Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.

LLSix posted:

What are some good modpacks now?


http://garfu.net/Mods.zip

Adbot
ADBOT LOVES YOU

Jel Shaker
Apr 19, 2003

any recommendations which ones are most fun to play?

I liked the one which allowed you to recruit / chat to visitors (until a rude antisocial member of your colony starts chatting to them and ruining any positive feelings)

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Why are you using Combat Realism Defence along with another Embrasures mod?

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.

SovietPotatoe posted:

Why are you using Combat Realism Defence along with another Embrasures mod?

I don't actually use the other embrasures. Probably just in there because I download those embrasures first before I found combat realism. Also combat realism defense adds more than just more embrasures.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Can anyone explain what actually causes raids to happen more? I have 6.5m wealth in this current colony and I edited my difficulty to have 2.0 threat with Cassandra settings on:
code:
    <threatCycleLength>10</threatCycleLength>
    <minDaysBetweenThreatBigs>1</minDaysBetweenThreatBigs>
    <classic_RandomEventMTBDays>1</classic_RandomEventMTBDays>
    <classic_ThreatBigMTBDays>1</classic_ThreatBigMTBDays>
    <classic_ThreatSmallMTBDays>1</classic_ThreatSmallMTBDays>
and it still seems like it's around 15 days between raids sometimes more.


edit: I think I made them a little more common by changing the critical population level to like 3. I guess that makes them send poo poo your way to try to reduce your population? 2 Sieges in 2 days woo.

Garfu fucked around with this message at 04:22 on Dec 10, 2015

Bondematt
Jan 26, 2007

Not too stupid
I just had a bunch of Yorkies come join my lovely colony.

I'm debating if I should train a lap dog army, or start breeding them for meat.

Edit: I ended up treating the Yorkies like kings, but food is getting scarce...

Bondematt fucked around with this message at 09:23 on Dec 11, 2015

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Garfu posted:

I don't actually use the other embrasures. Probably just in there because I download those embrasures first before I found combat realism. Also combat realism defense adds more than just more embrasures.

I know it adds more, I just skimmed through your screenshot and thought it was strange to have both CR and non-CR embrasures, I've had people reporting issues because of that in the past (my usual internet handle outside SA is NoImageAvailable, I'm the guy who made the combat realism mod).

Garfu posted:

Can anyone explain what actually causes raids to happen more? I have 6.5m wealth in this current colony and I edited my difficulty to have 2.0 threat with Cassandra settings on:
code:
    <threatCycleLength>10</threatCycleLength>
    <minDaysBetweenThreatBigs>1</minDaysBetweenThreatBigs>
    <classic_RandomEventMTBDays>1</classic_RandomEventMTBDays>
    <classic_ThreatBigMTBDays>1</classic_ThreatBigMTBDays>
    <classic_ThreatSmallMTBDays>1</classic_ThreatSmallMTBDays>
and it still seems like it's around 15 days between raids sometimes more.


edit: I think I made them a little more common by changing the critical population level to like 3. I guess that makes them send poo poo your way to try to reduce your population? 2 Sieges in 2 days woo.

My first guess would be that threatCycleLength includes big and small threats, what's the rate of single-animal insanity events? Also going over the critical population cap basically makes the game go into population control mode and try really hard to kill off enough guys to get back below the limit. IIRC it also won't give you any prisoners at all.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.

SovietPotatoe posted:


My first guess would be that threatCycleLength includes big and small threats, what's the rate of single-animal insanity events? Also going over the critical population cap basically makes the game go into population control mode and try really hard to kill off enough guys to get back below the limit. IIRC it also won't give you any prisoners at all.

Ah. I was interpreting threatCycleLength to be how many days it takes for the base threat level to increase. I'll try lowering that even more and see if bad things happen more often. If that's the case I'll probably lower the 2x threat I've added to extreme difficulty.

At the moment it seems like I'm able to still recruit people. I just had a 83 difficulty guy get recruited and I'm working on another right now which would put me at 7 colonists. The critical level is set to 3 and I get a raid or siege maybe once every 5-15 days.

Skaw
Aug 5, 2004

Bondematt posted:

I just had a bunch of Yorkies come join my lovely colony.

I'm debating if I should train a lap dog army, or start breeding them for meat.

Edit: I ended up treating the Yorkies like kings, but food is getting scarce...

What are you talking about? You have plenty of food right there, inside the Yorkies!

But seriously, butcher all yorkies. Only animal group joining that ends up being a positive for food are chickens.

At least with chinchillas and other textile growing animals you can crank out clothing to sell for food but thats not as great as just having dozens of eggs every day.

