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LazyMaybe fucked around with this message at 12:09 on Sep 11, 2016 |
# ? Sep 11, 2016 12:03 |
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# ? Jun 6, 2024 09:53 |
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Tynan really should have some quality control over the backer colonists. Although he would likely treat anything like that as censorship and cry free speech.
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# ? Sep 11, 2016 12:18 |
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is it time for this week's emmie conversation already, goodness how time flies
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# ? Sep 11, 2016 12:57 |
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idk if this is something people have talked to death but I'm not a big fan of one of my colonist's occupations being "sex slave" seemingly with no way to change it?? LazyMaybe fucked around with this message at 13:28 on Sep 11, 2016 |
# ? Sep 11, 2016 13:26 |
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kill her then jeez
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# ? Sep 11, 2016 13:34 |
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You can just click randomize and it disappears
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# ? Sep 11, 2016 13:37 |
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It's something a lot of people don't like, but seems to have come from a backer so we're kind of stuck with it until there's a blacklist for colonists like Emmie (and to a lesser extent, Min the popstar who is useless at everything and used to appear every single game). However, it's a PAST occupation. There are also other victims like child soldiers, orphans, indentured labourers, etc., plus giant assholes like bounty hunters, violent ex-con escapees, military commissars, etc. Different backgrounds might make you feel uncomfortable, but think of it as trying to build them a better future maybe? Nullkigan fucked around with this message at 13:44 on Sep 11, 2016 |
# ? Sep 11, 2016 13:41 |
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Min is fine because she will sit there and churn out endless artwork for you to sell and get loving rich off of.
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# ? Sep 11, 2016 13:54 |
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Yeah, Min is a stand-out at my current colony, was one of the original trio and not only had pretty good cooking skills, but also shadowed as a junior doctor for when my main surgeon got himself into a bit of a pickle, like getting beaten up comatose by my resident psychopath cannibal
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# ? Sep 11, 2016 14:19 |
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# ? Sep 11, 2016 14:20 |
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I had a fourteen year old version of Emmie Spawn. It actually turned out pretty loving hilarious, in a seriously FUBAR kind of way. Basically her 60 something husband showed up and we killed him, then she went sleeping around and breaking hearts causing numerous colonists to take mood hits. On reflection she was the primary catalyst for the downfall of the colony.
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# ? Sep 11, 2016 14:21 |
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Nullkigan posted:It's something a lot of people don't like, but seems to have come from a backer so we're kind of stuck with it until there's a blacklist for colonists like Emmie (and to a lesser extent, Min the popstar who is useless at everything and used to appear every single game). Those other victim occupations aren't really designed for whoever had it added to the game to wank over though
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# ? Sep 11, 2016 14:21 |
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Slime posted:Those other victim occupations aren't really designed for whoever had it added to the game to wank over though Now I'm tempted to slap a couple hunnid down on making a backerstory for a male gigolo slave.
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# ? Sep 11, 2016 14:24 |
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I mean, regardless of anything I'd like to be able to change the occupation names just so that you could make them more in line with what they're doing at your colony.
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# ? Sep 11, 2016 14:31 |
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Famethrowa posted:First thing that struck me is how happy people are. How are you getting so much joy? I've got quite a few couples in the colony too, so most of them are getting the Got Some Lovin' boost. There's one love triangle with a guy and two women that leaves me with one person who always wants to be sleeping with another; I make him sleep with his wife, his mistress can pine after him all she wants. Here's a recent screenshot with some of the mood boosts. There are a couple unhappy colonists here. Sawyer's just upset because he hasn't eaten yet and I'm out of veggies to make fine meals with currently. Rocko's in a lot of pain because he just got his rear end handed to him by a bear while hunting; thankfully no limbs were lost. As an aside, grwing devilstrand with a short growing season sucks. It takes forever even with the soil tilling mod pushing the growth rate to 200%. Even then I have to manually tell my colonists to harvest them early before the first snowfall and take whatever I can get.
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# ? Sep 11, 2016 14:44 |
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Am I some kind of loser nerd for always giving my colonies real, sensible names?
