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Walton Simons posted:What determines how long a siege lasts? I thought they'd give up once the shells ran out but they keep pulling more out of their arses. The latest siege of my colony lasted almost no time, they arrived just after a man hunter rhino pack showed up, so they immediately got their poo poo kicked in by passed off rhinos! Good old Randy.
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# ? Aug 18, 2016 22:29 |
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# ? May 25, 2024 09:34 |
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Randy has been very quiet for me since giving me the siege, two raids I had before that were driven off by wargs and traders so three times is a bit much to ask for.
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# ? Aug 18, 2016 22:31 |
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Walton Simons posted:I'm guessing the first two are shield quality, condition until it falls apart and I don't know what the 80/80 does. the 80/80 is the shield strength. As it is so damaged it won't absorb much punishment. It'll slowly recharge after reaching 0. Basically the first 80 damage from bullets hitting your guy will be harmlessly absorbed.
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# ? Aug 18, 2016 22:33 |
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Got it, thanks. Might be enough for a quick stabbing and running away. e: Oh dear, one of my colonists went on a food binge. What the tastiest food on the map? The besiegers' survival meals, of course! Respect for eating one before being knocked down, I guess. I do think the fact that they'd assault could be communicated a little better. The understanding I had is that they'd go away if you resisted the shelling and they ran out of supplies. Walton Simons fucked around with this message at 22:53 on Aug 18, 2016 |
# ? Aug 18, 2016 22:42 |
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Is there any point in growing rose or daylilly plots other than aesthetics/beauty mood boost? Also having a raid walk into an infestation I've been neglecting is too good
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# ? Aug 19, 2016 00:28 |
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I just had a bug infeatation in a bedroom in the middle of the night for the first time. With no turrets, I had to park all 10 of my colonists around the door in a half-circle and shoot the bugs as they came out. Despite being savaged by bugs and having a hail of bullets shot over her, the bedroom's occupant somehow survived, with the only death being from me not noticing the colony's nudist was taking point. Also, I didn't know mood penalties from a fiance's death and a friend's death would stack when they originate from the same person. Hello, constant berserk rampages!
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# ? Aug 19, 2016 03:14 |
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Elth posted:Also, I didn't know mood penalties from a fiance's death and a friend's death would stack when they originate from the same person. Hello, constant berserk rampages! That's gotta be a bug. Fiance death has higher penalty and should be just next level up from a friend penalty.
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# ? Aug 19, 2016 05:07 |
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"My X relationship," "My friend," and "a colonist" death penalties all appear and are in effect at the same time. e: at least for me
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# ? Aug 19, 2016 06:35 |
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This game needs a fishing skill to make deserts and cold environments possible at the tribal level imo
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# ? Aug 19, 2016 07:59 |
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I have a fear that rimworld is sort of becoming like morrowind, its always awesome to read about it, but some games really are just frustrating.
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# ? Aug 19, 2016 08:54 |
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Man Musk posted:This game needs a fishing skill to make deserts and cold environments possible at the tribal level imo There was a mod for it, not sure if it's been updated for the latest version/steam workshop though. Edit: https://ludeon.com/forums/index.php?topic=13172.0 still being worked on, looks like someone may have ported the fishing bit to A14 on page 22. Aleth fucked around with this message at 10:21 on Aug 19, 2016 |
# ? Aug 19, 2016 10:18 |
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Maybe I'm playing this wrong, but I'm on my first colony and fumbling through things, but it's taking a long time. I'm playing on the peaceful setting and the calm story person. Thus far I've had one attack by a single person which I fended off and ended up recruiting after they were injured (and are probably my most useful person) and also a single mental patient arrive (to go with the one I already had). I've got some farms up, and have been messing around with power production but research takes forever so I'm not seeing any cool advanced stuff, I'm not having any traders show up, and I'm not getting any incoming people. Should I be playing on a harder setting, or maybe I just got some crappy starting people? Alternately are there any good starting guides for getting a first settlement up and going? Also I've got a sun-lamp out by my crops to help stuff grow but it keeps shorting out in the rain and starting fires. Is there any way I can build a roof over it or something to protect it from the rain? Thus far roofs have just been built automatically and any place dug out from mountains just has rock, be it thick or thin, overhead which I don't seem to be able to change due to the game just being on one plane unlike some others like DF, Gnomoria, and Stonehearth. The game seems cool overall, I've had some weird things happen (like a swarm of yorkie puppies or a wall emanating an evil aura) but I seem to be having trouble getting things off the ground.