Skaw fucked around with this message at 22:46 on Dec 11, 2015

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Still not quite understanding why I haven't seen a siege/raid/other major event in ~15 days with this:
code:
    <desiredPopulationMin>1</desiredPopulationMin>
    <desiredPopulationMax>2</desiredPopulationMax>
    <desiredPopulationCritical>3</desiredPopulationCritical>
    <threatCycleLength>3</threatCycleLength>
    <minDaysBetweenThreatBigs>1</minDaysBetweenThreatBigs>
    <classic_RandomEventMTBDays>1</classic_RandomEventMTBDays>
    <classic_ThreatBigMTBDays>1</classic_ThreatBigMTBDays>
    <classic_ThreatSmallMTBDays>1</classic_ThreatSmallMTBDays>
and 8 population


edit: also paving over the amazon really shits on my fps: http://i.imgur.com/pBz3CUt.gifv

Garfu fucked around with this message at 22:20 on Dec 12, 2015

Heffer
May 1, 2003

Is there a benefit to having over 100% protection from something? Some Power armors and some modded armors can get above 100%.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Heffer posted:

Is there a benefit to having over 100% protection from something? Some Power armors and some modded armors can get above 100%.

The (rather convoluted) formula is : 0-50% armor goes into damage reduction, 50-100% goes into damage deflection chance and anything above 100% raises both but at a rate of 0.25. The values are capped at 90% which would require 260% armor for maximum protection. Anything above that is wasted. So for instance an armor with 80% sharp would give 50% reduction, 30% deflection. 120% against sharp would be 50% + 20% * 0.25 = 55% reduction and the same again in deflection.

Heffer
May 1, 2003

SovietPotatoe posted:

The (rather convoluted) formula is : 0-50% armor goes into damage reduction, 50-100% goes into damage deflection chance and anything above 100% raises both but at a rate of 0.25. The values are capped at 90% which would require 260% armor for maximum protection. Anything above that is wasted. So for instance an armor with 80% sharp would give 50% reduction, 30% deflection. 120% against sharp would be 50% + 20% * 0.25 = 55% reduction and the same again in deflection.

Do layers stack? Like is a 50% duster plus a 50% duster the same as 100% on one layer?

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Heffer posted:

Do layers stack? Like is a 50% duster plus a 50% duster the same as 100% on one layer?

Each item's armor value is applied individually. So if you have a 30% shirt and a 70% duster you'll get 50% reduction, 20% deflection from the duster and if the shot is not deflected you'll get another 30% reduction from the shirt

Heffer
May 1, 2003

Boomalope manhunter pack terrified me until a well placed mortar shot caused them to chain react in a beautiful laggy explosion

LLSix
Jan 20, 2010

The real power behind countless overlords

Manhunter packs are basically free meat as long as you have a building to hide in and snipe out of. Can be really hilarious. I think I once spent two weeks slowly sniping away a huge warg pack.

They moved so fast I could never get a killing shot in, but they did bleed from the grazing shots I inflicted. So one morning, after 2 weeks of listening to bloodthirsty howls all night long, my colonists woke up and looked outside to silence and a carpet of wargs who'd finally bled out over the night. They ate Warg pudding, sandwiches, and salads for the rest of the winter.

Azhais
Feb 5, 2007
Switchblade Switcharoo
Manhunter packs are completely incapable of dealing with enbrasures. I got like 15k meat from a rhino pack one winter, pretty much saved my colony

Eediot Jedi
Dec 25, 2007

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

To be fair everything is incapable of dealing with embrasures effectively, because they're not part of the default game so the AI doesn't know how to deal.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Tommofork posted:

To be fair everything is incapable of dealing with embrasures effectively, because they're not part of the default game so the AI doesn't know how to deal.

Well, you get shot through them effectively enough, and melee guys still cut through the doors (granted, its still a huge advantage), but the animals that don't normally attack doors just mill in front of the wall getting shot by turrets.

OwlFancier
Aug 22, 2013

A single turret is usually enough to deal with most packs, just wait for them to gang up on it and explode it, then they all get shredded and bleed out.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

OwlFancier posted:

A single turret is usually enough to deal with most packs, just wait for them to gang up on it and explode it, then they all get shredded and bleed out.

Over 90% of vanilla turrets' effectiveness comes directly from the one mechanic that was supposed to prevent turret spam, because it turns them into landmines that the enemy AI will actually gravitate towards instead of avoid.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
FYI, Prison Architect is on sale on Steam at 40% off (18 bucks) and if Rimworld pokes your spergy glands then Prison Architect likely would too, so maybe check it out jerks or don't.

Heffer
May 1, 2003

How's the modding scene for prison architect?

Baloogan
Dec 5, 2004
Fun Shoe
Surprisingly national socialist.

Ragnar Gunvald
May 13, 2015

Cool and good.
I've just started playing this couple of weeks or so, it's amazing and I can't stop. I'd hate to think how many hours I've put in over Xmas.

