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I'm pretty sure you can get it added to your steam account, they don't hand out steam keys any more though. e: yeah read here https://ludeon.com/blog/faq/
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# ? Jan 12, 2017 05:41 |
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# ? May 22, 2024 10:05 |
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So I did this mountainous ice sheet map that's going well, -70c with volcanic winter right now. My problem is I have no source of clothing except hydroponic grown cotton and I can't request trades from factions because of bad temperature. So I can survive doing little outings and living off the mountain but I'm not sure how I would do a -100c biome of this since without wool I'm pretty much screwed on temperature defense
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# ? Jan 12, 2017 06:14 |
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You need heat bunkers! Dot them around the map for the areas you think most likely to be traveled. You colonists will seek them out once hypothermia starts, and then as soon as it's gone they will continue on to complete their tasks. Clothing is just to make people comfortable for longer/fulltime periods outdoors. if you're lacking the ability to make that clothing, you bring the heat to your colonists.
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# ? Jan 12, 2017 06:17 |
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Zhentar posted:If you know C#, then yeah, it's pretty easy. while I make absolutely no promises i'll ever actually do anything with this, since we're all thinking about them, folks in the thread please feel free to add suggestions to this event design document so i have something to think about while I'm contemplating diving into this. by add suggestions i mean right click, go to suggestion mode, and you should be able to add whatever. let me know if it's not working. Coolguye fucked around with this message at 06:46 on Jan 12, 2017 |
# ? Jan 12, 2017 06:43 |
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Flesh Forge posted:"I am not using many mods" I'm guessing he's modded Skyrim in the past 48 for me. Pretty stable so far, thank christ.
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# ? Jan 12, 2017 07:25 |
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Is there a cooldown on rain? It took loving forever to get a rainstorm after this fire started
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# ? Jan 12, 2017 07:26 |
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TipsyMcStagger posted:So I did this mountainous ice sheet map that's going well, -70c with volcanic winter right now. My problem is I have no source of clothing except hydroponic grown cotton and I can't request trades from factions because of bad temperature. So I can survive doing little outings and living off the mountain but I'm not sure how I would do a -100c biome of this since without wool I'm pretty much screwed on temperature defense The vanilla game is not terribly forgiving here but there are some good alternatives in mods (Medieval Times allows for disassembling scavenged clothing e.g.) plus you can always butcher raiders
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# ? Jan 12, 2017 08:54 |
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TipsyMcStagger posted:So I did this mountainous ice sheet map that's going well, -70c with volcanic winter right now. My problem is I have no source of clothing except hydroponic grown cotton and I can't request trades from factions because of bad temperature. So I can survive doing little outings and living off the mountain but I'm not sure how I would do a -100c biome of this since without wool I'm pretty much screwed on temperature defense Trumbo fur parkas
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# ? Jan 12, 2017 08:58 |
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MadJackMcJack posted:I'm guessing he's modded Skyrim in the past An excellent, and correct, guess. Bout to remod SSE once everything gets updated to the new SKSE.
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# ? Jan 12, 2017 09:06 |
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Oh wow, I had my first rescuee actually join my colony after I rescued them. I was actually just trying to get my doctor some experience that wouldn't be too bad if he ended up slicing out their spine trying to bandage their arm. E: Was checking out different mods and the psychology one looked promising... until I saw this Individuality: Pawns don't like looking the same as everybody else. They will get a gradually worsening mood penalty depending on how many other colony members are wearing the exact same outfit. Why did they think this was a good thing to have, did Tynan make this mod Leal fucked around with this message at 09:32 on Jan 12, 2017 |
# ? Jan 12, 2017 09:28 |
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Snatch Duster posted:Trumbo fur parkas a good idea for no reason other than the more thrumbo fur you try to collect the less colonists you need to clothe.
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# ? Jan 12, 2017 09:47 |
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What the gently caress
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# ? Jan 12, 2017 09:50 |
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Leal posted:Individuality: Pawns don't like looking the same as everybody else. They will get a gradually worsening mood penalty depending on how many other colony members are wearing the exact same outfit. If you're using the Medieval Times mod this is not a big deal at all, there's tons of garment variety.
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# ? Jan 12, 2017 10:48 |
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Teikanmi posted:
Alpacas are great and super easy to tame, go do it They produce great wool and stuff!
