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Teikanmi posted:My colonists spend like 90% of their time meditating in their bedrooms, I swear to loving god they do So do mine, unless a raid just happened and all the bodies haven't been cleaned up yet. In this case, all my drat colonists want to do is walk over and get upset by dead bodies over and over. The second the blood is cleaned up and all the bodies are incinerated, everyone goes back to hanging out in their dark bedrooms.
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# ? Nov 9, 2016 20:20 |
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# ? Jun 5, 2024 03:32 |
For some reason this morning the game started hanging at "Loading. . . " when I try to load savegames. Just freezes and eventually goes non-responsive. Happens with saves from yesterday too. Oddly, *doesn't* happen every time, just like 90% of the time. Anyone else run into this? Vanilla steam install, no mods.
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# ? Nov 10, 2016 14:39 |
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Hieronymous Alloy posted:For some reason this morning the game started hanging at "Loading. . . " when I try to load savegames. Just freezes and eventually goes non-responsive. Happens with saves from yesterday too. Oddly, *doesn't* happen every time, just like 90% of the time. Anyone else run into this? Vanilla steam install, no mods. Are you switching to a different window while you wait for it to load? It would crash for me whenever I alt tabbed out during loading.
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# ? Nov 10, 2016 17:07 |
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Hieronymous Alloy posted:For some reason this morning the game started hanging at "Loading. . . " when I try to load savegames. Just freezes and eventually goes non-responsive. Happens with saves from yesterday too. Oddly, *doesn't* happen every time, just like 90% of the time. Anyone else run into this? Vanilla steam install, no mods. i had basically the same thing happen a while back and ended up resolving it by reinstalling
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# ? Nov 10, 2016 17:31 |
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You can also try having Steam verify the integrity of the game cache which is kind of like a repair install. I had this problem for a bit and that fixed it. Worst case, if that doesn't work just reinstall. -From the Library section, right-click on the game and select Properties from the menu. -Select the Local files tab and click the Verify integrity of game cache... button. -Steam will verify the game's files - this process may take several minutes.
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# ? Nov 10, 2016 17:49 |
I'll need to back up my saves if I reinstall, correct?
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# ? Nov 10, 2016 19:10 |
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Hieronymous Alloy posted:I'll need to back up my saves if I reinstall, correct? I would suggest doing so yes, given that I don't think it has steam cloud integration and I wouldn't trust it if it did.
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# ? Nov 10, 2016 19:55 |
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It does have steam cloud integration. But yeah, I'd back up to be safe anyway.
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# ? Nov 10, 2016 20:09 |
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Oh man, I didn't even notice the first time I looked at that picture that the player doesn't even build corner wall squares. that looks dumb as hell, and for an overall savings of what like 16 wood? Though I guess when I'm digging out caves to live in I leave the raw rock on the corners early on to save time. I usually go with an under-mountain cave complex instead of something freestanding, with infestations turned off, mostly for personal preference, and after trying a couple of different approaches I've settled my general approach on "cramped common room with everything shoved into it" --> "non-airlocked kitchen set to freezing with enough storage space for the first two harvests" --> "hollow out end-state bedrooms and hallways with a plan for where the cross-hallway to the next residential access corridor is going to go" --> "airlocked freezer off the kitchen with a planned airlock to the outside for harvesttime to be installed later" in terms of structure. Those hallways remain three tiles wide throughout the complex, for later retrofitting with heaters in walled niches which can serve as defensive cover in a pinch, and the bedrooms are 5x5 internally with the requisite layer of wall around them for aesthetics. I've never gotten to the point where I felt like enormous gaudy bedrooms for everyone was worth doing, but I imagine I would just knock down the walls between two rooms off the same hall. I usually wind up joining up four of the rooms nearest the common room (usually the commons isn't located in the original excavation area, that becomes the ready room/armory) to turn into an actual hospital/lab once I get the resources to comfortably cover a hefty area in sterile tile. Hieronymous Alloy posted:I'll need to back up my saves if I reinstall, correct? I don't know for sure but I can't really think of a reason not to do so.
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# ? Nov 10, 2016 20:10 |
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# ? Nov 13, 2016 02:32 |
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Does anyone have the OK Cupid statistics on beastiality? Asking for a
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# ? Nov 13, 2016 02:34 |
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McGiggins posted:Does anyone have the OK Cupid statistics on beastiality? How in hell do you have so many colonists?
