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Remember to research stone cutting so you can save steel for important uses.
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# ? Jul 25, 2016 06:42 |
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# ? Jun 3, 2024 13:31 |
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damnfan posted:If you have the gardening mod you can grow steel leaf plants to smelt down for more steel. that makes zero sense
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# ? Jul 25, 2016 06:43 |
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Baloogan posted:that makes zero sense It extracts steel from the ground and stores it in the leaves. Makes more sense than Rice growing in 2 days.
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# ? Jul 25, 2016 06:46 |
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the moose posted:So what happens when you start running out of steel and other minerals. Im on a mountain desert map and i used up all the vissible steel already. Starting to mine in wards hopping to just find some. But what heppens when that is used up am i screwed? Im playing with the chill narrator just building up my colony. Almost to second fall. Make wood and devilstrand stuff, sell it to traders in return for more metal.
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# ? Jul 25, 2016 07:10 |
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gah you should only be able to have one steel crop till the soil is depleated this videgame is a fraud
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# ? Jul 25, 2016 07:15 |
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I made a colony and rolled up three women and a warg. One of them is Abrasive. Nearly immediately after landing, before I even unforbid steel and wood, two of them get into a social fight. It usually ends with bruise, but this time one of the colonists hits the head, killing her Abrasive pal immediately. It turned out that the warg was bonded to her. When the animal owner dies, it gets insane. The warg immediately went into murderous rampage, incapacitating the murderer and the last remaining girl. They died two days later from blood loss and infection, not having anyone to rescue them and put into bed. The most unlucky colony ever.
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# ? Jul 25, 2016 09:28 |
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Playing out my first game and I used all my steel for walls and doors because I didn't know any better. At least I don't have to worry about a fire burning down my settlement.
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# ? Jul 25, 2016 15:51 |
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Shab posted:Playing out my first game and I used all my steel for walls and doors because I didn't know any better. Ha ha ha, he thinks steel is fireproof
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# ? Jul 25, 2016 15:53 |
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MadJackMcJack posted:Ha ha ha, he thinks steel is fireproof That's was I was thinking too lol.
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# ? Jul 25, 2016 16:19 |
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Last night I had a colony that I was just trying to stabilize through winter survive what was basically four consecutive raids, including two with three times more raiders than I have colonists because they were tribal and one seige that was armed to the teeth with long range weapons, AND a poison ship that practically landed on top of my base. Then on the first day of spring a grizzly bear attacked and killed a colonist before I could react and ate her body before I could kill it. This caused so many mood hits to her husband that he basically chain berserked and I had to kill him, which put my doctor into a daze, allowing her infections (developed because she was of course in the room treating when the guy berserked) to progress to the point where she was going to die as well. Her death sent everyone else into a state of depression and shortly after everyone had either starved or bled out because they didn't have enough time to take care of themselves/get treated before going back into a daze. GOTY
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# ? Jul 25, 2016 16:26 |
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I really wish the game did a better job of explaining the cover mechanics, but alpha and all that so I get it. It took me a few failed colonies to figure out you could make bunkers with granite walls that provide infinitely more protection to your shooters than just stacking them behind sandbags. Also if you put roofs over your bunkers, you get a defense bonus for being in the dark while your enemy is typically in light. I have a question regarding shooting skill and guns. Typically I have a front line fortification that consists of granite bunkers supported by sandbags that's manned with turrets and pawns using Charge or Assault rifles. I also try to have snipers out behind the front lines on the flanks. Is it better to have your high skill (10+) shooters using the charge rifles up close or sniper rifles from afar? Same question for low skill (5 or less) shooters. Sometimes I need all hands on deck so even 0 skill shooters have to grab a gun and fight, so I usually assign them shotguns or frag grenades for close range. No matter who equips which weapon, the damage and accuracy stats for that weapon don't change so I can't really tell how much or how little shooting skill affects combat.
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# ? Jul 25, 2016 16:30 |
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MadJackMcJack posted:Ha ha ha, he thinks steel is fireproof this game
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# ? Jul 25, 2016 16:35 |
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I don't think any material is fireproof in Rimworld, maybe plasteel?