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# ? Aug 19, 2016 10:19 |
Tighran posted:Should I be playing on a harder setting Tighran posted:Is there any way I can build a roof over it or something to protect it from the rain? Thus far roofs have just been built automatically and any place dug out from mountains just has rock, be it thick or thin, overhead which I don't seem to be able to change due to the game just being on one plane unlike some others like DF, Gnomoria, and Stonehearth. a7m2 fucked around with this message at 10:26 on Aug 19, 2016 |
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# ? Aug 19, 2016 10:23 |
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Tighran posted:Maybe I'm playing this wrong, but I'm on my first colony and fumbling through things, but it's taking a long time. I'm playing on the peaceful setting and the calm story person. Thus far I've had one attack by a single person which I fended off and ended up recruiting after they were injured (and are probably my most useful person) and also a single mental patient arrive (to go with the one I already had). I've got some farms up, and have been messing around with power production but research takes forever so I'm not seeing any cool advanced stuff, I'm not having any traders show up, and I'm not getting any incoming people. Should I be playing on a harder setting, or maybe I just got some crappy starting people? Alternately are there any good starting guides for getting a first settlement up and going? You should open up the wall with the aura.
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# ? Aug 19, 2016 10:37 |
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It appears that the generation of character connections can be just a little random at times. In my current run, I have a pair of sisters in my group, the second one joining in a few days after the initial crash. So far, so good. Except a few days later, the colony is attacked by their daughter. Their daughter, as in, both of them are listed as her mothers. That seems like a bit of an oversight. Or maybe lesbian incest babies are common in this future, I won't judge.
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# ? Aug 19, 2016 11:00 |
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I love this game.
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# ? Aug 19, 2016 11:03 |
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Man Musk posted:Is there any point in growing rose or daylilly plots other than aesthetics/beauty mood boost? Animals can eat your grown flowers so dandelions make reasonable pasture crops if you have an abundance of space but not enough growing season to do a full hay harvest, they will also survive the winter which is nice. OwlFancier fucked around with this message at 11:09 on Aug 19, 2016 |
# ? Aug 19, 2016 11:06 |
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Perestroika posted:It appears that the generation of character connections can be just a little random at times. In my current run, I have a pair of sisters in my group, the second one joining in a few days after the initial crash. So far, so good. Except a few days later, the colony is attacked by their daughter. Their daughter, as in, both of them are listed as her mothers. That seems like a bit of an oversight. Or maybe lesbian incest babies are common in this future, I won't judge. The code is actually specifically written to allow this to happen at a 90% reduced rate. I suppose you could assume they adopted. Zak2k12 posted:
I'm deeply offended at your lack of proper management in allowing your colonists to use precious steel to sculpt.
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# ? Aug 19, 2016 11:19 |
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Squeegy posted:I'm deeply offended at your lack of proper management in allowing your colonists to use precious steel to sculpt. I know, but it was literally my first game. Also the Phoebe narrator is kind of easy. The only thing that blindsided me was the first alien ship. I attacked it and didn't know that the aliens would spawn out of it. But I guess it was a nice way to learn the game. I think I'm going to try the random narrator next.
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# ? Aug 19, 2016 11:40 |
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Here is a mod that adds new traits and thoughts to the game to spice up colonist variety/emergent storytelling: http://steamcommunity.com/sharedfiles/filedetails/?id=747313773
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# ? Aug 19, 2016 12:19 |
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a7m2 posted:yes. the first two options are really boring. also phoebe chillax is boring Plants absolutely grow at night as long as they have sufficient light level and temperature. Putting them indoors just lets you control the temperature with heaters/coolers. Some biomes have significant temperature drops at night, so maybe that's what you're thinking of.