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# ? Nov 13, 2016 15:17 |
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horse mans posted:How in hell do you have so many colonists? Later in the game you can get tribal raids with a SHITLOAD of pawns attacking you. Also using blunt melee weapons tends to down people without killing them. Also, I'm not sure how well it works, but I've noticed if you wall off your settlement raids will spread their pawns out around to different entry points to attack doors. Probably just put a lot of doors around the perimeter and mug raiders with blunt melee weapons. But my guess... He used prepare carefully or something
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# ? Nov 13, 2016 17:23 |
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Willfrey posted:Later in the game you can get tribal raids with a SHITLOAD of pawns attacking you. 2x Population mod https://steamcommunity.com/sharedfiles/filedetails/?id=726096646&searchtext=
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# ? Nov 13, 2016 19:00 |
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The colony of New Australia has a firm resettlement policy: If you survive the Turret Challenge™, you are the beneficiary of socialised medical care, courtesy of the general public's tax dollarydoos. You are then permanently interned until such time as you either voluntarily decide to repay your debt to society through hard labor, or are released during a zombie invasion, bitten, and then escorted by New Australian Border Patrol Forces safely off map. Then, when the bitten "escapee" returns in the next raiding party, they quickly turn and wipe out their own squads. Seeing as I have also only lost a single colonist in my run so far (infection), the successful converts stack up after a while. McGiggins fucked around with this message at 23:44 on Nov 13, 2016 |
# ? Nov 13, 2016 23:12 |
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Everyone is welcome to my organ donation shack. Everyone.
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# ? Nov 14, 2016 00:04 |
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I built a pair of titanium vulcan turrets a while back, and I STILL have not had a chance to use them. I imagine this is how it must feel to be the military strategist: all buttoned up and no one to lure into a shielded, layered maze of unlimited bullets.
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# ? Nov 14, 2016 13:57 |
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Woah, Combat Realism has added a lot since the last time I used it. Guns actually needing ammo seems really, really cool. I've been running a custom 'lone survivor' scenario where I start with one space marine, a gun, a knife, 14 days of survival meals and some medicine. I've taken to hunting with the knife since ammo is finite now and even with decent shooting skills hunting can be an exercise in whiffing ten shots in a row into trees.
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# ? Nov 14, 2016 14:04 |
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So, what are the goon endorsed mods these days?
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# ? Nov 14, 2016 22:12 |
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I haven't tried it but I am hype to get the USCMC aliens stuff + 2x pop + prepare carefully and crank the difficulty to max. If there were a proper aliens only mod, i'd put that on and loop the screeching noise from Alien for the entirety of my gaming session.
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# ? Nov 14, 2016 22:28 |
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aliens mod link?
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# ? Nov 14, 2016 23:40 |
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Sorry, still at work. Trust your google-fu.
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# ? Nov 15, 2016 00:04 |
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Does anyone know if there are any mods that add animals marked for hunting to the target lists of turrets? I have large stream of non-hostile animals moving into my base that I want to murder to upset my vegan colonists, but the guns... they've stopped? it seems like a useful QoL mod, but I wouldn't know how to make something like it myself, or even if it could be made at all.
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# ? Nov 15, 2016 07:33 |
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I just lost a Rich Explorer game in the first few days because cargo pods of yayo fell from the sky, and my explorer got upset and snorted the entire pile, killing him.
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# ? Nov 20, 2016 18:23 |
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Danaru posted:I just lost a Rich Explorer game in the first few days because cargo pods of yayo fell from the sky, and my explorer got upset and snorted the entire pile, killing him. I sort of wish that there was a "Tony Montana" steam achievement for this.
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# ? Nov 20, 2016 20:38 |
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I'm still a noob at this game but doing much better. Have 2 noob questions: 1. One of my colonists has a lot of skills but she goofs off a lot and even when I give her tasks like mining she will mine and then go do something recreational. Short of micromanaging her rear end, is there anything that I can do to prevent her from taking breaks all the time? 2. My colony is doing well, but I am really lacking in trading. I hope to get that going. I put my silver next to my trade beacon and spent 300 silver to get the trading going, but all of the videos I've watched show the traders calling all the time and that doesn't happen to me. Do I have to tribute 300 silver to each one to get our communication going? It is getting colder and I don't think I can make 7 parkas and tuques before my crew freezes so I hope to buy some clothing asap.