I've not really played vanilla either, other than the first few learning game where I was slaughtered in no time.

Should I go back to vanilla for a bit?...

Does anyone know when the games getting updated again?

Nut to Butt
Apr 13, 2009

by FactsAreUseless

Ragnar Gunvald posted:

I've just started playing this couple of weeks or so, it's amazing and I can't stop. I'd hate to think how many hours I've put in over Xmas.

I've not really played vanilla either, other than the first few learning game where I was slaughtered in no time.

Should I go back to vanilla for a bit?...

Does anyone know when the games getting updated again?

we should get a major content patch in the near future. i believe tynan was taking a break from september till the new year, but a couple of guys were still working on it in the interim.

Synnr
Dec 30, 2009
Been awhile since I loaded this up, so I was fiddling with it while I'm snowed in. Anyone had a weird issue where stuff disappears when its harvested sometimes? Not sure why my devilstrand just poofs into the ether when it gets automatically harvested.

Jel Shaker
Apr 19, 2003

Synnr posted:

Been awhile since I loaded this up, so I was fiddling with it while I'm snowed in. Anyone had a weird issue where stuff disappears when its harvested sometimes? Not sure why my devilstrand just poofs into the ether when it gets automatically harvested.

I think it sometimes adds to another pile? That or the harvest fails

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Yeah harvested things are often consolidated into the nearest pile, if there's one already present adjacent to the pawn doing the harvesting. Also yes harvesting can fail, but you will see a "harvest failed" floater over the pawn when that happens.

Synnr
Dec 30, 2009
Well I don't mean like there aren't multiple piles around, the counter never ticks up in the list you can stick in the corner. Corn and rice seem to be the same way, I dunno whats up with this. I can't imagine this single mod focused on chopping up people into parts would affect farming but lord knows.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
The top left inventory counter won't tick up until the items are hauled to a stockpile zone.

packetmantis
Feb 26, 2013
Why do people call them pawns?

Synnr
Dec 30, 2009

Flesh Forge posted:

The top left inventory counter won't tick up until the items are hauled to a stockpile zone.

Well yeah but they aren't anywhere in my base area, not sure whats with it. I just wanted to be able to chop up raiders to frankenstein my dudes up, guess I'll have to try to figure it out.

packetmantis posted:

Why do people call them pawns?

Presumably because they look sort of like chess pawns.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Synnr posted:

Presumably because they look sort of like chess pawns.

And I'm pretty sure they're called pawns by the software for modding purposes

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Tynan labels creatures "pawns" internally, so that's what they're called :shrug:

Drunk in Space
Dec 1, 2009
Big update on what they've been working on for the next release: http://ludeon.com/blog/

quote:

Here is a quick overview of some stuff that’s been added:

Colonist family and social relationship system.

Brothers, sisters, parents, children, aunts, uncles and so on are all randomly generated. So e.g. your colonist’s brother can appear as a refugee (or a raider!)

Colonists develop lover relationships – and break them off.

People have opinions of each other which change with circumstances (e.g. you botched my surgery and cut my eye out – I hate you! Or, you’re my brother – I love you!).

Social interactions play out different ways with different effects, depending on who is communicating and what they think of each other.

People can have “social fights” from social interactions gone wrong.

Marriages with ceremonies. Divorces. Love and heartbreak.

Multi-person beds.

Social bonds with animals.

Tons more in this system. But no kids (yet – that’s a whole other ball of wax).

People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.

New diseases with new mechanics.
Carcinoma (on any body part).
Fibrous mechanites, sensory mechanites.
Gut worms.
Muscle parasites.
Trauma savant.
Asthma.

New “firefoam popper” provides a way to combat fire besides punching it.

Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.

Tons of other over and under-the-hood improvements.

Bondematt
Jan 26, 2007

Not too stupid

Synnr posted:

Been awhile since I loaded this up, so I was fiddling with it while I'm snowed in. Anyone had a weird issue where stuff disappears when its harvested sometimes? Not sure why my devilstrand just poofs into the ether when it gets automatically harvested.

Low growing dudes can also fail to harvest. Usually best just to have one or two guys dedicated to it for this reason.

Also I usually zone it so my lovely guys just do potatoes or whatever. Don't gently caress up my xerigium man, that stuff is pure gold to my bullet riddled colonists.

Bondematt fucked around with this message at 10:32 on Jan 29, 2016

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Drunk in Space posted:

Big update on what they've been working on for the next release: http://ludeon.com/blog/

Jesus Christ :pusheen:

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

I'm looking forward to my guys getting parasites from the jungle water.

Adbot
ADBOT LOVES YOU

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
I can't wait to get trichinosis from eating raw pork! Basically gonna play out Leviticus, which is a true story

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply