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WhiskeyJuvenile posted:How do you restrict human meat meals to prisoners? Will your colonists choose meals made from non-humans over meals made from humans or something? I don't think colonists can make any decisions based on what ingredients are in a meal. You'd have to do it by only making a specific type of meal using human meat then putting a stockpile of those meals near or in the prison. Or just make a raw human meat stockpile in the prison and set your prisoners to no food. Realistically it's not good prisoner food unless you're trying to recruit a cannibal, if you want to recruit them the mood penalties from it would make it take longer and if you don't want to recruit them why not just let them go?
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# ? Sep 21, 2016 04:55 |
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# ? May 22, 2024 12:39 |
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Dire Lemming posted:I don't think colonists can make any decisions based on what ingredients are in a meal. You'd have to do it by only making a specific type of meal using human meat then putting a stockpile of those meals near or in the prison. Or just make a raw human meat stockpile in the prison and set your prisoners to no food. Sorry, I think you're in the wrong thread. This is the one for Sadism Simulator.
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# ? Sep 21, 2016 04:57 |
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Hey guys, I want to know how to forcefeed my captives their own friends and watch them scream out in horror.... You know, from a mechanical standpoint I just want to know if it can be done.
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# ? Sep 21, 2016 05:09 |
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mortars are hilarious holy poo poo i have 4 of them of each type rocking my base and anyone who doesn't show up and immediately assault gets a big faceful of explosive and incendiary shells the last tribal assault had 2 dead and 1 in shock from shredded torso and arms with a cracked skull and spine from the first salvo, and the others caught on fire from the incendiaries. it loving owned.
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# ? Sep 21, 2016 06:34 |
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It's fine to feed human meat to prisoners and to extract organs from them, but having a vat grown sex slave backstory in the game is just a little too far, guys.
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# ? Sep 21, 2016 07:52 |
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Baby's first settlement: Having fun so far. Waiting for it all to come crashing down on my head. My little "pillboxes" proved not as good as I hoped. The one raider I've had so far just ran up to it while my gals missed their first shots and everyone basically did this over the sandbag for a couple minutes: http://i.imgur.com/BOH4ple.gifv Is there a ditch I can dig in front of my sandbags to prevent the raiders from just walking right up to them? Razorwire? A white picket fence? Actually can characters just walk over sandbags? I thought I saw one of my gals do it while looting the dead raider.
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# ? Sep 21, 2016 07:53 |
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Galaga Galaxian posted:Is there a ditch I can dig in front of my sandbags to prevent the raiders from just walking right up to them? Razorwire? A white picket fence? Actually can characters just walk over sandbags? I thought I saw one of my gals do it while looting the dead raider. Characters can indeed hop over sandbags. Most people usually surround their colony with walls with one entry/exit so they can concentrate their defenses together.
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# ? Sep 21, 2016 09:44 |
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I built my base with its back against a mountain for security. Turns out this isn't as effective as I'd hoped, a group of sappers raided me and walked up to the back of the mountain and started digging. I kinda assumed that sappers would pick a weak point to start digging towards your base so I was a bit surprised that they tried this, until after digging a few blocks they revealed a whole hidden area inside the mountain that lead right up to the walls of the rooms I'd dug into the mountain. Anyone else had this happen? I'm not sure how often mountains have huge hidden areas inside them but knowing that this can happen makes building rooms inside a mountain seem like a bad idea.
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# ? Sep 21, 2016 10:32 |
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yoloer420 posted:They seem to path around them as long as it's not too far out of their way. I just make sure to leave a tile between them. Yeah, as long as there's a path through them (empty diagonals work just as well too actually, colonists will zig-zag them) you won't have to worry about them tripping them accidentally unless they go to retrieve an item that has fallen into one. Yeah, I've lost a few that have done that. Still worth it, especially when raiders have to run through it again on their way out and seem to trigger them much more often in their panic.
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# ? Sep 21, 2016 10:38 |
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Spakstik posted:Is mortar accuracy tied to colonists' shooting ability? I always thought so but I found this: quote:Accuracy for mortars is 79% - 42% - 18% - 6% for all of the mortars across the board, with a 16 tile forced miss radius. I go for World War I-style quantity over quality myself. If I get my two prisoners recruited I'll be firing every 12 seconds or so. After every use, sit a colonist in the mortar and wait for the 'firing in xx.x seconds' thing to go away and you can just sling a barrage at threats at soon as they appear.
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# ? Sep 21, 2016 11:10 |
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"Manhunter pack of muffalo" Oh ok I guess I'll be able to handle eight of these with my defens-Oh there's 20 Upside, I now have something upwind of 3500 meat.
