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Doesn't the rainforest description say disease is more likely, or is that just flavour text?
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# ? Jun 8, 2017 05:59 |
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# ? May 30, 2024 14:08 |
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I get diseases I normally don't get in tropical areas. And in higher frequency. Either that's the case, or I'm getting better at Rimworld so my colonists have time to develop diseases.
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# ? Jun 8, 2017 07:17 |
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enraged_camel posted:I'm on arid right now, and three out of my five tribespeople got the plague, and one of those was the doctor. It was OK at first, but as the doctor's own plague progressed, the 20% penalty to his manipulation prevented him from applying high enough quality treatments to the others. And he had to self-tend, which has a penalty on its own. If you want to fix that you can add a global modifier in a custom start that increases the immunity gain speed multiplier by like 10%. Basically it will make bedrest really good at treating disease.
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# ? Jun 8, 2017 07:20 |
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basic hitler posted:do ancient ruins ever justify themselves? The last one I opened, i had to kill 3 megaspiders. I lost a guy, a bonded pet, and another really useful guy lost an arm and a leg. For my troubles I got a stack of 10 gold, a flamethrower or some thing like that, and a cryopod with a hostile lady in it who proceeded to maim another guy before she was killed in the fight. Sometimes they are targeted by raiders ♡
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# ? Jun 8, 2017 07:40 |
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The pods themselves can be useful and disassemble for materials.
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# ? Jun 8, 2017 07:42 |
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buglord posted:I get diseases I normally don't get in tropical areas. And in higher frequency. Either that's the case, or I'm getting better at Rimworld so my colonists have time to develop diseases. tropical biomes definitely have more diseases and higher rates of them.
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# ? Jun 8, 2017 07:50 |
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Hey guys, maybe you can help me out. I switched to a new laptop and reinstalled Rimworld and downloaded my mods through Steam. Nothing funky so far. But then I get into the game, and instead of downloading all of my mods, it just downloaded like the first four. The rest are stuck as "Downloading..." forever. I tried verifying the game files, but no dice. Any suggestions on how to get them working?
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# ? Jun 8, 2017 08:24 |
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The game itself doesn't handle downloading of mods, that's Steam.
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# ? Jun 8, 2017 08:43 |
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A Spider Covets posted:Hey guys, maybe you can help me out. I switched to a new laptop and reinstalled Rimworld and downloaded my mods through Steam. Nothing funky so far. But then I get into the game, and instead of downloading all of my mods, it just downloaded like the first four. The rest are stuck as "Downloading..." forever. There are some work-arounds which are explained in the Steam support forum, but on cases where verify doesnt work, in my opinion the only surefire option is the full remove local installation-reinstall-cycle. Just tell Steam to keep the local settings and save files.
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# ? Jun 8, 2017 09:29 |
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Flesh Forge posted:
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# ? Jun 8, 2017 11:37 |
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OwlFancier posted:The pods themselves can be useful and disassemble for materials. Whenever I open pods the people inside fallout, throw up and then die. I laugh every time.
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# ? Jun 8, 2017 12:36 |
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enraged_camel posted:Yeah, I'm just hoping Tynan's mindset doesn't become "well, someone can mod that in." At the bottom line it's an effort for reward thing and the development is most comfortable in throwing events in the storyteller hopper to get the reward for effort they are looking for.
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# ? Jun 8, 2017 12:48 |
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haha a group of sapping raiders just dug into the ancient danger and got owned
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# ? Jun 8, 2017 15:13 |
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What method does everyone use for cracking open ancient dangers? I set up sand bags outside, shot a hole in the wall with all my guys, and then sent my pacifist pyro in to open the first casket. I've heard of people building wooden rooms around the opening and setting everything on fire to raise the temperature inside, to kill bugs. Last danger I cracked open, only about 2 of the 6 guys were able to fight, 1 died almost immediately from his wounds, 1 got up and just walked off the map, and 1 died due to a stray bullet. I captured the last lady and she actually had decent stats, and also apparently loving HATED the rest of those guys. She had 3 "rival died" bonuses.