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# ? Aug 19, 2016 14:20 |
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Well that's a new behaviour. I got attacked by a group of pirates, killed two, wounded the rest, then had to retreat to get my fallen defenders to safety. The pirates immediately charged forward, stripped their dead (and my dead, grabbing my only decent melee weapon ) and retreated from the field in good order, denying me any loot. Assholes.
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# ? Aug 19, 2016 14:26 |
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I may be missing an obvious feature, but is there a way to see the recent events in log format? One of my colonists died with "shredded torso / shredded arms / shredded head" and I don't know how that happened.
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# ? Aug 19, 2016 14:29 |
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LordAdakos posted:I may be missing an obvious feature, but is there a way to see the recent events in log format? Sounds like something exploded next to them.
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# ? Aug 19, 2016 14:34 |
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Mzbundifund posted:Plants absolutely grow at night as long as they have sufficient light level and temperature. Putting them indoors just lets you control the temperature with heaters/coolers. Some biomes have significant temperature drops at night, so maybe that's what you're thinking of. Since when? In last patch they were just switching to "resting" for the night anyway. Just select them and see, it's a different state than growth being paused by low temperature/light.
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# ? Aug 19, 2016 14:38 |
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In my current game I had a 19-point researcher show up as a raider, I managed to recruit her and it's fairly OP.
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# ? Aug 19, 2016 14:47 |
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Pyromancer posted:Since when? In last patch they were just switching to "resting" for the night anyway. Just select them and see, it's a different state than growth being paused by low temperature/light. You're correct. However, there's a mod for that: http://steamcommunity.com/sharedfiles/filedetails/?id=730817198 Honestly, it should be part of the base game, it's pretty dumb that they go to sleep at night in the presence of a sun lamp. E; Honestly, some ED mods are great QoL improvements, like embrasures. Most of them are bordering on overpowered though. Fluffy's mods are pretty much all must haves. Skullywag's mods are all pretty great and range from cosmetic to complete overhauls of some stuff. I love his better vents and coolers for the aesthetics alone, but the ExtendedXXXXXXX mods he has are all pretty awesome, and don't feel too game braking IMO. Being able to build specialized containers for all your stuff using Extended Storage is especially pleasing compared to just plopping stockpiles all over the place. My freezer and crafting areas never looked so good. NatasDog fucked around with this message at 15:32 on Aug 19, 2016 |
# ? Aug 19, 2016 15:15 |
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Pyromancer posted:Since when? In last patch they were just switching to "resting" for the night anyway. Just select them and see, it's a different state than growth being paused by low temperature/light. Oh, I'm sorry. I had that mod installed from way back when and forgot about it. I have a question about Expectations moodlets. I just built everyone a sweet dining hall and everyone got sadder because they switched from the +10 Low Expectations to the +5 Moderate Expectations moodlet, which was absolutely not made up for by the Nice Dining Hall moodlet, which is only +3 and wears off a few hours after they eat. That's kind of trash. How am I supposed to keep people happy if trying to give them nice things just makes them entitled jerks? I'm not very experienced at this stage of the game - usually my colonies are dead by now.
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# ? Aug 19, 2016 17:15 |
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How do I keep Cobras from just wandering into my home and biting the gently caress out of my animals?
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# ? Aug 19, 2016 17:25 |
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Croccers posted:How do I keep Cobras from just wandering into my home and biting the gently caress out of my animals? I just mark them for hunting usually. If they go hostile I'll recruit any other nearby pawns and team up on it before it's a problem. Also, I'm drowning in rabbits now and it's awesome having a pile of rabbit meat on hand almost all the time. It'd be tedious as hell without the colony management mod and animal incest disabled, but being able to just set a 25 female and 2 male quota leaves me with an endless supply of farm to table rabbits. A group of chickens just spontaneously joined my colony though and I'm thinking I may just slaughter the rabbits once the chickens hit a sustainable population. I figure the extra eggs will make for an even crazier sustainable food situation. NatasDog fucked around with this message at 17:47 on Aug 19, 2016 |
# ? Aug 19, 2016 17:43 |
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NatasDog posted:I just mark them for hunting usually. If they go hostile I'll recruit any other nearby pawns and team up on it before it's a problem.
