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"wake up" is either coffee or meth, take your pick. On the subject, I highly advise this mod
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# ? Jan 6, 2017 05:18 |
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# ? May 22, 2024 10:29 |
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salt e: xenoham I guess it would make more sense to depend on Medieval Times's quarry rather than just "crack rock, get salt" which is pretty dumb Flesh Forge fucked around with this message at 06:38 on Jan 6, 2017 |
# ? Jan 6, 2017 06:15 |
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Man, maybe its Randy Random being random, but I feel like I've got basically no traders in my current game. I got a couple the first week or so, then nothing.
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# ? Jan 6, 2017 06:47 |
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I swear there is some kind of bug where traders don't show up for years
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# ? Jan 6, 2017 07:09 |
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Galaga Galaxian posted:Man, maybe its Randy Random being random, but I feel like I've got basically no traders in my current game. I got a couple the first week or so, then nothing. I feel this way too. It makes me sad, where are my neighbors?
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# ? Jan 6, 2017 07:29 |
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E: How did this double post happen
Leal fucked around with this message at 08:00 on Jan 6, 2017 |
# ? Jan 6, 2017 07:53 |
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Teikanmi posted:I swear there is some kind of bug where traders don't show up for years Yeah there is just some... thing going on that makes traders rarely if ever actually show up. My last colony just flat out had zero traders for the year it lasted. I guess now you can make caravans to get around that but jeeze. Consider how rare space traders could be and it almost feels like NPCs coming to you for trade is bugged in some way. E: Maybe it too was just a hacked together job like the romance system and Tynan used UPS tracking data and averaged out that most people in some random city only got 1 package (from UPS) and put it in the game that traders only happen once. Leal fucked around with this message at 08:03 on Jan 6, 2017 |
# ? Jan 6, 2017 08:00 |
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Cured Meats is up, enjoy your space ham http://steamcommunity.com/sharedfiles/filedetails/?id=835811545 e: I'm kinda happy because I almost never have an urge to build a quarry, now it'll be a priority Flesh Forge fucked around with this message at 08:43 on Jan 6, 2017 |
# ? Jan 6, 2017 08:33 |
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Flesh Forge posted:Cured Meats is up, enjoy your space ham Huh interesting, I was going to do a feature like that in my own mod but wasn't sure if it was really "in-theme" with the whole materials aspect of it. Plus I was going to do it via smoking meat using charcoal rather than salting it.
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# ? Jan 6, 2017 08:43 |
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The theme of Rimworld is basically space western like firefly and son you ain't a cowboy without some smoked chicken or pig in your pouch for lunch
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# ? Jan 6, 2017 08:45 |
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I Said No posted:Huh interesting, I was going to do a feature like that in my own mod but wasn't sure if it was really "in-theme" with the whole materials aspect of it. Plus I was going to do it via smoking meat using charcoal rather than salting it. Why not go ahead and do it e: I would be so happy if someone added mineable coal. e: Oops, the meal recipe does not actually require the salt It doesn't look like it's possible to have a meal recipe that requires raw food (IngredientValueGetter_Nutrition) and a non-nutritious ingredient (salt). Flesh Forge fucked around with this message at 10:09 on Jan 6, 2017 |
# ? Jan 6, 2017 08:47 |
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Stuck on the drat ingredient filter setup e: fixed and updated Flesh Forge fucked around with this message at 12:10 on Jan 6, 2017 |
# ? Jan 6, 2017 11:20 |
"Do until X" bills only count stuff in stockpiles, or anything unowned? Or does it count owned/carried/worn stuff too?
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# ? Jan 6, 2017 11:30 |
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Stockpiles only. Pawns carry things like meals with them but they don't count.
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# ? Jan 6, 2017 11:35 |
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LonsomeSon posted:Once you research Electric Smelting you can melt them down for 10 steel each. The smelter workbench can also melt down weapons for their raw materials, which depending on the material may or may not be worth it vs selling. wewt cheers
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# ? Jan 6, 2017 13:12 |
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Flesh Forge posted:e: I would be so happy if someone added mineable coal. That's in the mod I linked You can make charcoal out of wood logs at a campfire/stove too. Same item.
