OwlFancier posted:Is there anything stopping you from repeatedly resurrecting people whenever there's a raid and having a squad of nanite murder undead to protect your colony? Honestly not sure on this. The game indicates a quest were you go to an abandoned lab that was researching luciferium. Wasn't sure how to trigger the quest (or if it is random) so I dosed my 91 year old assassin Rynyk with luci to see if that helps the quest spawn. Going into drug details it mentions "Seraphytes" so that may be a specific ingredient to power the machine itself (because you are bringing them back from the dead, but do it using nanites.)
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# ? Jun 15, 2017 18:52 |
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# ? May 22, 2024 10:30 |
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Oh rad, thank you!
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# ? Jun 15, 2017 19:22 |
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There's cryo sickness, which I imagine was put in for exactly this reason.
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# ? Jun 15, 2017 19:33 |
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Volmarias posted:There's cryo sickness, which I imagine was put in for exactly this reason. Don't let them eat before you freeze em, then they have nothing to barf.
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# ? Jun 15, 2017 21:51 |
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cryptosleep sickness caps consciousness to 50%, which is a big impediment to getting anything real done for like a day. and yes, to my knowledge the revival chamber requires some poo poo to revive someone though i'm unclear on the details of that. i think it's just luci?
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# ? Jun 15, 2017 22:17 |
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I guess I've got a bug. I've got the need joy, and need meal source stuck permanently. Anyone know how to clear it? No biggie if not. Also protip if your pawn is addicted wake up juice and goes into withdrawal. Making them smoke a joint seems to knock them out cold. Much better than arresting them on a psychotic break.
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# ? Jun 16, 2017 01:14 |
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DogonCrook posted:I guess I've got a bug. I've got the need joy, and need meal source stuck permanently. Anyone know how to clear it? No biggie if not. Make sure they aren't restricted to a specific zone.
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# ? Jun 16, 2017 01:18 |
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enraged_camel posted:Make sure they aren't restricted to a specific zone. They arent, and ive tried building ovens in every room just to clear it. I assume i did something weird at the start that didnt trigger it. I dont remember exactly what i did, but i decided to switch home areas right after i built my first room, so it might be related to that. Everything works fine though. Ive also tried a chess board in every area too.
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# ? Jun 16, 2017 01:43 |
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That sounds borked, does it happen on a new game?
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# ? Jun 16, 2017 03:36 |
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OwlFancier posted:Is there anything stopping you from repeatedly resurrecting people whenever there's a raid and having a squad of nanite murder undead to protect your colony? Them being addicted to luciferium seems like a potential issue. I'm thinking it'd be a good idea to have some kind of clone degeneration past the first couple times to balance it so you can't just keep reviving people Officer Downe-style, though.
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# ? Jun 16, 2017 03:38 |
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Flesh Forge posted:That sounds borked, does it happen on a new game? This is the second time its happened but ive only played twice. I think its because both times i started a little house and built up some supplies and then moved to a more fertile place that was less protected. I think the switchover might be causing it. I rember other stuff registering and clearing though so i may need to reinstall. Its not a big deal though. Im keeping my wakeup addict away from the drugs by leaving joints on the path to the storage. Hes like a fainting goat now. Walks by a joint and falls over. Its worked so far and you get a nice red notice when he falls for it.
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# ? Jun 16, 2017 04:06 |
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The only thing I can think of might be that the stove/joy items are not within your 'Home" area, and I think there's an option to turn off "extend home area on build" e: do you notice that no one ever cleans automatically? e: heck just look at your home area with the appropriate zone tool and see if the stove is in it Flesh Forge fucked around with this message at 04:13 on Jun 16, 2017 |
# ? Jun 16, 2017 04:11 |
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Flesh Forge posted:The only thing I can think of might be that the stove/joy items are not within your 'Home" area, and I think there's an option to turn off "extend home area on build" I do the home area myself because the auto gets wonky sometimes. They are all dead now though. I didnt realise trying to arrest someone with a bunch of dogs would get real ugly if they resisted. The person arresting her was a pacifist and didnt stand a chance and the other dude was unconcious becuase of my joint traps so there was no hope. On this new run ill pay closer attention to what happens. E: and yeah it didnt effect anything as far as i can tell they would still cook and play horshoes and chess. I would build campfires during a big harvest and have all 3 cooking and it worked fine. DogonCrook fucked around with this message at 05:07 on Jun 16, 2017 |
# ? Jun 16, 2017 05:05 |
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Do you have more than one colony? Those messages never go away for me because I couldnt be arsed to build anything while doing a resource run next door.
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# ? Jun 16, 2017 05:49 |
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DogonCrook posted:I do the home area myself because the auto gets wonky sometimes. The only things that "Home" area controls, as far as I know, are: - fire extinguishing - corpse forbid status, when something dies inside your home area it's not marked forbidden - cleaning - the "no meal source/joy source" statuses Other than that pawns will still use and repair constructions and carry to stockpiles and whatever even if they're not in your Home area.
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# ? Jun 16, 2017 05:55 |
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Flesh Forge posted:The only things that "Home" area controls, as far as I know, are: It's home a special assignment zone? That is, will pawns firefight outside their restricted zone if it's in the home zone?
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# ? Jun 16, 2017 07:09 |
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TACO_HERO posted:Do you have more than one colony? Those messages never go away for me because I couldnt be arsed to build anything while doing a resource run next door. Thats what it was. I had a colony next to it for mining i just had roofs and beds. Thanks.