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# ? Aug 19, 2016 17:58 |
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Croccers posted:I have marked them all for hunting, but then the game spawns in new ones and they'll just wander in and bite the poo poo out of everything again. build a wall. the tradeoff for a jungle start is that while you're enjoying your no cold temps and year round growing season, you have to deal with poisonous and aggressive wildlife and more diseases Tighran posted:Maybe I'm playing this wrong, but I'm on my first colony and fumbling through things, but it's taking a long time. I'm playing on the peaceful setting and the calm story person. Thus far I've had one attack by a single person which I fended off and ended up recruiting after they were injured (and are probably my most useful person) and also a single mental patient arrive (to go with the one I already had). I've got some farms up, and have been messing around with power production but research takes forever so I'm not seeing any cool advanced stuff, I'm not having any traders show up, and I'm not getting any incoming people. Should I be playing on a harder setting, or maybe I just got some crappy starting people? Alternately are there any good starting guides for getting a first settlement up and going? in between raids, rimworld is pretty slow paced. it takes a while to do things don't leave electronics outside in the rain, they will short out. build a wall around or near your lamp and you can hang roofs off of that - any enclosed space will have a roof built automagically but you can also designate a roof area
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# ? Aug 19, 2016 18:12 |
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Croccers posted:I have marked them all for hunting, but then the game spawns in new ones and they'll just wander in and bite the poo poo out of everything again. That's basically how it goes until you wall your settlement and restrict your animals to that area though. I built a makeshift barn with a wall around just the animal designated area once, but it was a hughe waste of labor and resources since your animals respect whatever boundary you set for them anyway. Now I just wall off my settlement and keep the animal area inside it; so much easier. Your tamed animals will open doors, but from what I can tell wild ones won't On mountain maps it's especially easy to just wall off the 3-4 chokepoints between passes that your base resides in. I tend to mark out passes within 20-30 tiles of the map edges for choke point walls so I can use them for defense with embrasures as well. Once you've killed off all the cougars/snakes/foxes/etc. inside your walls, everything is contained outside.
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# ? Aug 19, 2016 18:13 |
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Bunleigh posted:In my current game I had a 19-point researcher show up as a raider, I managed to recruit her and it's fairly OP. Many of my pawns have 17-20 skill. I suspect that I have been too insistent on keeping them alive.
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# ? Aug 19, 2016 18:15 |
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any idea on when combat realism is ready for the new beta? i need to make a crackhouse and i can't without sperging about ammo
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# ? Aug 19, 2016 18:17 |
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If you use the colony manager mod one of the things you can do is defined an area where things are automatically marked for hunting. I'm not sold one the mod as a whole just because of how much of your manager's time it consumes to have every job in the colony managed, but the auto hunt/auto harvest/auto tree chopping aspects are really nice. I use it to keep my fields animal free
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# ? Aug 19, 2016 18:20 |
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Baloogan posted:any idea on when combat realism is ready for the new beta? Never. He quit: https://ludeon.com/forums/index.php?topic=9759.0
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# ? Aug 19, 2016 18:29 |
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Squeegy posted:Never. He quit: https://ludeon.com/forums/index.php?topic=9759.0 Skyarkhangel took up development and updated it for A14, and hopefully will for A15 as well.
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# ? Aug 19, 2016 18:34 |
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Khisanth Magus posted:Skyarkhangel took up development and updated it for A14, and hopefully will for A15 as well. Oh, my bad, I don't use the mod and didn't see another forum thread on it.
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# ? Aug 19, 2016 18:39 |
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# ? May 25, 2024 09:34 |
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# ? Aug 19, 2016 19:37 |