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Do 17 year olds you recruit gain another trait when they turn 18? Since they only have their childhood trait at that point.
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# ? May 29, 2017 21:00 |
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# ? May 15, 2024 19:35 |
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enraged_camel posted:Do 17 year olds you recruit gain another trait when they turn 18? Since they only have their childhood trait at that point. [Artery Blockage]
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# ? May 29, 2017 21:02 |
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DAMMIT So I got a warning about a volcanic winter, which, according to the message, can last several seasons. I started freaking out and immediately mobilized everyone, then went through a major restructuring. Covered ALL my farmlands with roofs and walls, built sunlights, got rid of solar and built shitloads of wind turbines (which required clearing vast areas of the wilderness), and redid the whole power grid. I also built everyone winter clothes, which I previously had not done since winters are usually pretty warm at my location. Just as I got done (after about 15 in-game days), it told me the volcanic ashes have settled. gently caress you, Rimworld! Sigh. I think I'm done with my current game. It sucks to prepare for what is supposed to be a huge challenge only to have it turn out to be lame.
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# ? May 29, 2017 22:15 |
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Yeah, but now you're set for other sorts of emergencies.
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# ? May 29, 2017 22:19 |
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enraged_camel posted:Sigh. I think I'm done with my current game. It sucks to prepare for what is supposed to be a huge challenge only to have it turn out to be lame. I remember when I had a toxic cloud and it lasted for exactly long enough for me to enclose my base (but not my fields) and kill every single animal on the map.
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# ? May 29, 2017 22:22 |
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Try a tundra embark, somewhere with some major temperature swing. Really hot summers are generally even harder.
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# ? May 29, 2017 22:24 |
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Flesh Forge posted:Try a tundra embark, somewhere with some major temperature swing. Really hot summers are generally even harder. Also consider adding the climate cycle modifier to your start, it basically turns each year into a season of a 4 year temperature cycle.
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# ? May 29, 2017 22:49 |
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So I generally avoid mods for *purity* but after adding hand me that brick, the mod that let's your caravans set up temporary camps, and EPOE, I'm game for more, especially anything for utility. Apparently zone controls let you create a growing zone over rich soil but isn't up to a17 and that's something I especially want.
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# ? May 29, 2017 23:24 |
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I can't play until enhanced crafting is updated, being able to specify which pawn works on which job is so huge and needs to be a core feature.
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# ? May 30, 2017 00:31 |
GodspeedSphere posted:So I generally avoid mods for *purity* but after adding hand me that brick, the mod that let's your caravans set up temporary camps, and EPOE, I'm game for more, especially anything for utility. Apparently zone controls let you create a growing zone over rich soil but isn't up to a17 and that's something I especially want. Doormats and the refrigerator mod are both simple things that really feel like they should be in vanilla
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# ? May 30, 2017 00:38 |
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I hope the next update adds some purpose to rivers. Maybe fishing, irrigation, hydro power as energy source, and the ability to build river ships for fast travel up/down rivers.
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# ? May 30, 2017 11:13 |
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Bridges... What happens if you put moisture pumps there? I have to assume that there's no concept of water in -> water out like in DF.
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# ? May 30, 2017 12:32 |
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I wish that huge and large rivers were entirely unpassable deep water. I want to start on a road crossing river map and control the only bridge dammit. Also if you havent done cult mod its a fun twist that i have sunk more hours into than probably vanilla RW. Love sacrificing dudes to have a colony of horrifically warped pawns with eyestalks and tentacles. Would only be better if the graphics changed to show the changes. My A16 cult had a good run and with the changes in jade i am excited to make an even more oppulant temple for the dark gods.
