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Tropical rainforest is the most peaceful + relaxing biome
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# ? Sep 6, 2016 21:05 |
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# ? May 22, 2024 13:15 |
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Man Musk posted:Tropical rainforest is the most peaceful + relaxing biome Until every single colonist has 3 different diseases.
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# ? Sep 6, 2016 21:41 |
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Yes but once they're all dead it's peaceful again.
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# ? Sep 6, 2016 21:50 |
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SoapyTarantula posted:That hospitality mod is nice, but sometimes its also pretty Can I force prisoners to take drugs?
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# ? Sep 6, 2016 22:20 |
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Croccers posted:In my most recent game people kept giving me human leather and cocaine. Probably if you stockpile them in their room and forbid the door so they can't be fed.
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# ? Sep 6, 2016 22:25 |
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SoapyTarantula posted:That hospitality mod is nice, but sometimes its also pretty They just leave you whatever they happen to be carrying/stole from your storehouses (seriously, watch your guests, they pick up stuff laying on the ground/eat your food)
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# ? Sep 6, 2016 22:28 |
You know whatd be really cool? Making drugs and selling them to tribals. The tribals get hooked and have to rely on your settlement for their fix. Id think itd jusr be cool if your settlements could be known for selling stuff so that trade caravans come through regulary instead of randomly
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# ? Sep 6, 2016 22:43 |
Then of course the Tribals get sick of your rates and decided to take the yayo by force.
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# ? Sep 6, 2016 22:47 |
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It would definitely be nice if he fleshed out the "other factions" portion of the game more. It was fine when the game was equally basic, but it is starting to stand out.
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# ? Sep 6, 2016 22:48 |
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Hihohe posted:You know whatd be really cool? Making drugs and selling them to tribals. The tribals get hooked and have to rely on your settlement for their fix. Who wants to play a DEA simulator?
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# ? Sep 7, 2016 01:22 |
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Wasn't that the entire point of the video game N.A.R.C.?
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# ? Sep 7, 2016 02:23 |
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Azhais posted:They just leave you whatever they happen to be carrying/stole from your storehouses (seriously, watch your guests, they pick up stuff laying on the ground/eat your food) Yeah this is really annoying. Who said you could help yourself to my fine meals
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# ? Sep 7, 2016 02:33 |
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That is my one issue with Hospitality. Sure, I will build beds for you so you can rest. But that doesn't mean you can raid my food when I have low food. I need to feed my own people, I don't want to feed you visitors too.
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# ? Sep 7, 2016 02:53 |
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It's the worst when you buy a bunch of meals/drugs from the visitors because your colony is starving to death and they promptly sit down at your dining room table and eat them in front of you.
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# ? Sep 7, 2016 02:55 |
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IAmTheRad posted:That is my one issue with Hospitality. Sure, I will build beds for you so you can rest. But that doesn't mean you can raid my food when I have low food. I need to feed my own people, I don't want to feed you visitors too. You can always kill or arrest them.
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# ? Sep 7, 2016 03:10 |
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IAmTheRad posted:That is my one issue with Hospitality. Sure, I will build beds for you so you can rest. But that doesn't mean you can raid my food when I have low food. I need to feed my own people, I don't want to feed you visitors too. Get the Trading spot mod, because what that does is force traders to go to that spot instead of just wandering through all your poo poo.
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# ? Sep 7, 2016 05:05 |
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Khisanth Magus posted:Until every single colonist has 3 different diseases. Close your eyes and you can almost hear the sound of rainfall beating against the Reflection Hut
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# ? Sep 7, 2016 05:10 |
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With a smokeleaf stockpile can I hotbox a raid? Asking for a friend. Failing that are there any other ways to increase the ratio of 'downed' vs. 'ripped apart by a hail of turret fire and assault rounds'?
