The raid size increases in Cassie don't bother me as much as the heat wave increases.
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# ? Jan 10, 2017 23:04 |
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# ? May 22, 2024 17:01 |
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Hieronymous Alloy posted:The raid size increases in Cassie don't bother me as much as the heat wave increases. There is nothing like watching a freezer with 9 foot thick stone walls go from -1F to 70F in a couple of hours.
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# ? Jan 11, 2017 00:12 |
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Are heatwaves just programmed to overwhelm your refrigerator no matter what or something? I swear I've tripled the number of coolers and put an extra layer on the building in the middle of a heat wave and still not kept stuff frozen.
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# ? Jan 11, 2017 01:13 |
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Shadowlz posted:I like this game but it's really missing the "why" and "how" part of events. Why did I get malaria? Why did I get the plague? How did this tribe know I was here? Why do they hate me? Why did my conduit short? The events as they are should be a effect of a cause, not the cause and the effect. There could be roaming swarms of mosquitos in certain climates that "attack" for for a base chance to catch diseases. Rats could carry diseases and be drawn to heated buildings and unsecured food storage. Tribes could have a set of likes and dislikes that you can find out in order to stay on their good side. Factions could send a scouting party then either an envoy or a raiding party to make contact with you. Right now it's a sandbox that rolls dice every x minutes multiply by difficulty. gently caress you, that's why. Seriously; the story tellers define a range of random events that increase in severity explicitly to gently caress your colony. Randy does not do this though. All of the events come down to random event rolls because the game is not actually a colony building sim, it is more of an rpg where you're playing a colony and have to deal with a GM that thinks everything needs to come off of the random encounter tables.
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# ? Jan 11, 2017 01:22 |
bird food bathtub posted:Are heatwaves just programmed to overwhelm your refrigerator no matter what or something? I swear I've tripled the number of coolers and put an extra layer on the building in the middle of a heat wave and still not kept stuff frozen. The cassie storyteller seems to. I've had it go up to like 170 degrees in a temperate forest biome, just because each wave was progressively slightly hotter and hotter.
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# ? Jan 11, 2017 01:38 |
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Yeah I've not bothered with Cassandra/Phoebe for a while, they're both pretty much about "get off the planet ASAP" and I don't want to actually get off the planet at all. HERE I AM, HERE I REMAIN
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# ? Jan 11, 2017 01:45 |
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Randy for lyfe. I am kinda upset. I had a drop from space of a bunch of ear bandages, so i decided to slap one on my main constructor so they can stop being sad about their ear scar. Of course their head is promptly cut off during the application of a band aid.
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# ? Jan 11, 2017 01:48 |
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the pelvis is in the shoulder right?
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# ? Jan 11, 2017 01:52 |
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OwlFancier posted:Well that's dumb, half the fun of mining is finding random poo poo underground. Heads up on an amazing mod from Rikiki: http://steamcommunity.com/sharedfiles/filedetails/?id=837412700 This mod adds a new biome: cave. This will allow you to explore and settle into the deep tunnels of this Rimworld. WARNING! Caveworld Flora must be enabled BEFORE this mod!
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# ? Jan 11, 2017 01:55 |
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^^^ e; holy poo poo Omnicarus posted:The Auto-Mod went rogue and shut it down. ¯\_(ツ)_/¯ That's a pretty RimWorld fate to meet! Also yeah Randy 4 lief.
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# ? Jan 11, 2017 01:56 |
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Plek posted:gently caress you, that's why. Seriously; the story tellers define a range of random events that increase in severity explicitly to gently caress your colony. Randy does not do this though. All of the events come down to random event rolls because the game is not actually a colony building sim, it is more of an rpg where you're playing a colony and have to deal with a GM that thinks everything needs to come off of the random encounter tables. Randy uses exactly the same threat scaling curve as Cassandra/Phoebe. He's just less rigid about following it (but he's just as likely to make it harder as he is to make it easier). Hieronymous Alloy posted:The cassie storyteller seems to. I've had it go up to like 170 degrees in a temperate forest biome, just because each wave was progressively slightly hotter and hotter. Heat waves are a flat +20C to outdoor temperature, period. Storyteller & threat points don't matter. edit: part of the reason why this is rough on freezers is that their capacity is lower the larger the heat differential. So if your coolers used to be maintaining a 40C temperature difference, adding another 20C on means you need 50% more cooling capacity and you have 25% less of it. Zhentar fucked around with this message at 02:17 on Jan 11, 2017 |
# ? Jan 11, 2017 02:14 |
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Zhentar posted:Heat waves are a flat +20C to outdoor temperature, period. Storyteller & threat points don't matter. That definitely seems wrong, because I've had heat waves up the temp by around 40c.
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# ? Jan 11, 2017 02:16 |
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It's not. The code responsible:code:
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# ? Jan 11, 2017 02:19 |
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Then it is bugged somewhere. I have definitely had heatwaves of +20f. However, that was in A14 or A15, admittedly. I haven't yet played enough of A16 to see more than one, but it also went over 40c on a map that sees average summer temps of 10-15c. e: Maybe it's a flat +20 to max possible map temperatures?