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# ? Jan 6, 2017 14:50 |
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I recently started playing, any good mod recommendations, or should I go vanilla for a while?
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# ? Jan 6, 2017 14:55 |
Sexual Aluminum posted:I recently started playing, any good mod recommendations, or should I go vanilla for a while? So far my favorites are Prepare Carefully, Quality Builder, and I Can Fix It, because they automate poo poo the game should be doing for you already. Part of my brain wants a mod that shortens thrumbo gestation and maturity periods and lets you harvest Thrumbofur like wool, but it might be too much of an imbalance.
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# ? Jan 6, 2017 15:09 |
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Try to play vanilla through once, then start hunting for mods to fill in the hole you feel like filling. Start at the Steam Workshop most popular/subscribed and go from there. The workshop is really good, it's better than hunting through the Ludeon forums. However the only caveat is that there is a flood of starting scenarios that need to be ignored as they don't bring anything to the table which you can do with EDB Prepare carefully. There are a bunch of mods that don't change the game but makes things easier to use. JT Replace Wall Allow Tool Defensive positions Where is the rich soil Medical tab Stone cutting tweak Miniaturisation Don't Drop When Psychotic Shutdown all Colonist Bar JT copy bills Quality Builder I can Fix it Hand me that brick - This will change the gameplay as it allows haulers to place materials for blue prints for builders instead of only the builder hauling all the parts. This in effect makes building things a lot faster. I like to automate things so I get Colony Manager which handle things like resource harvesting but not mining, taming and farm management. Keeps windmills clear. Auto hunt. Basically takes out the busy work. It has it's own limitations and you have to research more efficient management so it is not a free ride as you will need someone to "Work" the manager's table once in a while to make jobs.
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# ? Jan 6, 2017 15:18 |
Sexual Aluminum posted:I recently started playing, any good mod recommendations, or should I go vanilla for a while? All the fluffy mods.
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# ? Jan 6, 2017 15:20 |
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That Zhentar fellow makes some mighty fine vanilla friendly mods, if I do say so myself.Zhentar posted:I've finished updating all of my mods for A16: oohhboy posted:Where is the rich soil These are all Vanilla in A16
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# ? Jan 6, 2017 15:48 |
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Zhentar posted:That Zhentar fellow makes some mighty fine vanilla friendly mods, if I do say so myself. Thanks, I didn't notice.
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# ? Jan 6, 2017 15:55 |
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Has anyone here tried the mod Set-Up Camp? It seems like something that should have been in the vanilla game. I've wanted to do something similar by settling but it leaves abandoned camp icons all over the place.
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# ? Jan 6, 2017 16:02 |
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I assure you that the actions of my colonists are ethical. Completely ethical. That's just the temple. Where we sacri- pray. We pray. No sacrifices in return for psionic powers. None of that here.
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# ? Jan 6, 2017 16:15 |
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Hieronymous Alloy posted:Wait, caffeine addiction? that's a thing? Oh I think that's from a mod.
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# ? Jan 6, 2017 16:45 |
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Devdisigdu posted:I assure you that the actions of my colonists are ethical. Overview looks like 'One' by Metallica; https://www.youtube.com/watch?v=3mH2XdUs6xQ
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# ? Jan 6, 2017 16:48 |
Is it still possible to set up insect jelly farms? Thinking that might be a great role for a second colony.
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# ? Jan 6, 2017 17:11 |
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Which mod lets you harvest limbs?
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# ? Jan 6, 2017 17:31 |
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That Guy Bob posted:Which mod lets you harvest limbs? https://ludeon.com/forums/index.php?topic=25325.msg276856#msg276856 EPOE used to let you do it alongside adding a bunch of advanced bionics, but it was removed for balance reasons, supposedly. Someone else decided to make a mod to add it back in, considering it was only a small bit of removed XML preventing it in EPOE.
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# ? Jan 6, 2017 18:09 |
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Devdisigdu posted:https://ludeon.com/forums/index.php?topic=25325.msg276856#msg276856 I always wondered why they took out limb harvesting but left in limb mincing.
