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Mineable coal:I Said No posted:That's in the mod I linked oh neat, I'll try it, thanks!
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# ? Jan 6, 2017 20:31 |
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# ? Jun 7, 2024 00:17 |
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Danaru posted: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 You don't need to use medicine to treat mechanites - in fact, there's no benefit to using it. Forbid them from getting medicine on their health tab, and they'll get free treatments until the mechanites are cured.
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# ? Jan 6, 2017 20:32 |
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Zhentar posted:You don't need to use medicine to treat mechanites - in fact, there's no benefit to using it. Forbid them from getting medicine on their health tab, and they'll get free treatments until the mechanites are cured. poo poo.
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# ? Jan 6, 2017 20:32 |
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So I'm pretty new to the game, and I'm a few hours into my first settlement and I just got a new colonist to join who is basically 13+ in melee and shooting. How do I make this person always be out hunting, and grabbing the corpses to bring back to be harvested?
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# ? Jan 6, 2017 20:36 |
Keep them armed and have their hunt tab on, plus hauling. Mark animals to be hunted. You may want to turn off other colonist hunting activities because sometimes there will be friendly fire.
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# ? Jan 6, 2017 20:52 |
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Volmarias posted:Fuel gets used for drop pods right now Ah cool, I just finished researching those too, haven't built a launcher yet though. Thanks
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# ? Jan 6, 2017 20:53 |
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what is luciferium used for? I dosed one of my prisoners and he just kept going berserk, eventually I release him to stop having to deal.
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# ? Jan 6, 2017 21:14 |
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Volmarias posted:Fuel gets used for drop pods right now Yeah, but how do I use drop pods? And can I use them to fling plague infected patients who may or may not be escaped mental patients at enemy strongholds?
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# ? Jan 6, 2017 21:16 |
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TipsyMcStagger posted:what is luciferium used for? I dosed one of my prisoners and he just kept going berserk, eventually I release him to stop having to deal. Luciferium is, as the name implies, a deal with the devil. It makes the doser harder, stronger, faster, better, able to cure serious injuries etc etc. Its basically super-soldier nanomachines, except its instantly "addictive" because they need a constant supply or they go insane/die.
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# ? Jan 6, 2017 21:18 |
TipsyMcStagger posted:what is luciferium used for? I dosed one of my prisoners and he just kept going berserk, eventually I release him to stop having to deal. It makes your people badass until you run out, then it makes them insane. I cask of amontillado any that I find but I'm sure you could stockpile it and have quite a fighter.
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# ? Jan 6, 2017 21:18 |
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Kind of on topic: If you remove the arms from a permanently berserked person will they run around biting people?
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# ? Jan 6, 2017 21:22 |
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Geokinesis posted:Kind of on topic:
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# ? Jan 6, 2017 21:26 |
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Geokinesis posted:Kind of on topic: Ni!
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# ? Jan 6, 2017 21:34 |
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Who are some youtubers to watch who can explain mechanics well? Maybe not exactly let's plays but it could includes those as well.
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# ? Jan 6, 2017 22:00 |
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Blitz is pretty fun and well-recorded, not terribly obnoxious and has gobs and gobs of vids. https://www.youtube.com/watch?v=playlist
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# ? Jan 6, 2017 22:09 |
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TipsyMcStagger posted:what is luciferium used for? I dosed one of my prisoners and he just kept going berserk, eventually I release him to stop having to deal. If you want to know more about a thing, click the little [i] button on its panel, it will give you a list of every statistical modifier relevant to the item, so for drugs it will tell you exactly what they do to the person imbibing them.
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# ? Jan 6, 2017 22:17 |
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Xae posted:Yeah, but how do I use drop pods? What else would you use them for?
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# ? Jan 6, 2017 22:25 |
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Zotix posted:Who are some youtubers to watch who can explain mechanics well? Maybe not exactly let's plays but it could includes those as well. marbozir has a few playthroughs. Thats what got me into the game.