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# ? Sep 11, 2016 14:56 |
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Squeegy posted:Am I some kind of loser nerd for always giving my colonies real, sensible names? i just let the colonists name them
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# ? Sep 11, 2016 14:58 |
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NatasDog posted:In a nutshell, they sleep in Superior or better beds, get 4 hours of joy time after work every day, and all of my workstations have a comfy alpaca wool chair that they sit in while they do their jobs. Ahhh. I never even thought they would be able to sit and work. My issue seems to be getting consistent work done. Early game colonies are really hard to find a balance between hauling and constructing or crafting. Does joy increase work speed too? edit: also, a mod that skips sleep time like in the Sims would be super
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# ? Sep 11, 2016 16:18 |
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I put together an imgur album to share my temperature management learnings: The thermodynamics of Rimworld
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# ? Sep 11, 2016 17:32 |
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NatasDog posted:As an aside, grwing devilstrand with a short growing season sucks. It takes forever even with the soil tilling mod pushing the growth rate to 200%. Even then I have to manually tell my colonists to harvest them early before the first snowfall and take whatever I can get. Wall in a growing area, give it a sun lamp, and put some heaters in the room and they can grow year round!
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# ? Sep 11, 2016 17:49 |
Squeegy posted:Am I some kind of loser nerd for always giving my colonies real, sensible names? I always try to find the balance between a double entendre and a real sounding place name. Current colony is Scrobbler's Notch, population 7. Previous colony was Gwuntville, but they had an unfortunate outbreak of angry pigs.
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# ? Sep 11, 2016 17:52 |
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GenericOverusedName posted:Wall in a growing area, give it a sun lamp, and put some heaters in the room and they can grow year round! No sun lamps, playing medieval. The braziers can get me to 50% light though, but it's obviously slow growing. In my normal colonies that's exactly what I do though, the tilled soil is way better than hydroponics.
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# ? Sep 11, 2016 19:43 |
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Famethrowa posted:Ahhh. I never even thought they would be able to sit and work. It takes a lot of priority juggling early game. One thing about having distinct seasons is you can neglect construction, mining, crafting, etc. during the growing season, then in the winter you can concentrate on those things. Nighttime hours I use my night owls to catch up on cleaning and hauling.
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# ? Sep 11, 2016 19:48 |
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Zhentar posted:I put together an imgur album to share my temperature management learnings: The thermodynamics of Rimworld Chucking that in the OP.
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# ? Sep 11, 2016 19:55 |
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Squeegy posted:The surgery is pants-on-head retarded in this game. Literally, your surgeons are so stupid they probably wear their pants on their head. Doesn't matter how much skill in medicine they have, how good the medicine they're using is, or how brightly-lit and sterile the operating environment is. They will empty your patient's abdominal cavity while trying to fit them for a hook hand, because Tynan demands it. I don't mind the hilarious consequences for amateur surgery, I think the more general problem is that the high skill levels for some skills don't seem to give the benefits that the skill descriptions imply. Skills that use workstations (and construction) just progressively decrease the time tasks take and increase the chances for a high quality output, which works fine, but the one that stands out as most broken to me is actually shooting. My best marksman might be a 'planet-class master' or a 'visionary' and carry an excellent sniper rifle but they will still miss 70 or 80 percent of the shots they take.
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# ? Sep 11, 2016 19:59 |
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Jamsque posted:I don't mind the hilarious consequences for amateur surgery, I think the more general problem is that the high skill levels for some skills don't seem to give the benefits that the skill descriptions imply. Skills that use workstations (and construction) just progressively decrease the time tasks take and increase the chances for a high quality output, which works fine, but the one that stands out as most broken to me is actually shooting. My best marksman might be a 'planet-class master' or a 'visionary' and carry an excellent sniper rifle but they will still miss 70 or 80 percent of the shots they take. The way that works is that the game calculates your chance to hit the target, then subtracts the weapon's accuracy (sniper rifles aren't actually that accurate, just long ranged, survival rifles max out accuracy much easier) to illustrate that no amount of aiming can make an inaccurate gun shoot better. Then it subtracts cover, which is always effective and can't be enitrely overcome by better shooting. Same with poor lighting conditions and lying down bonuses. I think if you manage to get shooting accuracy at greater than 100% then you could start to overcome these modifiers but by default shooting skill just moves you closer to 100% accuracy. A level 20 shooter using a 100% accurate gun should hit almost every shot against a standing target, in the open, in daylight. OwlFancier fucked around with this message at 20:04 on Sep 11, 2016 |
# ? Sep 11, 2016 20:02 |
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I shot off a tribesperson's leg, so I captured+recruited them, gave them a pegleg, set them to constant cleaning duty and named them Torgo. doot-doo-doo-doo doot-doo-doo-doo
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# ? Sep 11, 2016 21:07 |
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When I got emmie, I just assumed she managed to escape her horrible life to start anew.