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# ? Jan 11, 2017 02:25 |
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I've also had heat waves shove the temperature up by 40-60 degrees, so either the code is bugged or that doesn't affect temperature directly.
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# ? Jan 11, 2017 02:28 |
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It's just a flat +20C to whatever the temperature would otherwise be on that day, at that time. If you want to test it, make a save, then record the temperature a couple times over the next couple days. Reload, trigger a heat wave, and compare.
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# ? Jan 11, 2017 02:29 |
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I'm not a programmer but I'm fairly sure lerp is not a flat addition. Pee pee doo doo.
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# ? Jan 11, 2017 03:30 |
Wooohoo, it's totally possible to set up a jelly farm even under the new rules where hives require maintenance: (below is my writeup for my guide): quote:
http://images.akamai.steamusercontent.com/ugc/106232555621521770/CD98696A88C0E18E4FED2A37F59B98FDD529CEC8/ Hieronymous Alloy fucked around with this message at 04:34 on Jan 11, 2017 |
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# ? Jan 11, 2017 04:23 |
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Flesh Forge posted:I'm not a programmer but I'm fairly sure lerp is not a flat addition. Pee pee doo doo. It's not; it ramps up from 0 to 20 over the first ~5 hours of the event and then back down from 20 to 0 over the last ~5 hours.
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# ? Jan 11, 2017 05:09 |
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Zhentar posted:It's just a flat +20C to whatever the temperature would otherwise be on that day, at that time. I have definitely had odd behaviour with heatwaves where the map kind of gets stuck at odd temperatures, and reloading the save causes the temperature to plummet 30C or so (after the heatwave has long passed) when the weather next changes. I'm not sure the temperature and weather code works entirely correctly. I ended up with it hovering around 20-30C in winter one year and when I reloaded it dropped to -17 or something and all my crops died. Might have some odd interactions with climate cycle.
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# ? Jan 11, 2017 05:16 |
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Can heat waves occur in winter? I don't think I've ever seen a winter heat wave.
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# ? Jan 11, 2017 06:03 |
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I just had a 17 skill doctor with bionic arms and eyes kill a guy while trying to put a pegleg on. How do I modify the surgery failure chance? Is there a mod for it? I guess it was a little too easy before but this is insane.
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# ? Jan 11, 2017 06:57 |
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There's a mod for it but last I tried it I don't think it was working: http://steamcommunity.com/sharedfiles/filedetails/?id=834016280&searchtext=surgery maybe it's been updated though. Alternatively there is this one http://steamcommunity.com/sharedfiles/filedetails/?id=834999520&searchtext=surgery
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# ? Jan 11, 2017 07:12 |
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Speaking of these events, it'd be nice to see your map location and conditions change how often things happen. As I understand it, if a thing is going to happen, it's going to happen every x days, give or take. I've been tracking my A15 saves and it's fairly regular how often I get toxic fallout, psychic ships, blight, etc. Would be nice to mix things up so you might have a map that's lower on natural events like blights and cold snaps but since it's such a good location to settle, you're more prone to other tribes trying to take you out.
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# ? Jan 11, 2017 09:46 |
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I usually set up shop in temperate forests, but I've decided to try a boreal forest map this time. It only has a 20 day growing window, which seems really short. There are 2 steam vents where I set up so a greenhouse should be easy. Any boreal forest tips? Boreal forest chat? Boreal forest... horror stories?
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# ? Jan 11, 2017 12:48 |
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Hieronymous Alloy posted:Wooohoo, it's totally possible to set up a jelly farm even under the new rules where hives require maintenance: This is just a bee hive except with heat instead of smoke. You've turned the infestation into bees. Gadzuko posted:I just had a 17 skill doctor with bionic arms and eyes kill a guy while trying to put a pegleg on. How do I modify the surgery failure chance? Is there a mod for it? I guess it was a little too easy before but this is insane. Less Arbitrary Surgery: http://steamcommunity.com/sharedfiles/filedetails/?id=834016280 Mzbundifund posted:Can heat waves occur in winter? I don't think I've ever seen a winter heat wave. No, the map temperature has to be 20 C or above.
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# ? Jan 11, 2017 13:26 |
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vandalism posted:I usually set up shop in temperate forests, but I've decided to try a boreal forest map this time. It only has a 20 day growing window, which seems really short. There are 2 steam vents where I set up so a greenhouse should be easy. Any boreal forest tips? Boreal forest chat? Boreal forest... horror stories? Winter is going to be more difficult. All the grass will die off from the cold, which makes the herbivores starve and leave. Then you'll just have starving wild carnivores... And your colony is full of walking food!
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# ? Jan 11, 2017 13:54 |
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GenericOverusedName posted:Winter is going to be more difficult. All the grass will die off from the cold, which makes the herbivores starve and leave. Then you'll just have starving wild carnivores... And your colony is full of walking food! That just means the meat comes to you!