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# ? Sep 7, 2016 05:12 |
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IAmTheRad posted:That is my one issue with Hospitality. Sure, I will build beds for you so you can rest. But that doesn't mean you can raid my food when I have low food. I need to feed my own people, I don't want to feed you visitors too. Well, once you get a really nice guest area it becomes worthwhile. I've had visitors leave like 90+ medicines already. It's like the lottery, and fine meals are the tickets
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# ? Sep 7, 2016 05:24 |
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Xand_Man posted:With a smokeleaf stockpile can I hotbox a raid? Asking for a friend. This is really the only reason to go melee, other than early game desperation. Arm your colonists with steel or plasteel maces, which you can smith yourself, and as much armour as possible, and send them off to beat down raiders. You'll still kill some, but this is more reliable than anything else I've tried. I have had luck with a kind of cavalry variation of this, by having a few high melee guys (ideally with some movement perks, like jogger) given bionic legs and positioned in a way so that, as soon as the kill box forces a retreat, they can sally forth and knock out the raiders as they run away. There was at least one mod that had a kind of a stun gun or stun baton weapon as well, which makes a lot of sense.
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# ? Sep 7, 2016 10:34 |
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I used the mod with the stun gun and baton in A14 but I think I accidentally temporarily paralyzed more of my colonists with the gun more than captured anyone notable.
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# ? Sep 7, 2016 12:26 |
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So I got pretty far with my colony before realizing I ran out of components too soon, and I can't build a multi-analyzer for researching the component creation tech because I have no gold and poo poo. Do I have to restart, or should I wait until a trader shows up? (none have come since game start, so I doubt it's a feasible solution)
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# ? Sep 7, 2016 14:01 |
Break some stuff that's non-essential down?
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# ? Sep 7, 2016 14:07 |
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How much of the map have you mined out? You could try tunneling into mountains to find resources. Otherwise yeah you have to hope for traders. If you can get a comm station and some silver you can purchase a trader visit from a faction.
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# ? Sep 7, 2016 14:15 |
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Strip mining, building stuff like art and clothes for components from traders and killing mechanoids were my go-tos.
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# ? Sep 7, 2016 15:15 |
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TBH the hospitality mod or the one that increases trader visit frequency are pretty much must-have mods. The default is just maddeningly infrequent on any difficulty level. Just try to keep a decent surplus of everything so when someone comes by with components you're not crippling yourself just to get them.
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# ? Sep 7, 2016 15:49 |
I might be insane, but doesn't the recent build (the one with the mining drill) allow you to call in traders in exchange for silver?
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# ? Sep 7, 2016 16:12 |
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You can call for them with silver, you can raise relations with silver, and if you ever need silver you just sell plasteel mined with the deep mining drills.
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# ? Sep 7, 2016 16:39 |
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DreamShipWrecked posted:I might be insane, but doesn't the recent build (the one with the mining drill) allow you to call in traders in exchange for silver? That's good to know. I've been playing with Medieval on a15 exclusively, so I can't call anyone even if I had the silver to. I've been waiting for the rest of the QoL mods to update before I dive into a non-Medieval run, but maybe I'll give it a shot once my latest colony suffers its inevitable demise. Also, I'm playing in non-baby mode now where winter actually comes, and it's really changed my approach toward farming. On a map with a year round growing season you can just leave poo poo to rot in the fields if you have a surplus. Now I find myself fiddling with colonist priorities a lot more, when each harvest comes in I'm setting hauling to high priority for everyone but cooks, so I can get my food under a roof somewhere before it goes completely to waste. Same with other craft/trade goods like smokeleaf, cloth, hops, etc. Setting almost everyone to plant in the spring until all my fields are set is another big deal, because the window for growing on my current map is 11th of Spring to the 1st of Winter. Anytime before or after that and there's a good chance a random cold snap or just the normal temperature fluctuations will make my crops go fallow. Chickens are another big thing if you manage to get them. Once temperatures hit freezing the little guys get frostbite and lose their legs, making them immovable time sinks for your colonists to keep running over to feed unless you just slaughter them. Lost my entire chicken farm the first winter before I set up a barn area on top of a steam vent nearby to keep them warm in the winter. Other species are far hardier, but once again on a map with seasons, you have to make sure you're getting a poo poo ton of hay stockpile before winter, or you'll end up slaughtering most of your stock before winter ends just to turn them into kibble for your other starving animals to eat. It's kind of sad feeding your surviving animals the remnants of their relatives mixed with some corn/rice.