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# ? May 30, 2017 19:13 |
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EmbryoSteve posted:I wish that huge and large rivers were entirely unpassable deep water. I want to start on a road crossing river map and control the only bridge dammit. You could technically use dev mode and alter the terrain if you wanted to try a true river map
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# ? May 30, 2017 19:25 |
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Volmarias posted:Bridges... moisture pumps don't affect deep water so ostensibly you'd drain the banks and then nothing else would happen
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# ? May 30, 2017 19:31 |
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The Fertile Fields mod updated to A17, so if you've got the labour you can dredge the river to be impassable
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# ? May 30, 2017 19:37 |
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enraged_camel posted:I hope the next update adds some purpose to rivers. Maybe fishing, irrigation, hydro power as energy source, and the ability to build river ships for fast travel up/down rivers. The bridges mod also includes a compact alternative to the fish industry mod, it's not bad.
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# ? May 30, 2017 19:58 |
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I wish the base game had some well implemented and fun water/waste management. Your kitchens and bathrooms and such need water, your hydroponics need water, crops can be irrigated. Water needs to be clean and waste water disposed of somewhere that doesn't contaminate the colony. Bad water would lead to health issues, lack of running water and sanitation causes health and mood issues. Access to fresh water was generally one of the biggest factors in sieges historically too.
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# ? May 30, 2017 20:12 |
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Baronjutter posted:I wish the base game had some well implemented and fun water/waste management. Your kitchens and bathrooms and such need water, your hydroponics need water, crops can be irrigated. Water needs to be clean and waste water disposed of somewhere that doesn't contaminate the colony. Bad water would lead to health issues, lack of running water and sanitation causes health and mood issues. There is a hygiene mod that adds bathrooms and such if you wanted to tack that on
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# ? May 30, 2017 20:23 |
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Azhais posted:There is a hygiene mod that adds bathrooms and such if you wanted to tack that on I've played with that, and honestly it's really not worth it. It sounded like it'd add another layer to think about when in reality you just make a washroom and then forget about it also if anyone gets hurt the hospital gets flooded with bed pans that for some reason are the lowest priority for cleaning. The mod experience is that you pretty much forget about it entirely unless it's being annoying
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# ? May 30, 2017 20:26 |
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Baronjutter posted:I wish the base game had some well implemented and fun water/waste management. Your kitchens and bathrooms and such need water, your hydroponics need water, crops can be irrigated. Water needs to be clean and waste water disposed of somewhere that doesn't contaminate the colony. Bad water would lead to health issues, lack of running water and sanitation causes health and mood issues. You might like Oxygen Not Included, a large component of long-term survival in that game is liquid and gas handling, and the last few updates substantially fleshed out the existing systems, allowing colonies larger than 4-5 to be stable for longer than 45-60 days.
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# ? May 30, 2017 20:27 |
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Baronjutter posted:I wish the base game had some well implemented and fun water/waste management. Your kitchens and bathrooms and such need water, your hydroponics need water, crops can be irrigated. Water needs to be clean and waste water disposed of somewhere that doesn't contaminate the colony. Bad water would lead to health issues, lack of running water and sanitation causes health and mood issues. Oxygen Not Included just got released to early access, and it handles this (fluid management) really really well. It is similar to Rimworld in some aspects, but also very different. Check it out if you haven't.
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# ? May 30, 2017 20:30 |
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enraged_camel posted:Oxygen Not Included just got released to early access, and it handles this (fluid management) really really well. It is similar to Rimworld in some aspects, but also very different. Check it out if you haven't. As a counterpoint, I'd hold off on ONI right now. It's fun and different as it stands, but there's remarkably little content. As a fan of the genre I'd wait until it's a little further along.
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# ? May 30, 2017 20:36 |
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I'd like to be able to burrow into a mountain without discovering huge internal valleys that gently caress up my stronghold plans. Does anyone know of a mapgen mod that tones these down? Or perhaps there's a dev console command I've overlooked? I tried using the 21x21 rock tool, but it doesn't generate overhead mountains, which is really what I'm after.
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# ? May 30, 2017 20:53 |
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Nut to Butt posted:I'd like to be able to burrow into a mountain without discovering huge internal valleys that gently caress up my stronghold plans. Does anyone know of a mapgen mod that tones these down? Or perhaps there's a dev console command I've overlooked? I tried using the 21x21 rock tool, but it doesn't generate overhead mountains, which is really what I'm after. I think you can switch to developer mode and remove fog of war.