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# ? Jan 6, 2017 22:27 |
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Galaga Galaxian posted:Luciferium is, as the name implies, a deal with the devil. It makes the doser harder, stronger, faster, better, able to cure serious injuries etc etc. Its basically super-soldier nanomachines, except its instantly "addictive" because they need a constant supply or they go insane/die. Luciferium was majorly nerfed as a super-soldier drug in A16; Tynan's vision is to have it as more of a medical thing than for combat.
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# ? Jan 6, 2017 22:56 |
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Zhentar posted:Luciferium was majorly nerfed as a super-soldier drug in A16; Tynan's vision is to have it as more of a medical thing than for combat. Why does Tynan's vision always suck rear end
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# ? Jan 6, 2017 23:18 |
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Zhentar posted:Luciferium was majorly nerfed as a super-soldier drug in A16; Tynan's vision is to have it as more of a medical thing than for combat. Did he also nerf the "Luciferium: not even once" side effects, because I can't imagine ever actually letting a colonist use it in its original form
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# ? Jan 6, 2017 23:26 |
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Zhentar posted:Luciferium was majorly nerfed as a super-soldier drug in A16; Tynan's vision is to have it as more of a medical thing than for combat. HAH. It's kind of useless as a medical thing because it loving kills you. Azhais posted:Did he also nerf the "Luciferium: not even once" side effects, because I can't imagine ever actually letting a colonist use it in its original form You use it once, you're instantly an addict. The consequences for withdrawal are death.
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# ? Jan 6, 2017 23:28 |
Zhentar posted:Luciferium was majorly nerfed as a super-soldier drug in A16; Tynan's vision is to have it as more of a medical thing than for combat. From the limited testing I've done, colonists with minimum gun skill, trigger happy, two bionic eyes, go juice, and luciferium are still extremely effective soldiers, but I haven't run the detailed numbers so I'm not sure it's really worth the tradeoff (especially if you factor in cryosleep penalties). Plus it seems like overdosing happens really easily. Hieronymous Alloy fucked around with this message at 23:33 on Jan 6, 2017 |
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# ? Jan 6, 2017 23:31 |
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Sexual Aluminum posted:marbozir has a few playthroughs. Thats what got me into the game. yeah, marbozir and quill18 do a good job with it. And I occasionally watch some guy named daroy on twitch play it but our timezones don't really mesh well for that
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# ? Jan 6, 2017 23:32 |
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Hieronymous Alloy posted:From the limited testing I've done, colonists with minimum gun skill, trigger happy, two bionic eyes, go juice, and luciferium are still extremely effective soldiers, but I haven't run the detailed numbers so I'm not sure it's really worth the tradeoff (especially if you factor in cryosleep penalties). Plus it seems like overdosing happens really easily. It's a big investment though, with those bionics. You'd think you could yank out prosthetics from a corpse.
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# ? Jan 6, 2017 23:41 |
Slime posted:It's a big investment though, with those bionics. You'd think you could yank out prosthetics from a corpse. Yeah. Bionic eyes don't really help with much now anyway though -- just shooting and medical tending -- so if you have extras, why not? I seem to have my multiple colony crash bug fixed now so my next project is going to be really playing around with different ways to exploit multiple forts at once. Pod-drop drugged-out cryogenic ice marines seem like one thing worth trying.
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# ? Jan 6, 2017 23:51 |
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Slime posted:HAH. It's kind of useless as a medical thing because it loving kills you. That is what makes it the "devil's bargain". It can save pawns from certain death in the short term (from infections/diseases or permanent brain damage), at the cost of complete dependence upon it. Hieronymous Alloy posted:From the limited testing I've done, colonists with minimum gun skill, trigger happy, two bionic eyes, go juice, and luciferium are still extremely effective soldiers, but I haven't run the detailed numbers so I'm not sure it's really worth the tradeoff (especially if you factor in cryosleep penalties). Plus it seems like overdosing happens really easily. Miniguns completely ignore pawn accuracy when shooting more than 2 tiles away, and within two tiles pawn accuracy isn't very important. Those colonists would still be extremely effective soldiers without the luciferium. Danaru posted:Why does Tynan's vision always suck rear end Because it's centered around struggling to survive, slowly spiraling out of control towards destruction.