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# ? Sep 7, 2016 16:56 |
There is something morbidly hilarious about mass groups of legless chickens.
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# ? Sep 7, 2016 16:58 |
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I love this game, but I am terrible at it. Have had it for a good long time, too. I never play anything that isn't year round / mountainous. How do you even set up a base if you can't use mountains as walls? Wall the whole thing in and have no natural chokepoints / kill zones? Ugh.
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# ? Sep 7, 2016 17:16 |
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I need to make myself some sort of new-colony checklist. I'm mostly getting the hang of things but I always end up forgetting one major aspect. Like I'll get bedrooms, medical bed, prison, storage, power, a/c, benches, bills, etc all set up - then an hour later when all my colonists are starving or dying, I realize that I never planted any potatoes or healroot.
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# ? Sep 7, 2016 17:40 |
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Internet Explorer posted:I love this game, but I am terrible at it. Have had it for a good long time, too. I never play anything that isn't year round / mountainous. How do you even set up a base if you can't use mountains as walls? Wall the whole thing in and have no natural chokepoints / kill zones? Ugh. You can make kill zones without natural chokepoints, just takes a lot of resources to make them useful. I've gotten to using Embrasures, so I just set my doorways back a bit and make the walls in a V formation like so: code:
E=Embrasure D=Door .=Open Ground Without embrasures I'm sure you can do similar with sandbags or whatever, but your walls are going to be porous, which is kind of dumb even is that is Tynan's 'vision' for how people would defend themselves. Sunblood posted:I need to make myself some sort of new-colony checklist. I'm mostly getting the hang of things but I always end up forgetting one major aspect. Like I'll get bedrooms, medical bed, prison, storage, power, a/c, benches, bills, etc all set up - then an hour later when all my colonists are starving or dying, I realize that I never planted any potatoes or healroot.
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# ? Sep 7, 2016 19:06 |
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Does the vitals monitor work with a regular bed assigned as medical, or do they only work with the hospital bed? edit: oh apparently glitterworld medicine is different from regular medicine Away all Goats fucked around with this message at 22:51 on Sep 7, 2016 |
# ? Sep 7, 2016 22:42 |
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DreamShipWrecked posted:There is something morbidly hilarious about mass groups of legless chickens. It seems like that's the only part chickens have in this. Every time a chicken has been injured in my current game (and trust me, I have gone through a few hundred chickens in it) and every time it's their legs or body, with their legs usually flying off from a sneeze. If I didn't have to rely on letting them graze in the fields indiscriminately, I'd actually keep the legless hens around, but it's too much time and food. In other news, I learned that hunting with a minigun tends to generate a lot of dead chickens...or anything really when you have a lot of chickens to begin with. Any time a thunderstorm, bzzt event or any fire is started, one is most likely going to die. The fact that I still have a hundred strong despite this and raids killing tens of them is a testament to how quickly they reproduce. Next game I'm going to do this, except with cobras.
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# ? Sep 7, 2016 22:52 |
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# ? Sep 7, 2016 23:07 |
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Why are you burying all that meat and leather?
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# ? Sep 7, 2016 23:11 |
I feel at some point, enemies just shouldn't gently caress with you
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# ? Sep 7, 2016 23:42 |
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When the enemies see a massive graveyard like that, they should just turn around and go back to their base. It isn't going to go well for them.
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# ? Sep 7, 2016 23:50 |
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# ? May 22, 2024 13:15 |
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There really should be a negative mood modifier for enemies seeing corpses/graves in your front yard. It would make sense for them to nope the gently caress out if you already have 300 of their buddies' skeletons surrounding your compound.
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# ? Sep 7, 2016 23:52 |