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# ? Jul 25, 2016 17:20 |
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Flesh Forge posted:I don't think any material is fireproof in Rimworld, maybe plasteel? Stone
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# ? Jul 25, 2016 18:03 |
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Flesh Forge posted:I don't think any material is fireproof in Rimworld, maybe plasteel? You can see that kind of stuff here http://rimworldwiki.com/wiki/Structure As you can see, granite is the best if you can get it, but any stone is tougher then steel and wood and completely fireproof. Sure, plasteel and uranium is tougher, but it would also be ruinously expensive.
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# ? Jul 25, 2016 18:22 |
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Flesh Forge posted:I don't think any material is fireproof in Rimworld, maybe plasteel? Stone is completely fireproof, steel is fire resistant but will slowly burn to death. It's a bit silly but stone is basically the 100% best structural material for almost any application. It's tougher than steel, more plentiful, and harder to destroy with fire, only real downside is that it takes a long time to work. Oh and doors, doors are better made out of something like plasteel because stone doors open super slow. Alternatively, if you are making doors just to separate rooms and not keep people out, then wood is better because wood gets a bonus to door open speed. Yes "door open speed" is a material stat in this game I was being serious when I called it Dwarf Fortress.
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# ? Jul 25, 2016 18:32 |
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IAmTheRad posted:It extracts steel from the ground and stores it in the leaves.
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# ? Jul 25, 2016 18:40 |
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while steelleaf and plasteelleaf may sound really OP, they grow slow as gently caress, smelt slow as gently caress, and each smeltable unit (which is like 2 plants) only gets like 4 steel. The one colony where I really decided to go all-in on it I had 4 colonists working full time to smelt my two fields and they could barely keep up with component production.
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# ? Jul 25, 2016 18:43 |
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Devdisigdu posted:Sounds like someone half-assed modding in Tiberium to me. I like this idea. Someone needs to work on a Tiberium mod.
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# ? Jul 25, 2016 18:53 |
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Roadie posted:Make wood and devilstrand stuff, sell it to traders in return for more metal. This only works when traders offer you metal... Lack of consistent end game source of steel is a huge issue. This mod adds a quarry - http://steamcommunity.com/sharedfiles/filedetails/?id=730746939 But you can only build 1 and it creates mostly 'waste' rocks that you will need to haul away. It's still by far the simplest solution I found.
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# ? Jul 25, 2016 18:59 |
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If your map happens to spawn with 0 plasteel, is there any way to get any decent amount of it other than waiting for an exotic goods trader to show up? All of what I've gotten so far has been from taking out mechanoids who showed up, but that is just a drop in the tank of what I'd like to have. Doing the power armor and charge rifle research seems like a waste because I have never had enough to make even a single power armor or charge rifle.
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# ? Jul 25, 2016 19:10 |
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Khisanth Magus posted:If your map happens to spawn with 0 plasteel, is there any way to get any decent amount of it other than waiting for an exotic goods trader to show up? All of what I've gotten so far has been from taking out mechanoids who showed up, but that is just a drop in the tank of what I'd like to have. Doing the power armor and charge rifle research seems like a waste because I have never had enough to make even a single power armor or charge rifle. Mechanoids are a decent renewable source of it, your other option would perhaps be looking to buy a really lovely plasteel item and smelt it down, art can be deconstructed and weapons can be smelted. It is basically the best material in the game so you will never have a lot of it in the base game.
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# ? Jul 25, 2016 20:30 |
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a
emTme3 fucked around with this message at 03:03 on Mar 31, 2022 |
# ? Jul 26, 2016 01:55 |
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The UI is at least functional unlike most fame in the genre. The main thing i want is skill levels on the work tab. Also a button to tell people to stop working and have fun. Or a temporary work priority. Like tell everyone to go collect the harvest without haveing to manually change the work tab twice every time there is a big harvest.
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# ? Jul 26, 2016 02:44 |
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the moose posted:The UI is at least functional unlike most fame in the genre. The main thing i want is skill levels on the work tab. The whiter the work box the better the skill of that character, it gives you the number if you hover of it.
