaze https://www.youtube.com/watch?v=IkalWcqIQuo The fun starts at 8:18 and it gets outright hilarious at 9:15.
|
|
# ? Oct 28, 2015 03:44 |
|
Lowen posted:Speaking of watching colonists go down in a blaze I was laughing out loud. This is hilarious. I guess he hasn't learned how to tell what the temperature is inside a room. "700+ Fahrenheit, get into there, put the fire out!"
|
# ? Oct 28, 2015 06:30 |
|
Just lost my fave fort to mechanoids. They wouldn't loving come out of their ancient evil room, and said room was inside a mountain (which would have rendered my MIRV mortar unusable, correct?), and when I went up to install a minigun turret closer to them, they just pelted my colonists with firebombs, and things went downhill from there. How do you guys handle a combined and entrenched mechanoid enemy?
|
# ? Oct 29, 2015 10:58 |
|
I wouldnt gently caress with them at all, not wake them up, until I have a small army of bionic super-warriors with an insane bloodlust that can only be sated by mechanoid and pirate death. MIRV mortar? Sounds like an easy mode mod to me..
|
# ? Oct 29, 2015 11:15 |
|
I wouldn't say that, they're no more accurate, shells will blow the gently caress up if left to detetoriate, and won't work when your enemies are stuck inside a mountain. Good for instilling a lively terror in primitive tribespeople, but that's about it. Man, I've tried taming and selling animals, raising a veritable fuckload of corn, and making medicine for profit, and I can't even come close to making the kind of money I need to buy bionics and weapons.
|
# ? Oct 29, 2015 11:46 |
|
Tias posted:Just lost my fave fort to mechanoids. They wouldn't loving come out of their ancient evil room, and said room was inside a mountain (which would have rendered my MIRV mortar unusable, correct?), and when I went up to install a minigun turret closer to them, they just pelted my colonists with firebombs, and things went downhill from there. Sniper rifles work for me. Sometimes it aggros them, sometimes they don't notice. If they start coming for me I just move my guy(s) back and then try again.
|
# ? Oct 29, 2015 15:27 |
|
Tias posted:Just lost my fave fort to mechanoids. They wouldn't loving come out of their ancient evil room, and said room was inside a mountain (which would have rendered my MIRV mortar unusable, correct?), and when I went up to install a minigun turret closer to them, they just pelted my colonists with firebombs, and things went downhill from there. If they're happy in there I'd leave them be? Wall off the room I guess.
|
# ? Oct 29, 2015 15:34 |
|
OwlFancier posted:If they're happy in there I'd leave them be? Wall off the room I guess. If you think I won't shoot no fronting mechanoids you don't know me well enough son
|
# ? Oct 29, 2015 18:43 |
|
Tias posted:If you think I won't shoot no fronting mechanoids you don't know me well enough son Don't mechanoids have the same heat issues as everyone else? Make a big room around their entrance out of aggro range, fill it with wooden furniture, set it on fire
|
# ? Oct 29, 2015 19:02 |
|
Azhais posted:Don't mechanoids have the same heat issues as everyone else? Make a big room around their entrance out of aggro range, fill it with wooden furniture, set it on fire Err, technically they can die from overheating and freezing but if you have a look their temperature range is something like 200 degrees C to -100 C or something. So if you feel you can do it you can certainly try cooking them but be prepared for anything even moderately combustible to also experience the same.
|
# ? Oct 29, 2015 19:18 |
|
It's really not hard to build a bunch of wooden walls and then molotov them to get the place warmed up. The hard part is doing it in such a way that you can light the fire, then wall them in without them coming for you.
|
# ? Oct 29, 2015 23:37 |
|
That part isn't hard but if there's anything in the room you don't want to spontaneously catch fire, you may have some problems. Essentially I'm assuming there is something worth looting in the room which you may not want to incinerate.
|
# ? Oct 29, 2015 23:43 |
|
Tommofork posted:It's really not hard to build a bunch of wooden walls and then molotov them to get the place warmed up. The hard part is doing it in such a way that you can light the fire, then wall them in without them coming for you. It sounds like "them coming for him" would be OK, since the problem is they just won't leave their nice safe burrow
|
# ? Oct 30, 2015 00:03 |
|
OwlFancier posted:That part isn't hard but if there's anything in the room you don't want to spontaneously catch fire, you may have some problems. I got it, Light everything outside the room ON FIRE. make sure the bad guys leave the room.
|
# ? Oct 30, 2015 00:06 |
|
I guess I just wanted to take them in a fair fight Which sometimes works, but here they were just too hard to root out.
|
# ? Oct 30, 2015 08:42 |
|
Build a room around the ship part like that, with wooden beds to the right, where the fire is. Put an incendiary IED next to the beds. Get a dude to stand in the corner where the chair is on the picture, and melee attack the ship. Mechanoids will spawn and trigger the IED eventually, setting the beds on fire. This will raise the temperature in the room enough to kill them. Remove the roof, dismantle a wall and set the place to home area to put out the fire. Do not destroy the ship part while the place is on fire, you will destroy the items that drop.
|
# ? Oct 30, 2015 08:56 |
|
How do you dismantle a roof ?
|
# ? Oct 30, 2015 22:34 |
|
mitztronic posted:How do you dismantle a roof ? add a no-roof zone
|
# ? Oct 30, 2015 22:36 |
|
Due to the power of the killbox, my base is half the map now.
|
# ? Nov 2, 2015 04:50 |
I swear to Christ, the last 10 colonists/prisoners I've had have been super melee champions with no shooters in sight. I have a single shooter who has had all but a single leg and eye replaced due to war wounds. Nobody is even an 'interested' shooter. I guess it's time to scrounge up every bit of body armour/personal shield I can find and start churning out masterwork plasteel gladiuses (and then just roll over and die to the eventual mechanoid invasion).
|
|
# ? Nov 2, 2015 14:37 |
|
ChickenWing posted:I swear to Christ, the last 10 colonists/prisoners I've had have been super melee champions with no shooters in sight. I have a single shooter who has had all but a single leg and eye replaced due to war wounds. Nobody is even an 'interested' shooter. I terminized my shooter, but he doesnt have a nose. So he is like some kind of robotic monster. Ended 2 sieges in the first day by himself.
|
# ? Nov 2, 2015 19:27 |
|
|
# ? May 22, 2024 07:39 |
|
ChickenWing posted:(and then just roll over and die to the eventual mechanoid invasion). Clubs work better, bulletproof armour is sharp-based.
|
# ? Nov 2, 2015 19:39 |