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Baronjutter
Dec 31, 2007

"Tiny Trains"

What storyteller are you on that you're getting raided so frequently? I'm on classic default what ever and find I got tons of time between raids to heal up and build and do what ever. I only have one hostile faction though, wish there were more. Gotta check out that mod that adds more!

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Coolguye
Jul 6, 2011

Required by his programming!
haha the last time tribals attacked me they sent 25 guys and i ended up with 17 corpses just beyond the rubble and zero casualties. spears, bows, and so forth can be pretty dangerous against humans because they can get lucky and take someone through the eye, but when they're trying to pile a tucked in turret with snipers well out of bow range it gets really nasty. and surprisingly, that neolithic poo poo doesn't work that great against steel turrets.

e: though again, to be fair, it looked like a couple of melee guys got taken in the back by a pilum or arrow, because friendly fire's an unforgiving bitch

Gadzuko
Feb 14, 2005
If you put a shooter in the tile right behind a melee user he will never hit him by accident. Only if there's a tile+ gap between them.

Also, the More Vanilla Turrets mod is great. The best one isn't the rocket turret, it's the giant fuckoff chaingun turret that can mow down a basically infinite stream of raiders. I had one take down something like 6 or 7 elephants in a manhunter pack.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Gadzuko posted:

If you put a shooter in the tile right behind a melee user he will never hit him by accident. Only if there's a tile+ gap between them.

Also, the More Vanilla Turrets mod is great. The best one isn't the rocket turret, it's the giant fuckoff chaingun turret that can mow down a basically infinite stream of raiders. I had one take down something like 6 or 7 elephants in a manhunter pack.

Oh yeah and it looks like some huge pyramid monument thing. Forgot about that one. Oh and the huge expensive but amazing mortar.
https://ludeon.com/forums/index.php?topic=9521.0

zedprime
Jun 9, 2007

yospos
There's a certain point where you either bribe hostile tribes to friendly or you find a cookie cutter killbox because anything less causes tons of casualties on your end.

Quantity wins against quality in the game in a straight up fight because of just how expensive simple injuries can become to treat. But I guess good news is installing bionics sinks colony wealth so maybe 1 less guy shows up next time?

Coolguye
Jul 6, 2011

Required by his programming!
i typically do the former (either with straight bribes or by healing and releasing captives) because tribals are not even worth picking up off the ground. their poo poo is so cheap it's just work.

Zhentar
Sep 28, 2003

Brilliant Master Genius

Dejawesp posted:

Sadly your musketeers are more likely to headshot the pikemen than hit their target with a setup like that.

Gadzuko posted:

If you put a shooter in the tile right behind a melee user he will never hit him by accident. Only if there's a tile+ gap between them.

There's a 3 tile "safe" zone where friendlies will never intercept bullets traveling towards their destination. But they can still get hit by friendly bullets when the destination is the tile they are on (i.e. the shooter missed a target at melee range).

Pawns with personal shields are great for this, because they'll both act as cover for your shooters, and the shields will block misses when someone does close to melee. You don't even need to give your human shield a weapon and it's still valuable, so it's a great way to make use of pacifists.

Gadzuko
Feb 14, 2005
I knew I was going to get schooled by Zhentar, but I went for it anyway. I could swear I've seen my guys hit each other two tiles apart when shooting at a distant target, though. How do diagonals work? Would one tile count as two?

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
FYI, you don't need to pod launch back, prisoners can walk and carry loot. That's how I raid tribals. Just send a super soldier over, and use prisoners to carry the loot back home, then jail em/dissect them.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Gadzuko posted:

I knew I was going to get schooled by Zhentar, but I went for it anyway. I could swear I've seen my guys hit each other two tiles apart when shooting at a distant target, though. How do diagonals work? Would one tile count as two?

It must be a relatively recent change because in A14 they'd happily mow each other down

Dejawesp
Jan 8, 2017

You have to follow the beat!

Zhentar posted:

There's a 3 tile "safe" zone where friendlies will never intercept bullets traveling towards their destination. But they can still get hit by friendly bullets when the destination is the tile they are on (i.e. the shooter missed a target at melee range).

Pawns with personal shields are great for this, because they'll both act as cover for your shooters, and the shields will block misses when someone does close to melee. You don't even need to give your human shield a weapon and it's still valuable, so it's a great way to make use of pacifists.

I don't know. My firing lines are always two deep and when the tribals are dead my guys are full of assault rifle shots.