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# ? Jan 6, 2017 18:28 |
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Devdisigdu posted:I assure you that the actions of my colonists are ethical. Dude you're not supposed to kill the messenger, hasn't anyone ever told you that? My colony continues to do well. Except for the defacto leader who tried to take on a red fox that was harassing my janitor (not even a mad fox, it just up and attacked for no reason, maybe he didn't like the broom like how dogs hate vaccuums?) and got straight up eviscerated. By a loving fox. Then this governor's dog, who she had a bond with, went bonkers manhunter in the freezer and attacked the cook. We had to put old digger down, sad day. Even worse, the janitor that was getting bullied by this 5 kilogram fox was the governor's husband. At least he got to have fox and husky steak at the funeral I like to think the fox leather cowboy hat helped him get remarried like two weeks later though. Dude is a stud. So one of my senior citizens developed some kind of disease, fibrous mechanoid stuff in her lungs I think? It didn't seem too debilitating and she just needs some minor treatment every other day or so. How concerned should I be about this? It sounds bad.
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# ? Jan 6, 2017 18:49 |
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Slung Blade posted:My colony continues to do well. Except for the defacto leader who tried to take on a red fox that was harassing my janitor (not even a mad fox, it just up and attacked for no reason, maybe he didn't like the broom like how dogs hate vaccuums?) and got straight up eviscerated. By a loving fox. Carnivores will hunt animals when they get hungry, usually it's squirrels and rats, sometimes it's your colonists. As for the mechanites, they won't die but the pain will be a constant mood debuff and they'll be using up a poo poo ton of medicine until they finally go away
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# ? Jan 6, 2017 18:53 |
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Danaru posted:Carnivores will hunt animals when they get hungry, usually it's squirrels and rats, sometimes it's your colonists. That's a shame, but I guess I can afford to keep her in med kits and as much smokeleaf as she wants, she's worked hard for the colony and deserves it. Speaking of, I have so much surplus food I'm turning tens of thousands of units of biomass into chemfuel. I'm not really sure what to do with it outside of trading it though. Can I use it for a vehicle or something?
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# ? Jan 6, 2017 19:11 |
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Devdisigdu posted:https://ludeon.com/forums/index.php?topic=25325.msg276856#msg276856 Thanks, now if only there were easier ways of getting my prisoners to flip out and getting tagged with guilty so my mans wouldn't feel bad about harvesting them. I suppose I can give addict my prisoners with flake and yayo so they berserk faster.
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# ? Jan 6, 2017 19:16 |
Mechanites eventually go away it just takes forever. At least one kind of mechanites gives a huge manipulation bonus so take advantage and craft like crazy.
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# ? Jan 6, 2017 19:21 |
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That Guy Bob posted:Thanks, now if only there were easier ways of getting my prisoners to flip out and getting tagged with guilty so my mans wouldn't feel bad about harvesting them. I suppose I can give addict my prisoners with flake and yayo so they berserk faster. Someone correct me if I'm wrong, but I thought harvesting organs from guilty prisoners still made the colonists feel bad, it's only killing guilty prisoners the colonists don't mind?
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# ? Jan 6, 2017 19:24 |
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Hieronymous Alloy posted:Mechanites eventually go away it just takes forever. At least one kind of mechanites gives a huge manipulation bonus so take advantage and craft like crazy. How do they get this 'infection' anyway? There haven't been any robots on my map, as far as I know. Secret Borg abduction? And yeah I think she does have some bonuses to go along with the pain.
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# ? Jan 6, 2017 19:39 |
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Slung Blade posted:How do they get this 'infection' anyway? There haven't been any robots on my map, as far as I know. Secret Borg abduction? I think it's nanites in the soil. Like a robotic anthrax or something.
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# ? Jan 6, 2017 19:45 |
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Slung Blade posted:That's a shame, but I guess I can afford to keep her in med kits and as much smokeleaf as she wants, she's worked hard for the colony and deserves it. Fuel gets used for drop pods right now
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# ? Jan 6, 2017 20:07 |
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# ? May 22, 2024 10:29 |
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Mister Adequate posted:Eh, it takes about 40 seconds for me, which is a lot less time than I'll spend looking for a site or fannying about with Prepare Carefully or choosing a name for that matter. Yeah, same. I just need to be patient and wait for the goodness of a full planet.
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# ? Jan 6, 2017 20:17 |