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# ? Jun 8, 2017 19:24 |
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i handle ancient dangers by using a modified version of the attack bunker that i keep posting. i just use double-thick walls, inner walls made of wood, with an incendiary IED right in front of the turret's sandbag. then to reveal it i simply have someone disassemble the wall and run the hell away. in this way: 1) if it's mechanoids, they will gently caress around, attack the turret at a range, and the turret will win 2) if it's hostile humans, they will generally attack the turret at range, the turret will win. if they're heavy melee they will step on the IED, roast themselves, and the turret will continue firing. 3) if it's bugs, they will charge the turret and step on the IED, which will set the inner walls on fire and roast themselves though since A17 i'll probably just switch to simply using wooden floors because gently caress double thick walls on defensive structures they're annoying i tend to crack open ancient dangers once i have IED tech and a turret to spare. the cryptosleep caskets in ancient dangers are very nice tools to have around if someone is hosed or something.
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# ? Jun 8, 2017 19:30 |
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Efexeye posted:haha a group of sapping raiders just dug into the ancient danger and got owned My last colony this happened to me and I thought it was awesome, until later a group of tribespeople showed up to "help". They chased the bugs down and got slaughtered, but there were enough of them fleeing that some of them survived long enough to kite the bugs to my nascent base and kill everyone.
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# ? Jun 8, 2017 20:46 |
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Coolguye posted:i handle ancient dangers by using a modified version of the attack bunker that i keep posting. i just use double-thick walls, inner walls made of wood, with an incendiary IED right in front of the turret's sandbag. then to reveal it i simply have someone disassemble the wall and run the hell away. i deconstruct the wall and just send in a bunch of tamed boomrats and boomalopes
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# ? Jun 8, 2017 20:47 |
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enraged_camel posted:I'm on arid right now, and three out of my five tribespeople got the plague, and one of those was the doctor. It was OK at first, but as the doctor's own plague progressed, the 20% penalty to his manipulation prevented him from applying high enough quality treatments to the others. And he had to self-tend, which has a penalty on its own. I just turned off diseases like malaria and plague after a game where 4 of my 7 colonists came down with one of them. I managed to save 3 of the 4 but it took so much effort and more or less ground everything to a halt. Then a few days later it threw it at me again. So I said gently caress it and abandoned the colony, turned both of them off, and set immunity gain to 110% because I did not find that disease/infection was all that fun of gameplay. DurosKlav fucked around with this message at 21:05 on Jun 8, 2017 |
# ? Jun 8, 2017 20:56 |
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I played this game a little bit but I couldn't get through any of the combat without save scumming it was kinda frustrating
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# ? Jun 8, 2017 20:57 |
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enraged_camel posted:i deconstruct the wall and just send in a bunch of tamed boomrats and boomalopes EvanTH posted:I played this game a little bit but I couldn't get through any of the combat without save scumming it was kinda frustrating i've said this a thousand times but i'll probably say it a thousand times more: get turrets, use turrets, love turrets. if a colonist gets shot, you need a bed, food, medicine, and prayer (the last to avoid an infection). if a colonist gets shot a lot, you need a grave and a big redesign of your labor sharing. if a turret gets shot, you need some dude to make welder noises at it for 15 minutes. if a turret gets shot a lot, you need 3 components and 150 steel. you can use your colonists in support of the turrets, but the turrets need to make up the cornerstone of your defense one god drat hundred percent of the time. Coolguye fucked around with this message at 21:02 on Jun 8, 2017 |
# ? Jun 8, 2017 20:57 |
Coolguye posted:i've said this a thousand times but i'll probably say it a thousand times more: get turrets, use turrets, love turrets. if a colonist gets shot, you need a bed, food, medicine, and prayer (the last to avoid an infection). if a colonist gets shot a lot, you need a grave and a big redesign of your labor sharing. if a turret gets shot, you need some dude to make welder noises at it for 15 minutes. if a turret gets shot a lot, you need 3 components and 150 steel. you can use your colonists in support of the turrets, but the turrets need to make up the cornerstone of your defense one god drat hundred percent of the time. And if you make turrets out of plasteel they can survive nearby turret explosions and it's no longer an explosion cascade, which is really nice, and the huge pile of extra health is really useful.