Your idea of using pacifists as human shields has peaked my interest though.

Omnicarus
Jan 16, 2006

Killer-of-Lawyers posted:

FYI, you don't need to pod launch back, prisoners can walk and carry loot. That's how I raid tribals. Just send a super soldier over, and use prisoners to carry the loot back home, then jail em/dissect them.

We've gone full Bataan Death March now, gentlemen. :stare:

Dejawesp
Jan 8, 2017

You have to follow the beat!

Killer-of-Lawyers posted:

FYI, you don't need to pod launch back, prisoners can walk and carry loot. That's how I raid tribals. Just send a super soldier over, and use prisoners to carry the loot back home, then jail em/dissect them.

Holy poo poo I missed this post. That is amazing. Does the super soldier escort the prisoners or does he take a pod back?

I just assumed that prisoners had to be carried. Walking prisoners. Amazing.

What about injuries? If it says that the person is going to bleed do death in 24 hours. Will sending him on a caravan kill him?


Why can't this guy walk?



Also one of my colonists went berserk and started punching a megasloth. So another colonist came by and shot her down. The sloth will be fine though.




I got tired of my timber wolves. Sure they haul a little but they also eat a lot and require training.

Dejawesp fucked around with this message at 02:50 on Feb 3, 2017

Phantom Star
Feb 16, 2005

Dejawesp posted:

Lets talk about drugs. I added smokeleaf and beer to the population a day ago and set them to use social drugs. People have been happier and breaking down less but people have also been getting really sick. Lung and liver cancer is rampant.

1 in 4 has asthma (chronic and reduces movement speed)
1 in 3 has Cirrhosis (chronic, reduces work speed and the speed at which they develop immunity)

That combined with the staggering amount of effort that they have to spend on growing the related plants and producing the drugs probably make them a net negative to the colony.

So there is probably a smarter way to do this, but the way I try to handle social drug policy is to once a day check each pawn's health tab. If they have alcohol or smokeleaf tolerance, I set them to no drug use, if they are set to no drug use but have no tolerance, I put them back on drugs. Works pretty well and I haven't had any lung or liver issues yet.

Coolguye
Jul 6, 2011

Required by his programming!

Dejawesp posted:

Why can't this guy walk?


the bad back probably put him over the edge, that health is terrible and his second toe being missing also hurts his moving

MisterBibs
Jul 17, 2010

dolla dolla
bill y'all
Fun Shoe
Is there a way to train up cooking on a peep without the resulting meals giving people food poisoning? My head cook is an even amazinger researcher, and I'd rather not get everyone sick.

e: like, what's food priority? If I have my cook make a ton of meals, and then the secondary cook makes pemmican, will the peeps eat the meals before pemmican?

MisterBibs fucked around with this message at 03:19 on Feb 3, 2017

Dejawesp
Jan 8, 2017

You have to follow the beat!

WillyTheNewGuy posted:

So there is probably a smarter way to do this, but the way I try to handle social drug policy is to once a day check each pawn's health tab. If they have alcohol or smokeleaf tolerance, I set them to no drug use, if they are set to no drug use but have no tolerance, I put them back on drugs. Works pretty well and I haven't had any lung or liver issues yet.

That's a huge amount of effort for 40+ pawns.

Coolguye posted:

the bad back probably put him over the edge, that health is terrible and his second toe being missing also hurts his moving

Ah he's fine. The only upside is that he can't have breakdowns in bed so he just lays there quietly. I decided to ween my whole colony off alcohol and there has been something like 5 deaths so far. They run out of smokeleaf no matter how much I grow and so they are doing double withdrawals and perma berserks.

zedprime
Jun 9, 2007

yospos

MisterBibs posted:

Is there a way to train up cooking on a peep without the resulting meals giving people food poisoning? My head cook is an even amazinger researcher, and I'd rather not get everyone sick.

e: like, what's food priority? If I have my cook make a ton of meals, and then the secondary cook makes pemmican, will the peeps eat the meals before pemmican?
Food poisoning is a minor moodlet, an annoying cleaning requirement, and a food sink. But assuming you aren't lacking in food, have a janitor, and aren't already in a mood quagmire its totally manageable as long as the cook has a passion to get up sooner than later.

Make sure your butcher station is somewhere else and make sure cleaning is being kept up with because its often the compounding with dirty that is the culprit when your skill's between 3 and 6.