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# ? Jan 12, 2017 14:08 |
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McGiggins posted:I have found exactly that, and I am hopeful this will fix the problem. One question is though, how do i know I have selected all the information relevant to him for deletion? I am assuming leaving anything left over is bad, but there does not seem to be a clear delineation between his data and that of other characters that is apparent from first glance. It was a known bug in a previous version of a mod that's since been fixed. You just triggered the event and saved your game before the fix rolled out. Leal posted:Oh wow, I had my first rescuee actually join my colony after I rescued them. I was actually just trying to get my doctor some experience that wouldn't be too bad if he ended up slicing out their spine trying to bandage their arm. Don't rely so heavily on outfitting everyone in exactly the same clothes, scrub
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# ? Jan 12, 2017 15:09 |
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GenericOverusedName posted:Alpacas are great and super easy to tame, go do it I think he's probably more concerned about the bears.
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# ? Jan 12, 2017 15:33 |
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Internet Explorer posted:I think he's probably more concerned about the bears. Haha. I thought those were beavers. Sheeeeeeit.
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# ? Jan 12, 2017 15:40 |
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Those are capybaras
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# ? Jan 12, 2017 15:45 |
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Rodents of unusual size? Don't believe in them.
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# ? Jan 12, 2017 16:21 |
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Started a new map last night. Single wealthy colonist, boreal forest biome with a month and a half of grow season or something. It's pretty cool having visible seasons and actual weather. And a couple robot servants to help me build a new vault Fueled generators everywhere, but I'm finally getting geothermal online. Greenhouse is functional and the under ground freezer is filling up nicely. Managed to survive the first winter pretty well, except one of my random joiners got murdered by an Arctic fox when I lost track of her for five minutes. Jesus lady, you have a stone club, and Arctic foxes are the size of a house cat
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# ? Jan 12, 2017 16:38 |
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3 person colony. Had a hunter miss, shoot a timberwolf, get mauled before beating it to death. While he limped back to camp another colonist died from malaria, his bonded huskie went berserk and bit the gently caress out of the hunter who beat it into submission. Hunter makes it back to the barracks just in time for the doctor to have a mental breakdown, go beserk, and stab the hunter multiple times. Yet still the hunter persevered and beat down the doctor. He climbs into bed and [RAID]
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# ? Jan 12, 2017 16:42 |
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Mondays, right guys
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# ? Jan 12, 2017 16:43 |
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Flesh Forge posted:Those are capybaras Hahaha, sorry, I was on my phone and they looked like bears.
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# ? Jan 12, 2017 16:59 |
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Flesh Forge posted:Those are capybaras Correction: those are one-half of all your nice dinners for the next two seasons or so. And seriously, whoever posted that image, tame the gently caress out of those Alpacas. You will be swimming in enough wool to build a fashion-supply-caravan trade empire!
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# ? Jan 12, 2017 17:31 |
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Is it just bad luck or are guns much more fatal in the latest version? Seems like my combat and hunting encounters are much shorter and brutal than they used to be. Went from a Schwarzenegger movie with folks taking a ton of punishment to Saving Private Ryan.
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# ? Jan 12, 2017 17:41 |
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Omnicarus posted:Is it just bad luck or are guns much more fatal in the latest version? Seems like my combat and hunting encounters are much shorter and brutal than they used to be. Went from a Schwarzenegger movie with folks taking a ton of punishment to Saving Private Ryan. Everything bleeds out way faster now, I have to keep microing prisoners to not use medicine because captives bleed out before the doc gets back
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# ? Jan 12, 2017 18:34 |
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Danaru posted:Everything bleeds out way faster now, I have to keep microing prisoners to not use medicine because captives bleed out before the doc gets back I never send my doctor into combat, this allows for injured colonists who need aid in the middle of a fire fight to be sent back to immediate treatment. If you set up your base to have retreat locations, it works well.
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# ? Jan 12, 2017 18:50 |
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Danaru posted:Everything bleeds out way faster now, I have to keep microing prisoners to not use medicine because captives bleed out before the doc gets back Protip: Have multiple pawns with highish medicine skill, capture prisoners with them, heal them immediately (don't even use healroot). No matter what quality a tend is it'll stop bleeding.