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# ? Nov 20, 2016 22:48 |
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Radiohead71 posted:I'm still a noob at this game but doing much better. Have 2 noob questions: Having played rimworld since alpha, the More Trade Ships mod is essential because the standard trading time is like once every 10 years
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# ? Nov 20, 2016 22:59 |
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Radiohead71 posted:I'm still a noob at this game but doing much better. Have 2 noob questions: Under "Restrict", you can set hours where your pawns will work until there's no work left. I do two anything - five work - two anything - five work - two anything - sleep until we start hitting post-scarcity. Your pawns will generally go watch TV or play horseshoes during the anything times. As for trading, definitely get the more trade ships mod. I don't have it right now and it blows.
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# ? Nov 20, 2016 23:18 |
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Oh snap, that could explain it, I am playing the vanilla game. Thanks for the help.
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# ? Nov 20, 2016 23:24 |
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Anyone have an updated list of decent mods? There are so many and a lot seem to do the same loving thing.
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# ? Nov 20, 2016 23:36 |
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Deadmeat5150 posted:Anyone have an updated list of decent mods? There are so many and a lot seem to do the same loving thing. Would honestly just pick what you like off of the steam workshop off most subscribed. Honestly, all I use is prepare carefully, expanded prosthetics and more trade ships
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# ? Nov 20, 2016 23:43 |
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Deadmeat5150 posted:Anyone have an updated list of decent mods? There are so many and a lot seem to do the same loving thing. This list is from a couple of months back, some of it is redundant but it's mostly still good. Rougey posted:On the topic of mods, I'd highly recommend the following (ranked in order of my appreciation): Rougey fucked around with this message at 02:27 on Nov 21, 2016 |
# ? Nov 21, 2016 02:22 |
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Can't you already craft basic medkits from herbal medicine and cloth?
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# ? Nov 21, 2016 03:24 |
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Volmarias posted:Can't you already craft basic medkits from herbal medicine and cloth? Yeah, that's fairly new, a surprisingly helpful QoL addition compared to the normal bullshit Tynan pulls on us
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# ? Nov 21, 2016 03:40 |
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My elephants keep getting "hammered" on alcohol, so most of my hauler colonists are spending their time dragging around giant pachyderms full of booze. If I leave them incapacitated due to booze and do not drag them to a bed, will they be okay?
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# ? Nov 21, 2016 04:32 |
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McGiggins posted:My elephants keep getting "hammered" on alcohol, so most of my hauler colonists are spending their time dragging around giant pachyderms full of booze. If I leave them incapacitated due to booze and do not drag them to a bed, will they be okay? I want to say they'll be fine after the booze wears off and they're no longer incapacitated. I'm not certain but I also can't imagine anything else happening as a result, unless there's some hard rule in the code dictating that Incapacitated entities have to be rescued in order to return to normal. Also, you should probably keep your intoxicant stockpiles off-limits to animals, or at least that's what I do in my games. It just seems like pigs, bears, dogs, and apparently elephants can't be trusted with booze. But really, why wouldn't you want this to be happening all the time?! LonsomeSon fucked around with this message at 05:47 on Nov 21, 2016 |
# ? Nov 21, 2016 05:45 |
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So if there's a toxic cloud over the compound, is there any point to doing anything other than quitting and restarting? It doesn't help that a herd of mad boomalopes just started attacking and a flash storm struck simultaneously, so even if I were able to micromanage all my farm animals and people into staying indoors they'd be on fire.
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# ? Nov 21, 2016 11:44 |
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The only thing I've found to combat toxic death from space is to roof the entire map, or at least everything you want to use and the route to it.
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# ? Nov 21, 2016 11:53 |
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Slumpy posted:Having played rimworld since alpha, the More Trade Ships mod is essential because the standard trading time is like once every 10 years Now you can just get on comm and ask a settlement for a trader caravan whenever you want. Caravans are even better, because you can trade from all storages, not just ones in range of orbital beacons.
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# ? Nov 21, 2016 12:00 |
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# ? Jun 5, 2024 03:32 |
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Broken Loose posted:So if there's a toxic cloud over the compound, is there any point to doing anything other than quitting and restarting? It doesn't help that a herd of mad boomalopes just started attacking and a flash storm struck simultaneously, so even if I were able to micromanage all my farm animals and people into staying indoors they'd be on fire. You should have time to put the fire out, though the boomalopes will eventually die and explode everywhere so good luck with that. On the other hand, free food if you can survive the boomapocalypse! Toxic fallout basically just means you can't let anyone spend much time outside, they can go out for a little while just don't let their buildup get too high.
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# ? Nov 21, 2016 12:21 |