MisterBibs
Jul 17, 2010

dolla dolla
bill y'all
Fun Shoe

zedprime posted:

Make sure your butcher station is somewhere else

Hmm, this might've been the issue. I have peeps who feel compelled to clean enough, but I guess having the butchering station literally next to it wasn't the optimal solution.

Gadzuko
Feb 14, 2005

Dejawesp posted:

That's a huge amount of effort for 40+ pawns.

Everything is, the game just isn't meant for it right now. Basically in a settlement your size, as long as it's been around with as much wealth as it has, everything is a giant pain in the rear end. Huge raids, hard to manage, nothing works right. It will just keep getting worse because that's the way the game is designed. There is no endgame other than "leave or die".

Dejawesp
Jan 8, 2017

You have to follow the beat!

Gadzuko posted:

Everything is, the game just isn't meant for it right now. Basically in a settlement your size, as long as it's been around with as much wealth as it has, everything is a giant pain in the rear end. Huge raids, hard to manage, nothing works right. It will just keep getting worse because that's the way the game is designed. There is no endgame other than "leave or die".

Oh I don't know. Most raids turn after a volley of mortars so that's cool.

I just want to know what level of alcohol consumption is safe.


Though I think the negative effects are a bit overwhelming. The balance for alcohol and smokeweed isn't just against their bonuses. It's against the effort of making them.

I think at the moment they are balanced as if they shower up out of thin air. But pawns have to spend a lot of effort making them even before consumption.

TipsyMcStagger
Apr 13, 2013

This isn't where
I parked my car...
I always have a problem a good cook, I think I'll dedicate a cooking guy next game on prepare carefully.

Also I need to get rid of chemical interested colonists, gently caress those guys. Should send them on death missions

Class Warcraft
Apr 27, 2006


Dejawesp posted:


I got tired of my timber wolves. Sure they haul a little but they also eat a lot and require training.


Did you create an animal fighting pit, is that what I'm seeing here?

Dejawesp
Jan 8, 2017

You have to follow the beat!

Class Warcraft posted:

Did you create an animal fighting pit, is that what I'm seeing here?

I wish I could but that's the meat freezer. Storing raw meat and dead animals with the cooked food freaks people out.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Misc. Robots makes an enormous difference, a hauler and cleaner bot will keep the base running vastly more efficiently and free up your dudes for more important poo poo.

Gadzuko
Feb 14, 2005

Dejawesp posted:

Oh I don't know. Most raids turn after a volley of mortars so that's cool.

I just want to know what level of alcohol consumption is safe.


Though I think the negative effects are a bit overwhelming. The balance for alcohol and smokeweed isn't just against their bonuses. It's against the effort of making them.

I think at the moment they are balanced as if they shower up out of thin air. But pawns have to spend a lot of effort making them even before consumption.

Well, the problem is the frequency. Once every 3-4 days is fine. I've never had a guy get cirrhosis, asthma, or lung cancer unless they had a chemical fascination. They just need a nice big fancy dining room and rec room, plus a decent bedroom and overall clean surroundings. That keeps mood from being an issue so they don't hit up the drugs until someone dies or something.

MisterBibs
Jul 17, 2010

dolla dolla
bill y'all
Fun Shoe
Why the hell are two of my colonists constantly slighting each other, and how do I make them stop it? Is this just the kind of thing that was held over from Dwarf Fortress?

In happier news, here's a statue:


Note: Inna did not make this.

e: vv well I guess I'm hosed, cuz that's not an option. I was really liking this save :( Any files I can manually tweak to remove their bitterness?

MisterBibs fucked around with this message at 04:47 on Feb 3, 2017

boar guy
Jan 25, 2007

MisterBibs posted:

Why the hell are two of my colonists constantly slighting each other, and how do I make them stop it? Is this just the kind of thing that was held over from Dwarf Fortress?

You can put them on different schedules or in different zones so that they don't run in to each other so much.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020

Dejawesp posted:

Holy poo poo I missed this post. That is amazing. Does the super soldier escort the prisoners or does he take a pod back?

I just assumed that prisoners had to be carried. Walking prisoners. Amazing.

What about injuries? If it says that the person is going to bleed do death in 24 hours. Will sending him on a caravan kill him?


Why can't this guy walk?



Also one of my colonists went berserk and started punching a megasloth. So another colonist came by and shot her down. The sloth will be fine though.




I got tired of my timber wolves. Sure they haul a little but they also eat a lot and require training.