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# ? Sep 21, 2016 11:30 |
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Seriously, how on earth does 'release animals' work? It just doesn't seem to do anything.
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# ? Sep 21, 2016 13:09 |
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I think it was one of my very first games I tried to get a deadfall trap set up first thing because the previous game I got wrecked by a raid right off the bat. So I get some walls up, pick a nice spot and start building the trap. THE SECOND it was finished, the pawn building it sets it off and dies instantly. I had done a tribal start, and of the three pets (2 dogs and a cat) two of them were bonded to that idiot and they both immediately snap. The dog that was bonded just wanders off sadly while the cat that was bonded goes on a homicidal rampage and proceeds to murder the other 4 guys. I haven't touched the drat things since.
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# ? Sep 21, 2016 13:35 |
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Galaga Galaxian posted:The one raider I've had so far just ran up to it while my gals missed their first shots and everyone basically did this over the sandbag for a couple minutes: Thank you for this.
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# ? Sep 21, 2016 15:14 |
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Spakstik posted:Is mortar accuracy tied to colonists' shooting ability? No. Both Mortars and Miniguns have a "forced miss radius" which means that if your target is more than two tiles away, they entirely bypass any accuracy calculations and just hit a random tile within that radius.
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# ? Sep 21, 2016 15:26 |
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My mortars are turning me into Ocelot from Metal Gear Solid 3 when he became obsessed with how many shots he had without reloading by carrying extra revolvers around. Seven mortars... that means I can fire every ten seconds!
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# ? Sep 21, 2016 19:14 |
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hey dude what's up with your art lately
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# ? Sep 21, 2016 20:34 |
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Loss.jpg edits in the 56th century are pretty weird.
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# ? Sep 21, 2016 20:39 |
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ZearothK posted:I played Evil Genius, so I never built traps because minions are a lot more expendable than colonists. But setting up silly chains of traps in that game was the best thing about it. Fan, pressure pad, fan, pressure pad, fan, pressure pad, popup guy, drop cage... Galaga Galaxian posted:Is there a ditch I can dig in front of my sandbags to prevent the raiders from just walking right up to them? Razorwire? A white picket fence? Actually can characters just walk over sandbags? I thought I saw one of my gals do it while looting the dead raider. Set up a dump zone for rubble (from mining) and it will slow down anyone who has to walk over the rocks.
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# ? Sep 21, 2016 21:01 |
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Chalks posted:Anyone else had this happen? I'm not sure how often mountains have huge hidden areas inside them but knowing that this can happen makes building rooms inside a mountain seem like a bad idea. Many colonies end with the first exploratory dig into a mountain revealing cryosleep capsules or old mechanoids. Hives also serve to discourage the mountain turtle. Tristesse posted:I haven't touched the drat things since. I had a colony go into a depression cycle over the death of someone on their own trap. Never again.
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# ? Sep 21, 2016 21:09 |
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IAmTheRad posted:It's fine to feed human meat to prisoners and to extract organs from them, but having a vat grown sex slave backstory in the game is just a little too far, guys. rape is a very specific button that a lot of people, even ones who are otherwise strong-stomached, don't really like to see pushed by their entertainment, sorta like dog/child death (though to a greater extent than that) if you really want to get into it: we're probably just waaaaaay more desensitized to regular violence because it's been more of a fixture in media for a lot of our lives. your average goon probably grew up on Aliens and Robocop and Evil Dead 2 and etc, but probably did not grow up on I Spit on Your Grave and The Accused.
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# ? Sep 21, 2016 21:12 |
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Chalks posted:I built my base with its back against a mountain for security. Turns out this isn't as effective as I'd hoped, a group of sappers raided me and walked up to the back of the mountain and started digging. I kinda assumed that sappers would pick a weak point to start digging towards your base so I was a bit surprised that they tried this, until after digging a few blocks they revealed a whole hidden area inside the mountain that lead right up to the walls of the rooms I'd dug into the mountain. Building rooms into mountains isn't supposed to be a good idea. Tynan's vision.
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# ? Sep 21, 2016 21:12 |
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Squeegy posted:Building rooms into mountains isn't supposed to be a good idea. Tynan's vision. Never stops me. That mortar-proof core is always useful.
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# ? Sep 21, 2016 21:19 |
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New research idea: Automated Mortars
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# ? Sep 21, 2016 21:44 |
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I know he's said that, but he doesn't seem to be very good at following it... pretty sure he keeps adding upsides to mountain bases faster than downsides.
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# ? Sep 21, 2016 21:44 |
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Setting a stockpile of stone chunks up against your outdoors power generation seems op, no?