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# ? Jun 8, 2017 21:27 |
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While we're on combat tips -- any general advice on dealing with sappers? I lost my last colony because I got overexcited and rushed to meet them before the mountain i was hugging was full of holes. Frontal assaults haven't been much of an issue for me so far (I haven't got to any huge invasions though), but when they come at me sideways like this.. goddamn.
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# ? Jun 8, 2017 21:39 |
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I had an unguarded item cache opportunity pop up yesterday. When my caravan got to it, there was a waiting pack of manhunter cats. Somehow the pawn ran off the map and I lost the item cache. Anyone else have something like this happen?
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# ? Jun 8, 2017 21:50 |
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with sappers i just try to rush them with melee guys since the grenadiers can't really fight back once you're inside their range. as for rocket launchers...i hope you got a sniper rifle and someone with 12 shooting
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# ? Jun 8, 2017 21:52 |
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there's a handful of things you can do with sappers. most of them are more advanced in terms of stuff to do but it's worth bearing in mind as you design things. the number one thing to do is to give them a false node of wealth to target. tombs work best for this. build some sarcophagi out of wood and bury dead raiders in them. this causes the tombs to be worth a fair bit, and therefore makes it more likely that dummies will target them during a raid. put these false wealth nodes behind thinner walls than normal to make them even more attractive. inside the tomb you can then just place an incendiary IED or something like that to torch the place. the gently caress do you care anyway the more generalized thing you do is to make a kind of bunker entrenchment behind questionable sections of wall or mountain. these should be nothing more than stone walls, with u-shaped sections to place turrets, and capped with a sandbag. they should not be crewed full time - that's a huge waste of resources. if you have a sapper show up near the questionable section of land, quickly reappropriate turrets and a battery, get them going, and use either a trained animal or a colonist with a personal shield to adjust the dorks into the facing of the bunker. once they're engaged with the bunker and distracted you can maneuver other colonists to flank and finish them.
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# ? Jun 8, 2017 22:19 |
EvanTH posted:I played this game a little bit but I couldn't get through any of the combat without save scumming it was kinda frustrating What helped me was turning on permadeath mode and just accepting the fact that people will die and bases will implode. When I had the ability to save scum I got a lot less enjoyment out of the game. Once you lose a couple bases you learn how to defend them a little easier. If you are looking for an easy start I recommend mountain maps they are a lot easier to wall up and defend; also the lone rich guy start gives you a charge rifle and plenty of medicine which is super powerful.
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# ? Jun 8, 2017 22:33 |
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Thanks for the replies guys. I'm not too tech-savvy sometimes. I uninstalled RimWorld and tried to delete all of the files in its folder, but Windows throws a fit about permissions every time I try to delete the Mods folder, even after giving administrative privileges. Now the game just shows up as "Download paused" on Steam. I'm re-downloading the game now; it got to 100%, but now it says Download paused and when I try to play it, I get a pop-up saying the following: "An error occurred while updating Rimworld (missing file privileges:) c:\Program Files (x86)\Steam\steamapps\common\RimWorldMods\Core\About\" Sounds like I might have to go talk to Steam support when I'm feeling better and my sinuses aren't exploding. Going to try rebooting first. update: Lol, that made it worse. Now I can't even start installation. OK, I give up for now. A Spider Covets fucked around with this message at 00:07 on Jun 9, 2017 |
# ? Jun 8, 2017 23:57 |
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Anybody know of any mods that will let you assign specific colonists to bills on crafting benches? For example I only want my best crafter making power armor, and I only want my cannibals butchering humans. I thought I saw something like this for a17 but I can't remember what it was called. Edit: just had a prisoner bug out, I released him, but he was in so much pain that when his smokeleaf high wore off he collapsed in the middle of my base. Then I noticed he was missing a leg, so I had someone slap a peg leg on him. But they took him back to his cell to do it, and now he's locked in there, but he's already been released so my wardens won't acknowledge him. So he's just in there pacing and starving because I can't even force someone to bring him food or let him out. A Moose fucked around with this message at 02:07 on Jun 9, 2017 |
# ? Jun 9, 2017 01:37 |
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A Moose posted:Anybody know of any mods that will let you assign specific colonists to bills on crafting benches? For example I only want my best crafter making power armor, and I only want my cannibals butchering humans. I thought I saw something like this for a17 but I can't remember what it was called. Can you take his organs?