So I'd just have the soldier patch them up. I claim whatever beds they have, or make sleeping spots, set them to medical and prisoner, capture the prisoners and patch them up. Even a 1 level medic with no medicine will stop a prisoner from bleeding out. Then when I've picked up all the loot, rested and ate I remake the caravan. Dunno if they'd actually work without an escort, but each prisoner adds basically what a normal person could carry.

So yeah, you can keep prisoners around as pack animals, I guess? New use for them! I have to try and see if they just leave their cell and grab stuff or what if you establish a caravan from one of your colonies.

Mzbundifund
Nov 5, 2011

I'm afraid so.

MisterBibs posted:

e: vv well I guess I'm hosed, cuz that's not an option. I was really liking this save :( Any files I can manually tweak to remove their bitterness?

I'm struggling to imagine a situation where adjusting one pawn's schedule is categorically impossible. Are they both volatile night owls or something?

MisterBibs
Jul 17, 2010

dolla dolla
bill y'all
Fun Shoe

Mzbundifund posted:

I'm struggling to imagine a situation where adjusting one pawn's schedule is categorically impossible. Are they both volatile night owls or something?

Schedule-wise isn't the issue (except that one of them would be pissed about working the night shift), it's base design. Everything is centralized, not running into each other isn't feasible.

late edit: christ, now two folks have the plague, and reloading before it happens and setting the difficulty all the way down doesn't seem to bypass it. one of them is by best doctor. Yup, time to abandon this one.

MisterBibs fucked around with this message at 07:09 on Feb 3, 2017

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
Oh man! No wonder everybody is freaked and randomly getting food poisoning: raw and cooked foods together! I should have assumed that would be modeled in the game...

Also, ProTip: sell the animals that are about to starve to your friendly bulk trader for mad cash, then collect all of the meat for butchering and eating when they die of starvation waiting to leave with the caravan. You can make a special starvation paddock to help this along!
:black101:

Danaru
Jun 5, 2012

何 ??

Toxic Fart Syndrome posted:

Oh man! No wonder everybody is freaked and randomly getting food poisoning: raw and cooked foods together! I should have assumed that would be modeled in the game...

Also, ProTip: sell the animals that are about to starve to your friendly bulk trader for mad cash, then collect all of the meat for butchering and eating when they die of starvation waiting to leave with the caravan. You can make a special starvation paddock to help this along!
:black101:

The Something Awful Forums > Discussion > Games > Rimworld: Special Starvation Paddock

LLSix
Jan 20, 2010

The real power behind countless overlords

What's the best mod for being able to build over marshes and other annoying non-floors?

I've got a mod that added a soil reclamation tech which should let me build floors that replace marsh but they need dirt piles to work and I don't know how to get them since you can't remove dirt floors.

LLSix fucked around with this message at 08:02 on Feb 3, 2017

Mzbundifund
Nov 5, 2011

I'm afraid so.

LLSix posted:

I've got a mod that added a soil reclamation tech which should let me build floors that replace marsh but they need dirt piles to work and I don't know how to get them since you can't remove dirt floors.

If you're talking about Vegetable Garden, then build a Digging Spot, it's in the Garden Tools subsection of the architect menu.

LLSix
Jan 20, 2010

The real power behind countless overlords

Mzbundifund posted:

If you're talking about Vegetable Garden, then build a Digging Spot, it's in the Garden Tools subsection of the architect menu.

That's what I was missing. Thank you!

OwlFancier
Aug 22, 2013

MisterBibs posted:

Hmm, this might've been the issue. I have peeps who feel compelled to clean enough, but I guess having the butchering station literally next to it wasn't the optimal solution.

The butchery, and I believe many other workshops make rooms dirty, check workshops before you place them to see if they do.

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Dejawesp posted:

I just noticed something about surgery.

When I tried to harvest a left kidney, the surgery failed and the kidney got infected. The order then changed to "remove left kidney" which means you take it out and throw it in the garbage. So if you still want to harvest them, you have to remove that work order and then add "harvest right kidney"

I do not give this game enough credit.




I just noticed that the game has art engravings on weapons.



Gee, I can't imagine why your artists are creating works about suffering.

Cup Runneth Over fucked around with this message at 10:34 on Feb 3, 2017

Dejawesp
Jan 8, 2017

You have to follow the beat!
Ant went into a berserker rage and started to punch a turkey. The turkey incapacitated him and then left him there as it went off to sleep.

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Carcer
Aug 7, 2010
You do see the connection between your colony being a spartan hell camp and all of these mental breaks, right?

also lol at all of your pawns having massive alcohol/smokeleaf tolerances.

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