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# ? May 30, 2017 21:24 |
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And now that you can see the type of ceiling above your gooncave, we can be secure. Stone walls take so long to build now
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# ? May 30, 2017 21:27 |
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enraged_camel posted:I think you can switch to developer mode and remove fog of war. Thanks. I tried a dev-mode button that sounded related to that yesterday, but it didn't seem to do anything. I'll fool around with it some more.
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# ? May 30, 2017 21:40 |
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Man, I loving hate birthdays! Does anything good ever happen on pawns' birthdays??
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# ? May 30, 2017 23:30 |
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My pawns keep getting their eyes cut out and fingers bit off by foxes because their combat sucks so badly. It's a rifle dude. Point and shoot at the fox. The guy I sent to rescue you has to hang out in the infirmary because a maddened rat bit his neck and jaw.
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# ? May 31, 2017 01:26 |
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Public service announcement: planting grass on sand is really good for feeding grazing animals (much better than haygrass imo).Nut to Butt posted:Thanks. I tried a dev-mode button that sounded related to that yesterday, but it didn't seem to do anything. I'll fool around with it some more. It's a checkbox "Draw Fog" on the dev view filter menu.
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# ? May 31, 2017 01:27 |
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Is planting grass in vanilla now?
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# ? May 31, 2017 01:34 |
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I'm pretty sure it is, I don't think I'm getting that from a mod. I'll check though. e: I lied, let me figure out what added that. e: Wild Cultivation by Rainbeau: http://steamcommunity.com/sharedfiles/filedetails/?id=922158160 Flesh Forge fucked around with this message at 01:45 on May 31, 2017 |
# ? May 31, 2017 01:36 |
Danaru posted:Is planting grass in vanilla now? Just plant haygrass, unless you want a front lawn, then no.
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# ? May 31, 2017 02:15 |
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Of course my prosthophobe with 15 growing and 15 cooking is the one who gets both arms and legs ripped off by an arctic fox... Meanwhile the rear end in a top hat with no skills who goes on yayo binges all the time is doing fine.
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# ? May 31, 2017 02:18 |
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yeah thats pretty much life now you need the downfall that is the second half of all drug movies. We saw the party times and sucking blow out of a hookers rear end, but what about when your wife leaves you and your children hate you and your face looks like a moonscape. Armless and legless prosthophobe is loved by all and constantly receives visitors from the colony at her bedside.
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# ? May 31, 2017 02:22 |
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Baronjutter posted:I wish the base game had some well implemented and fun water/waste management. Your kitchens and bathrooms and such need water, your hydroponics need water, crops can be irrigated. Water needs to be clean and waste water disposed of somewhere that doesn't contaminate the colony. Bad water would lead to health issues, lack of running water and sanitation causes health and mood issues. I want it so I can poison everyone downstream by having everyone poo in the river.
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# ? May 31, 2017 02:26 |
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Mammon Loves You posted:Of course my prosthophobe with 15 growing and 15 cooking is the one who gets both arms and legs ripped off by an arctic fox... Pro tip: You can put simple prosthetics on her just fine. She will only hate cybernetic stuff.
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# ? May 31, 2017 03:13 |
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Cup Runneth Over posted:Pro tip: You can put simple prosthetics on her just fine. She will only hate cybernetic stuff. There was only enough plasteel on the map for one simple prosthetic leg so I'm in a holding pattern until I can find more. Also he has scratch scars on both eyes fwiw
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# ? May 31, 2017 04:26 |
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Cryptosleep caskets are great for keeping the injured on ice until you have the resources to patch them up. There should always be at least a few on your map in the ancient danger zones, though I know they're a popular scrap source.
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# ? May 31, 2017 05:24 |
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# ? May 15, 2024 19:35 |
Mammon Loves You posted:There was only enough plasteel on the map for one simple prosthetic leg so I'm in a holding pattern until I can find more. Also he has scratch scars on both eyes fwiw Luciferium, bionics and yayo should get him patched up, and stop bitching about his new body.
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# ? May 31, 2017 08:18 |