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# ? Sep 11, 2016 21:40 |
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Are there any essential management mods I should grab for this before I start playing it? I've heard mixed reports about how tedious the micromanagement is.
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# ? Sep 11, 2016 21:42 |
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Seashell Salesman posted:Are there any essential management mods I should grab for this before I start playing it? I've heard mixed reports about how tedious the micromanagement is. I like work tab. Technically it adds even more micromanagement when setting schedules, but results in less manual priority overriding later
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# ? Sep 11, 2016 21:49 |
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Nullkigan posted:
This would be a fine explanation if that past occupation didn't prevent them from doing whole categories of work for the rest of their lives. Looking at you, medieval lord background! I don't give a poo poo who you were on your last world, you wanted to live, you shoulda gotten out into those fields like everyone else. Actually my last medieval lord was the last man standing in his colony, and the cause of its demise. Poor bastard tried to tame an elephant from the middle of a herd. They tore off both his arms and left him in shock while they battered down the walls of my colony and murdered everyone else. He somehow survived and wandered back home to find everyone dead or dying. Incapable of manipulation, and anyway morally opposed to physical labor, he watched helplessly as his fellow colonists died in agony in the hallway, then went into a berserk rage, headbutting a nearby cassowary until it scratched him to death. RIP you useless parasite.
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# ? Sep 11, 2016 22:03 |
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Seashell Salesman posted:Are there any essential management mods I should grab for this before I start playing it? I've heard mixed reports about how tedious the micromanagement is. Colony manager is pretty awesome once you figure out the terrible ui. Being able to set thresholds for things like meat and wood early on is great, and the fact that it splits your crafting jobs across tables it's nice, not too mention that it remembers them after you move/upgrade them.
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# ? Sep 11, 2016 22:08 |
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OwlFancier posted:The way that works is that the game calculates your chance to hit the target, then subtracts the weapon's accuracy (sniper rifles aren't actually that accurate, just long ranged, survival rifles max out accuracy much easier) to illustrate that no amount of aiming can make an inaccurate gun shoot better. Then it subtracts cover, which is always effective and can't be enitrely overcome by better shooting. Same with poor lighting conditions and lying down bonuses. So am I better off sending a guy with a survival rifle to harass raids then? I just had the experience of a colonist with a sniper rifle shooting at a raid for the entire span between their arrival and assault, and scoring a hit only once.
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# ? Sep 11, 2016 22:24 |
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Reztes posted:This would be a fine explanation if that past occupation didn't prevent them from doing whole categories of work for the rest of their lives.
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# ? Sep 11, 2016 23:16 |
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People who won't do dumb labour will not be treated as people.
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# ? Sep 11, 2016 23:23 |
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The sniper rifle has two main advantages: an extra 8 tiles of range (which is really only an advantage if your pawn's shooting skill is >10, below that the extra tiles hurt your accuracy too much), and 40 points of damage - which is enough to destroy any unarmored human body part, making it significantly more likely that a hit disables/kills your target, while with the survival rifle it will usually take more total inflicted damage before any one body part gets taken out.
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# ? Sep 11, 2016 23:26 |
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Of course, if you want to recruit people you might not want to blow their limbs off. At least not early on.
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# ? Sep 11, 2016 23:49 |
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Jamsque posted:So am I better off sending a guy with a survival rifle to harass raids then? I just had the experience of a colonist with a sniper rifle shooting at a raid for the entire span between their arrival and assault, and scoring a hit only once. I think volume of fire counts for more than anything. Just put as much lead downrange as possible and make sure none of your own colonists get in the way of it. At least that's what's worked for me so far, YMMV.
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# ? Sep 12, 2016 00:41 |
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Reztes posted:This would be a fine explanation if that past occupation didn't prevent them from doing whole categories of work for the rest of their lives. Based on what I've read about actual medieval nobility, I can actually picture Richard II starving to death next to a ripe unharvested field of carrots because he couldn't find a servant to dig them up for him
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# ? Sep 12, 2016 01:01 |
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# ? Jun 6, 2024 09:53 |
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Heads up on an Alpha 15 change that snuck under the radar: Heaters and Coolers have 75% more capacity now. Heater power usage went up from 100W to 175W, so the energy efficiency is the same, but power consumption for coolers wasn't increased, so they're more efficient now. edit: and standing lamps were reduced to 75W! Zhentar fucked around with this message at 01:47 on Sep 12, 2016 |
# ? Sep 12, 2016 01:37 |