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# ? Jun 9, 2017 02:33 |
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A Moose posted:Anybody know of any mods that will let you assign specific colonists to bills on crafting benches? For example I only want my best crafter making power armor, and I only want my cannibals butchering humans. I thought I saw something like this for a17 but I can't remember what it was called. There is one like this, don't recall the name though, and a cursory look on Steam isn't turning it up. Will let you know if I happen across it.
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# ? Jun 9, 2017 03:00 |
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how do you make neutroamine now?
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# ? Jun 9, 2017 03:25 |
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A Moose posted:Anybody know of any mods that will let you assign specific colonists to bills on crafting benches? For example I only want my best crafter making power armor, and I only want my cannibals butchering humans. I thought I saw something like this for a17 but I can't remember what it was called. quote:Edit: just had a prisoner bug out, I released him, but he was in so much pain that when his smokeleaf high wore off he collapsed in the middle of my base. Then I noticed he was missing a leg, so I had someone slap a peg leg on him. But they took him back to his cell to do it, and now he's locked in there, but he's already been released so my wardens won't acknowledge him. So he's just in there pacing and starving because I can't even force someone to bring him food or let him out. Try drafting someone and attempting to capture him again.
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# ? Jun 9, 2017 03:48 |
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Kharnifex posted:how do you make neutroamine now? I don't think you ever could, it's meant to be a non craftable item.
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# ? Jun 9, 2017 04:24 |
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Volmarias posted:I don't think you ever could, it's meant to be a non craftable item. Yeah, that's the Vanilla situation. Vegetable garden lets you grow it if you're looking for a way.
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# ? Jun 9, 2017 04:27 |
A Spider Covets posted:Thanks for the replies guys. I'm not too tech-savvy sometimes. Did you fully close and end task on steam before you started doing all that? It's not gonna work if steam has those files open.
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# ? Jun 9, 2017 04:40 |
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Yeah. I think it's just Windows 10 being mischievous; my old laptop uses 7 and never had a problem like this. I sent support a message. If we figure it out, I'll post the solution here in case anyone has the same problem and goes looking further down the line.
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# ? Jun 9, 2017 04:42 |
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Azhais posted:Yeah, that's the Vanilla situation. Vegetable garden lets you grow it if you're looking for a way. There's also a mod that lets you drain a precursor to Neutroamine from Boomalopes and Boomrats. https://steamcommunity.com/sharedfiles/filedetails/?id=765351437 Incidentally, the screenshot on this mod is how I discovered today that chairs can effect comfort while crafting.
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# ? Jun 9, 2017 07:27 |
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Viscous Soda posted:Incidentally, the screenshot on this mod is how I discovered today that chairs can effect comfort while crafting. Does that affect crafting speed? Because if not I don't give a gently caress. :P
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# ? Jun 9, 2017 07:38 |
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A Spider Covets posted:Yeah. I think it's just Windows 10 being mischievous; my old laptop uses 7 and never had a problem like this. I sent support a message. If we figure it out, I'll post the solution here in case anyone has the same problem and goes looking further down the line.
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# ? Jun 9, 2017 07:44 |
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# ? May 30, 2024 14:08 |
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A Spider Covets posted:Yeah. I think it's just Windows 10 being mischievous; my old laptop uses 7 and never had a problem like this. I sent support a message. If we figure it out, I'll post the solution here in case anyone has the same problem and goes looking further down the line. It also sounds like Win10 is trying to run Steam on different priviledges (or even different user) as yourself. You have given Steam full permissions on its installation folder and its subfolders? (Or other way around, have not denied anything?)
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# ? Jun 9, 2017 07:51 |