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# ? Jul 26, 2016 02:56 |
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Ugh. Because you can't adjust opacity or resize windows the UI is REALLY REALLY bad. What bullshit. There are some good tabs done by Fluffy available in the workshop, but the default stuff works fine. I played WoW the other night for the first time in ages and when comparing my loot against what I was wearing, it didn't automatically display both properties next to each other. I actually had to open my inventory and paper doll and hover over each item and compare it manually against what I had. Games like Grim Dawn and Diablo have been showing the worn stats and the new items stats side-by-side when you hover over the new item for years. Conclusion - World of Warcraft has a REALLY REALLY BAD UI. No, it doesn't. It just doesn't have a feature or two I got used to somewhere else. histrionic ˌhɪstrɪˈɒnɪk/ noun plural noun: histrionics 1. melodramatic behaviour designed to attract attention. "by now, Anna was accustomed to her mother's histrionics" synonyms: dramatics, drama, theatrics, theatricality, tantrums; More
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# ? Jul 26, 2016 03:05 |
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Tony Montana posted:1. Good find, that is in fact the perfect world to describe your post. "This this I like is perfect, everyone who thinks any part of it could ever be improved is a stupid poopoohead" is the attitude that leads to people describing the Dwarf Fortress in UI in positive terms.
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# ? Jul 26, 2016 03:20 |
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Jesus. The UI isn't TERRIBLE. Suggestions are welcome. If you whine about how backward it is because you can't change the opacity then I'm going to call you a whiny child (because you are). Go and download Fluffy's tabs like I suggested, it does things like put all the medical information in one place and you don't have to click through colonists to check them.
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# ? Jul 26, 2016 03:28 |
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You can set "Fun" in the restrictions tab. Set aside an hour or two away from unrestricted to fun. Its also how you get night owls up and about at night, and sleep inthe day for their happiness boost.
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# ? Jul 26, 2016 03:46 |
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ZearothK posted:The whiter the work box the better the skill of that character, it gives you the number if you hover of it. They also start turning yellow when the skill level gets high enough
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# ? Jul 26, 2016 03:48 |
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I thin it's a good practice to set a band of 4 hours of joy time for each colonist, spaced 1 hour apart so there's a few hours of overlap if somebody wants a playmate. Some tasks can run more than an hour or two and they can miss their joy break.
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# ? Jul 26, 2016 03:50 |
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i'm very into this game.
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# ? Jul 26, 2016 04:15 |
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Impermanent posted:i'm very into this game. Since the steam release I've tracked 47 hours... I work full time too
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# ? Jul 26, 2016 04:49 |
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splifyphus posted:Is this really the case? I just had an amazing mountain base on Rough Cassandra that was getting attacked by dudes with triple rocket launchers before I even had a basic electric circuit going, and soon after that a raid came with multiple mortars that could just set my base on fire from across the map. I only had 3 people with a single gun between them and I had to abandon the run really early. Gonna try some Chloe Chillax for a few games. No. Rough Randy is the best ai. Still challenging and it does have raids just not the ever increasing continuous waves like cassandra.
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# ? Jul 26, 2016 05:08 |
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Agreed. Randy may throw poo poo thats a bit too early, but he also doesnt actively try and overwhelm you for his story of everyone dies.
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# ? Jul 26, 2016 05:35 |
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Chloe is pretty much Cassandra only with more time between events (which also mean that her's jump in difficulty a lot more.) Randy Random is the true chill storyteller.
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# ? Jul 26, 2016 05:54 |
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So... anyone know how affairs work in this game? My colonists just went into a love triangle where the married one is brothers with the husband.
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# ? Jul 26, 2016 06:35 |
Propably been answered a million times before, but why do my colonist that I save from drop-pods just randomly walk away even though I have rooms prepared and everything? It once happened to a no-joke lover of one of my originals. e: and some additional questions: - where can I find a reliable source of components? Can I produce them? - I have a comms console but not space traders have contacted me yet. How come?
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# ? Jul 26, 2016 11:13 |
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Rescuing people doesn't mean they join you (although I believe there is a tiny chance for them to once healed), you have to capture them and convince them to join as you would an attacker. Components can be made after a load of research, but you can mine them from compacted machinery, deconstruct ship pieces dotted around your map or trade for them, too. Traders will come and go from contact range over time, just means no-one is in the area right now. You'll get a message when a ship is nearby to contact.
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# ? Jul 26, 2016 11:19 |
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# ? Jun 3, 2024 13:31 |
Thanks!
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# ? Jul 26, 2016 11:48 |