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# ? Jan 11, 2017 14:37 |
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Are there any mods that would cause 'out of memory' errors in map generation more often or is it an issue of map size? I used a 100% planet generation and tried Large 300x300 but if you raid more than one or two maps (or try to re-roll the current one too much?) the game seems to run out of memory and stop generating maps at all. I heard this can make it impossible to save too. Anyone have some insight? I downloaded a bunch of mods, some extra hairs & facial hairs, typical stuff like blueprints, more tabs, map re-roll, Prepare Carefully, EPOE, more turrets & other stuff, basically anything I used in A13 that's still around.
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# ? Jan 11, 2017 16:06 |
A16 has some known weird memory leaks, I've been having the same problems and I only have four mods installed. Tynan seems to have it listed as "known issue" but blames.mods for it.
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# ? Jan 11, 2017 16:21 |
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This is super spergy of me, I know, but it would be neat if I could designate a smoking room for these addicts to hotbox instead of sparking one up right in the drat fridge.
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# ? Jan 11, 2017 16:54 |
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vandalism posted:I usually set up shop in temperate forests, but I've decided to try a boreal forest map this time. It only has a 20 day growing window, which seems really short. There are 2 steam vents where I set up so a greenhouse should be easy. Any boreal forest tips? Boreal forest chat? Boreal forest... horror stories? Boreal Forests are actually quite easy once you start making greenhouses. I wouldn't pin myself to steam vents, rather you should be looking for rich soil and set up there. 2 fueled generators will produce enough energy to power a sunlamp and heater, and you've got more wood then you know what to do with so keeping them running is easy. Plus the fact that you don't need batteries for fueled generators means that you can keep them separate from the main grid and avoid any zzzt events burning your greenhouse down. And double-walling will help slow down heat loss in the event of a solar flare. Aside from that, hunt everything. Boreals are teeming with animals including Elk, Caribou and Muffalo, which give a lot of meat and leather which means good eating and good clothing. Of course, as mentioned above, the downside is that you become the carnivore's main meal, so it would be prudent to conscript a hunting party to kill off any carnivores before starting the mass cull. Plus it means more meat! Try to hold off on harvesting raspberry bushes at the start. Although they don't grow in the cold they also don't die, so if you leave them to grow and spread it'll leave you with an emergency source of winter food if your crops fail. Learn how heat spreads and use vents to allow a handful of heaters to warm your entire base. Don't rely on cooler output though, as when winter hits they'll go into low-power mode and produce no heat. Campfires do make a good stopgap but they soon require too much work to be kept going, so look to replace them after the first winter. Aside from that, it's not too different from a temperate forest.
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# ? Jan 11, 2017 17:20 |
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Slung Blade posted:This is super spergy of me, I know, but it would be neat if I could designate a smoking room for these addicts to hotbox instead of sparking one up right in the drat fridge. Someone has never worked in a restaurant before.
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# ? Jan 11, 2017 17:46 |
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Boreal Forest is the best compromise between comfort and having a little challenge, because you can't grow for the whole year and you have actual seasonal weather. The hotter biomes have the extra challenge but they look the same the whole year round.
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# ? Jan 11, 2017 17:49 |
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I have a weird issue with my game losing my mods then getting stuck trying to download them all again. Restarting or unseleecting and reselecting each mod does nothing. The only thing that seems to fix the problem is reinstalling the game. Has anyone else come across this?
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# ? Jan 11, 2017 17:51 |
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Flesh Forge posted:Boreal Forest is the best compromise between comfort and having a little challenge, because you can't grow for the whole year and you have actual seasonal weather. The hotter biomes have the extra challenge but they look the same the whole year round. The hotter biomes are easier then Boreal in that you can usually grow all year round, allowing for massive fields of both food and cash crops. On the other hand, you rarely get diseases in the colder biomes, so you avoid having 2/3rds of your workforce bed-ridden at inopportune moments.
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# ? Jan 11, 2017 17:57 |
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SatelliteCore posted:Someone has never worked in a restaurant before. Truth.
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# ? Jan 11, 2017 18:50 |
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Just finished my first game. One of the things I think needs improving is the friendly fire aspect in combat. The pawns can easily avoid tagging each other with gunfire while hunting, but when it's combat the friendly fire is terrible. The mini gun is more trouble than it's worth for most engagements.
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# ? Jan 11, 2017 19:57 |
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Charge rifles for life. Those space guns are awesome.
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# ? Jan 11, 2017 20:02 |
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# ? May 22, 2024 17:01 |
Radiohead71 posted:Just finished my first game. One of the things I think needs improving is the friendly fire aspect in combat. The pawns can easily avoid tagging each other with gunfire while hunting, but when it's combat the friendly fire is terrible. The mini gun is more trouble than it's worth for most engagements. Please post your base!
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# ? Jan 11, 2017 20:41 |