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# ? Jan 12, 2017 18:58 |
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Is there a list of "Ideal Growing Temperature" for plants anywhere? Without playing with my heaters I'm trying to figure out how to get all my planets in hydroponics to be 230% growth.
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# ? Jan 12, 2017 19:25 |
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TipsyMcStagger posted:Without playing with my heaters I'm trying to figure out how to get all my planets in hydroponics to be 230% growth. Probably still gonna take a few tens of millions of years at minimum.
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# ? Jan 12, 2017 20:03 |
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Yep, my whole loving colony just got murdered when the family of deer I was hunting got pissed and decided to get revenge. God dammit.
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# ? Jan 12, 2017 20:12 |
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Cup Runneth Over posted:Protip: Have multiple pawns with highish medicine skill, capture prisoners with them, heal them immediately (don't even use healroot). No matter what quality a tend is it'll stop bleeding. That's what I mean, my doctor will capture people then run out to get healroot medicine, I have to click on the prisoner, set them to healing but no medicine, then tell them to heal again. Is there a way to change that default, because I haven't found it
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# ? Jan 12, 2017 20:16 |
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Cup Runneth Over posted:It was a known bug in a previous version of a mod that's since been fixed. You just triggered the event and saved your game before the fix rolled out. They will all be wearing cotton hats and they will loving like it
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# ? Jan 12, 2017 20:18 |
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Leal posted:They will all be wearing cotton hats and they will loving like it They can all wear cotton hats as long as they're not the same color and they're not also all wearing the same color alpaca wool jacket, the same color devilstrand button-down shirt, and the same color beaverskin pants.
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# ? Jan 12, 2017 20:23 |
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wait the same clothes penalty is vanilla? I thought that was from the psychology mod! dammit tynan why do you have all the starting scenarios give everyone the exact same crap! :edit: whoops didn't read all the posts entirely.
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# ? Jan 12, 2017 20:24 |
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I started a tribe game in the jungle. After an opening brawl with a mad monkey 2 tribespeople got infections from arrow wounds and died of infection the first night. Welp.
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# ? Jan 12, 2017 20:38 |
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poo poo man, I just have standing orders for "make until you have x" pants, button down shirts, dusters/parkas, and tuques/cowboy hats (weather dependant) from any kind of textile or leather available where x is twice the number of pawns in your colony. Then just set up a trade beacon and a dump site for all your old worn out stuff and sell it whenever you get guests or a ship. I call it the goodwill donation box stockpile. They totally take care of their own diverse wardrobes with absolutely no interaction on my part outside setting up the tailor bench and appropriate zoning. It's really not a big deal, is it? Kinda neat from a flavour perspective IMO.
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# ? Jan 12, 2017 20:38 |
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Cup Runneth Over posted:They can all wear cotton hats as long as they're not the same color and they're not also all wearing the same color alpaca wool jacket, the same color devilstrand button-down shirt, and the same color beaverskin pants. They'll also enjoy their human leather tshirts and pants, less they become next year's model.
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# ? Jan 12, 2017 20:39 |
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Thefluffy posted:wait the same clothes penalty is vanilla? I thought that was from the psychology mod! dammit tynan why do you have all the starting scenarios give everyone the exact same crap! You get a grace period for the first two seasons, as I understand Leal posted:They'll also enjoy their human leather tshirts and pants, less they become next year's model. I can't imagine why any of your colonists would feel bad about this arrangement
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# ? Jan 12, 2017 20:42 |
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# ? May 22, 2024 10:05 |
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TipsyMcStagger posted:Is there a list of "Ideal Growing Temperature" for plants anywhere? There's only one ideal growth temperature, it applies to all plants. You can't have all hydroponics plants be at 230% growth because not all plants have 100% fertility sensitivity. Danaru posted:That's what I mean, my doctor will capture people then run out to get healroot medicine, I have to click on the prisoner, set them to healing but no medicine, then tell them to heal again. Is there a way to change that default, because I haven't found it Step Away From The Medicine Danaru posted:Everything bleeds out way faster now, I have to keep microing prisoners to not use medicine because captives bleed out before the doc gets back Only gunshot wounds, neck injuries, and head injuries. Other locations/injury types bleed the same as the used to. Of course, those three changes are still plenty to hit 600%+ bleed rates.
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# ? Jan 12, 2017 20:54 |