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Tristesse
Feb 23, 2006

Chasing the dream.

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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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
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.

Kinetica
Aug 16, 2011

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.

Nut to Butt
Apr 13, 2009

by FactsAreUseless

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

Tristesse
Feb 23, 2006

Chasing the dream.
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.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
I'll need to back up my saves if I reinstall, correct?

OwlFancier
Aug 22, 2013

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.

Zhentar
Sep 28, 2003

Brilliant Master Genius
It does have steam cloud integration. But yeah, I'd back up to be safe anyway.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

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.

:cmon: 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.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
:gay:

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
Does anyone have the OK Cupid statistics on beastiality?

Asking for a friend friend's boar.

Catalyst-proof
May 11, 2011

better waste some time with you

McGiggins posted:

Does anyone have the OK Cupid statistics on beastiality?

Asking for a friend friend's boar.

How in hell do you have so many colonists?

Willfrey
Jul 20, 2007

Why don't the poors simply buy more money?
Fun Shoe

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

Herb Dington
Oct 6, 2013

Willfrey posted:

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

2x Population mod

https://steamcommunity.com/sharedfiles/filedetails/?id=726096646&searchtext=

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
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

vanity slug
Jul 20, 2010

Everyone is welcome to my organ donation shack. Everyone.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
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.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
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.

Nektu
Jul 4, 2007

FUKKEN FUUUUUUCK
Cybernetic Crumb
So, what are the goon endorsed mods these days?

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
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.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
aliens mod link?

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
Sorry, still at work. Trust your google-fu.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
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.

Danaru
Jun 5, 2012

何 ??
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.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

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.

Radiohead71
Sep 15, 2007

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.

Slumpy
Jun 10, 2008

Radiohead71 posted:

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.

Having played rimworld since alpha, the More Trade Ships mod is essential because the standard trading time is like once every 10 years

Danaru
Jun 5, 2012

何 ??

Radiohead71 posted:

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.

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. :(

Radiohead71
Sep 15, 2007

Oh snap, that could explain it, I am playing the vanilla game. Thanks for the help.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Anyone have an updated list of decent mods? There are so many and a lot seem to do the same loving thing.

Slumpy
Jun 10, 2008

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

Rougey
Oct 24, 2013

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):

RT Fuses – adds fuses to the game to deal with power surges. Don’t install this mod for your first playthrough so you can experience the joy of power surges, so you can truly appreciate why it’s at the top of the list.

Muzzy-Utils – Quality of life mod that makes some changes to the UI, install it before your first play through IMO.

Laser Drills – Adds the ability to bore holes to tap into geothermal energy anywhere, quite expensive to set up but gives more flexibility than the randomly spawned natural geothermal vents, which may be in less than ideal locations. Really important for some mods that add power hungry appliances.

EdB Prepare Carefully – Allows you to completely customise your start, if you want to spawn a bunch of nudist non-violent hippies or a tribe of cannibals go for it, but be warned that the game will recognise it if you create a dozen max skilled, power armour gods and scale difficulty accordingly - nothing like facing a 50 man raid on your second day when you don't have any defenses or medical facilities set up.

PetFollow – Stops fluffy from standing in front of his masters shotgun during raids.

Expanded Prosthetics and Organ Engineering – this is one of those “I didn’t know I wanted it till I had it” ones, it allows you to create prosthetics and organs rather than having to trade for them and adds a bunch of really good new ones. You should then take the time to create a custom scenario for yourself with one colonist, more machine than man, who never asked for this.

Hospitality – Adds guest beds and the ability to host visitors who will leave gifts if they enjoy their stay and improve relations with their faction... also if they get killed by a cougar en route to leaving the map you'll suffer a reputation loss, but it's manageable... unless a trade convoy leaving the map has a raiding party spawn right on their exit killing everyone.

ED-SubspaceTransponder – Allows you to call trade ships rather than having to rely on randomised traders appearing, which can be especially frustrating if the RNG Gods Randy serves don’t think you deserve a chance to sell all those “donated” organs you have stored in the cooler next to the strawberries. The type of trade ship is still randomised, so you might get somebody who trades in bulk raw resources when what you really want is somebody willing to buy all those nasty raiders you captured who are missing their kidneys.

Efficient light – Reduces the power requirements of lights, leads to less flickering during brown outs.

Mending – Allows you to repair clothing and weapons rather than waiting for them to fall apart, really important as colonist suffer a mood penalty if they are wearing rags.

FashionRIMsta – adds a whole bunch of new clothing options with bonuses to certain activates (surgical scrubs that improve chance to successful remove hearts without killing the patient, chefs hats that decrease the chance of food poisoning) – worth it for the Desert Robes/Fur Coats alone which will allow your colonists to make it through the first heat wave or cold snap.

Double Population – Exactly what it says on the tin.

More Vanilla Turrets – Gives a bunch of extra defensive turrets that feel well balanced and OH CHRIST THE SNIPER TURRET JUST SHOT A COLONIST IN THE BACK AND SHATTERED HIS SPINE OH GOD!

Craftable Medicine - allows you to make standard medical kids rather than having to purchase them from traders. Basic herbal medicine is actually fine for treating most problems, but you need basic medkits for creating some items like advanced hospital beds, definitely get it if you have the Expanded Prosthetics mod.

Combat Realism – I’m really on the fence about this one, but it has won me over. It conflicted with another expanded weapons mod I liked and while there is a compatibility mod between with all the content and options it all became extremely micromanagement finicky, but eventually it won me over - mostly because I uninstalled the extra weapons mod... too many drat options. It changes the way combat works for the better, and adds in ammunition consumables for all weapons (beanbags FTW) and fire modes – leave this for a later playthrough.


The last mod I’d recommend is ez infestation, though I have mixed feelings about it – it trivialises one of the more potentially fatal events and is intended to stop people from trying to play Dwarf Fortress too much, but I really like mountain maps so it’s my one guilty pleasure.

Rougey fucked around with this message at 02:27 on Nov 21, 2016

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Can't you already craft basic medkits from herbal medicine and cloth?

Danaru
Jun 5, 2012

何 ??

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 :v:

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
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?

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

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

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -
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.

SoapyTarantula
Jun 3, 2011

Lipstick Apathy
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.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

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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OwlFancier
Aug 22, 2013

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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