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# ? Jan 7, 2017 00:08 |
Zhentar posted:
Yeah, I wasn't using miniguns -- switched to charge rifles; trigger happy is still doubling your rate of fire. The real question is, yeah, as you point out, whether or not luciferium makes a significant difference or if bionic eyes are enough by themselves to counteract the trigger happy penalty. Just looking at Sight, it's a +20% bonus from each eye and then another +15% from luciferium. Luci also gives a 10% bonus to consciousness. Go-juice gives 25% sight and 10% consciousness and reduces pain by 90%, so you're clearly getting *more* benefit from go juice than from luci for soldiers. Hieronymous Alloy fucked around with this message at 00:30 on Jan 7, 2017 |
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# ? Jan 7, 2017 00:12 |
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Zhentar posted:Because it's centered around struggling to survive, slowly spiraling out of control towards destruction. It's a "Lord of the Flies" simulator, and you have to play Piggy
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# ? Jan 7, 2017 00:14 |
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Azhais posted:It's a "Lord of the Flies" simulator, and you have to play Piggy Checks out. Piggy was the brains of the operation.
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# ? Jan 7, 2017 00:16 |
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Danaru posted:Why does Tynan's vision always suck rear end It's like he accidentally made a great game but whenever he applies his actual game design theory it sucks rear end.
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# ? Jan 7, 2017 00:16 |
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poo poo, can you reuse bionics from corpses? Or is there a big malus for that like corpse clothing?
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# ? Jan 7, 2017 00:17 |
Omnicarus posted:It's like he accidentally made a great game but whenever he applies his actual game design theory it sucks rear end. This seems to be true for almost all good games.
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# ? Jan 7, 2017 00:18 |
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Slung Blade posted:poo poo, can you reuse bionics from corpses? You can remove bionics from living prisoners without anyone getting mad, but once someone dies, all their prosthetics are stuck for good.
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# ? Jan 7, 2017 00:25 |
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Holy poo poo, I have the Cult mod, and two of my people just murdered some octogenarian who had shown up wanting to join the newly founded Esoteric Order of Dagon. They ain't having none of it. Of course, having that blood on their hands, who knows what memories and whispers may haunt them in the night?
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# ? Jan 7, 2017 00:59 |
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I Said No posted:That's in the mod I linked This is the process of turning wood into charcoal, which is fine, but if you don't have wood ... What I'm suggesting is coal that can be mined.
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# ? Jan 7, 2017 01:03 |
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Leal posted: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. The psychology mod seemed to cause most events to stop triggering on two of my games after a while. I didn't test it heavily so I don't know if it's because I just used save games for the A16 beta, or something specific that happened, or something else entirely, but I would get errors in the dev-console about psychology, and using the dev-menu to try to trigger events raised another exception. All of that went away when I disabled psychology.
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# ? Jan 7, 2017 01:27 |
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Flesh Forge posted:This is the process of turning wood into charcoal, which is fine, but if you don't have wood ... What I'm suggesting is coal that can be mined. It has both, coal seams have a decent chance to generate on the map. You usually end up with a pretty big stock of charcoal eventually, and I have it used for fueled generators and stuff instead of just raw logs of wood. I kind of had to do that because fueled generators don't accept a category of items, only a single item reference, and the mod also splits wood into different types for variety so there wasn't just one Logs item anymore to use.
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# ? Jan 7, 2017 01:29 |
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The most shameful wolf just self-tamed and joined me.
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# ? Jan 7, 2017 02:18 |
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# ? Jun 7, 2024 00:17 |
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I Said No posted:It has both, coal seams have a decent chance to generate on the map. You usually end up with a pretty big stock of charcoal eventually, and I have it used for fueled generators and stuff instead of just raw logs of wood. I kind of had to do that because fueled generators don't accept a category of items, only a single item reference, and the mod also splits wood into different types for variety so there wasn't just one Logs item anymore to use. Oh neat, you should spell this out in your description because it doesn't look like that's included.
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# ? Jan 7, 2017 02:28 |