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# ? Sep 21, 2016 22:29 |
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Setting up rubble on the approach to your turrets is brilliant, I'll be doing that as soon as I'm back to a mortar per colonist. Sandbags just weren't doing it.
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# ? Sep 21, 2016 22:43 |
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come at me you little bitch
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# ? Sep 21, 2016 22:46 |
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Sorry, you missed the perfect opportunity for "Smile you son of a... *BOOM*" ala Jaws.
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# ? Sep 21, 2016 23:24 |
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mining drills are such hot garbage, my god I spend all this time researching drills and scanning, which take forever, and then I have to build the scanner which is both steel and component expensive, and also annoyingly micromanagement heavy because you want to turn it off whenever not using it since it eats so much power, and then once I've done all that I need to place drills over patches of ground that have veins... except I don't know what's in which, so I need to place the drill to even get to check if it's something I want... and repeatedly, it's not, and drills can't be reinstalled, so I have to deconstruct the drill(losing steel and components in the process) and build it all over again. and I gotta hook it up to power, and colonists will stop prioritizing drilling after a short period of time so if there's anything higher priority to them they'll just gently caress off in the middle of drilling(ps: drilling is lower priority than normal mining, so good luck doing both at once)
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# ? Sep 22, 2016 00:12 |
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Drilling owns. I have 8000+ plasteel.
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# ? Sep 22, 2016 00:27 |
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IronicDongz posted:
In my last game my artist was a night owl so it was just pretty much him and the cleaning robots alone in a quiet base. His art slowly changed from hunting anecdotes and surgeries to a neverending series of paintings of naked robots.
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# ? Sep 22, 2016 00:29 |
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Maybe DF spoiled me, but I wish I could specify the skills of my starting dudes and maybe what stuff we bring with us via some kind of points system like Dwarf Fortress.
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# ? Sep 22, 2016 04:35 |
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Galaga Galaxian posted:Maybe DF spoiled me, but I wish I could specify the skills of my starting dudes and maybe what stuff we bring with us via some kind of points system like Dwarf Fortress. Get the Prepare Carefully mod! It's not balanced though
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# ? Sep 22, 2016 04:42 |
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my dipsshits just outright stopped sowing plants. Sure will plant seeds but gently caress all harvesting. Any ideas? Cant even click on plants to force their hand. No mods.
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# ? Sep 22, 2016 07:13 |
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Junkie Disease posted:my dipsshits just outright stopped sowing plants. Sure will plant seeds but gently caress all harvesting. Any ideas? Cant even click on plants to force their hand. No mods. Change your cut plant prority. Grow is for planting, cut is for harvesting
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# ? Sep 22, 2016 12:16 |
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Walton Simons posted:Seriously, how on earth does 'release animals' work? It just doesn't seem to do anything. If the animals are with you when you click it they'll go and attack. They won't come from ages away and do it, only if they're following. Usually it's a poo poo idea though. I have four elephants and I still don't get them to attack because it just means your colonists shoot them up.
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# ? Sep 22, 2016 12:27 |
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yoloer420 posted:Change your cut plant prority. Grow is for planting, cut is for harvesting I always assumed the 'cut plants' was solely for cutting trees and stuff that you designate and 'grow' was all growing-zone related stuff. Now I see why my colonists get obsessed with the greenhouse when the plants are fully grown. Taear posted:If the animals are with you when you click it they'll go and attack. They won't come from ages away and do it, only if they're following. Got it, thanks. I'll probably leave it and just call them inside when getting raided since they just love wandering between minigun fire and my base outside but seem pretty handy against drop pods.
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# ? Sep 22, 2016 12:52 |
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Taear posted:If the animals are with you when you click it they'll go and attack. They won't come from ages away and do it, only if they're following. Create an extra animal area on each of your choke points, or just around a corner, assign your beasts of murder there when there is a raid and they will be in position to beast-fight. An elephant (or big cat, or bear, or wolf) can do a lot of damage, and better to lose one than a colonist.
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# ? Sep 22, 2016 14:02 |
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# ? May 22, 2024 12:39 |
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ZearothK posted:Create an extra animal area on each of your choke points, or just around a corner, assign your beasts of murder there when there is a raid and they will be in position to beast-fight. An elephant (or big cat, or bear, or wolf) can do a lot of damage, and better to lose one than a colonist. any training you do will override that crap unfortunately. when you draft the colonist, their animals form up on them and that is a serious problem in some cases; I would really prefer it if I could tell the animals to stay back or just stay away because a lot of them wander into my kill zones and get hit by stray bullets and poo poo.
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# ? Sep 22, 2016 17:00 |