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# ? Jun 16, 2017 07:46 |
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Is there a way to find or select all forbidden objects?
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# ? Jun 16, 2017 07:50 |
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ILL Machina posted:It's home a special assignment zone? That is, will pawns firefight outside their restricted zone if it's in the home zone? I think if they're restricted to a zone they won't ever leave it unless drafted, so no I don't think they'd go fight the fire in that case. Splicer posted:Is there a way to find or select all forbidden objects? There's a good mod for that: http://steamcommunity.com/sharedfiles/filedetails/?id=761421485
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# ? Jun 16, 2017 07:59 |
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The cult mod is good poo poo. But holy drat don't let a caravan wander into your base and see your occult research table because they will flip their poo poo and murder you.
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# ? Jun 16, 2017 08:25 |
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I think that must be only certain factions, I've been playing without the additional faction mod (didn't know about it) and visitor caravans would actually come participate in human sacrifices with us
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# ? Jun 16, 2017 09:07 |
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Yeah is that those trench coat wearing pistol packing guys the mod pack advertises? Other guys have come in wearing cult robes and also joined me in sacrifice, though only for boars so far.
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# ? Jun 16, 2017 09:25 |
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I haven't seen what they do yet but one of the extra faction in the cult faction mod sounds like Delta Green.
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# ? Jun 16, 2017 10:00 |
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What's the current version and name of the cult mod(s)? I tried using the most obvious candidate but got a lot of errors as if it wasn't updated for 17.
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# ? Jun 16, 2017 11:28 |
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On my first (longer than 2 day) settlement, I have basically dug into a mountain and just expanded as necessary. But, I find that my layout is very convoluted and leads to a lot of time running to a stockpile and then to a crafting bench. How do y'all approach this? Do you build a small basic settlement to get up and running and then plan out something bigger?
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# ? Jun 16, 2017 15:36 |
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creatine posted:On my first (longer than 2 day) settlement, I have basically dug into a mountain and just expanded as necessary. But, I find that my layout is very convoluted and leads to a lot of time running to a stockpile and then to a crafting bench. How do y'all approach this? Do you build a small basic settlement to get up and running and then plan out something bigger? The way to avoid this is either to make sure that your storehouse and your workshop are directly adjacent(the lazy way and less efficient) or to set up multiple small, custom stockpiles in your workshop that have the necessary materials for your current projects near their appropriate benches(dramatically more efficient but significantly more micro intensive). As for general base design, I tend to follow a ramshackle approach where I only build/plan for my current and immediate future needs and sort of let the whole thing spread out organically as time goes on. The only rules I follow 100% of the time are that the workshop will be very close to the general stockpile and the freezer will be connected(but separate) to the kitchen(i also always have a small sub-freezer for completed meals so that all of my stupid pawns don't track mud in my meat locker).
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# ? Jun 16, 2017 16:31 |
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creatine posted:On my first (longer than 2 day) settlement, I have basically dug into a mountain and just expanded as necessary. But, I find that my layout is very convoluted and leads to a lot of time running to a stockpile and then to a crafting bench. How do y'all approach this? Do you build a small basic settlement to get up and running and then plan out something bigger? just build smaller, higher priority stockpiles by your crafting benches. also i usually run a pretty bare-bones setup with everyone sleeping outside until I can get them their own rooms built. i plan around the freezer/dining room since that is where most of the pawns spend most of their time.
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# ? Jun 16, 2017 16:34 |
Coolguye posted:cryptosleep sickness caps consciousness to 50%, which is a big impediment to getting anything real done for like a day. So my hunch about doping a colonist with Luci was right. About a quadrum later I got a "Lab Rumour" notification about a lab doing luciferium experiments and maybe they can help Rynyk. At this point Rynyk is 92. Luciferium is just her weekly meds to keep her alive.
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# ? Jun 16, 2017 16:43 |
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creatine posted:On my first (longer than 2 day) settlement, I have basically dug into a mountain and just expanded as necessary. But, I find that my layout is very convoluted and leads to a lot of time running to a stockpile and then to a crafting bench. How do y'all approach this? Do you build a small basic settlement to get up and running and then plan out something bigger? 1. Farms 2. Stockpiles 3. Haul, plant, haul 4. Beds in stockpile, then walls around stockpile if I'm in an area where wood is not a problem, otherwise leap straight to stone walls I've taken a more organic approach to designing my little town most recently, which just means that I'm building areas as I get materials. I'm playing on coastal mountains per somepony's recommendation here to protect my scrub tribe, which has worked quite well. The various arcades and ornamentation are simply to give my tribesponies something nice to look at. I usually work on bedrooms last given the number of other priorities. Sharing a barracks works efficiently for temperature-events and seasons later on.
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# ? Jun 16, 2017 18:48 |
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If stockpiles had the option of letting them get half empty before hauling in replacement goods I'd be all over the micro-storage next to work benches thing but the one time I tried doing that across an entire colony it ended up costing me one full-time hauler doing nothing at all but taking one piece of wood over to replace what someone just picked up to work on. I had to put two people on hauling duty just to have a chance that one of them would haul anything outside the colony anywhere, ever, and then it was spotty if they'd do any useful amount of hauling before getting sucked back into the micro-storage loop.
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# ? Jun 16, 2017 19:11 |
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bird food bathtub posted:If stockpiles had the option of letting them get half empty before hauling in replacement goods I'd be all over the micro-storage next to work benches thing but the one time I tried doing that across an entire colony it ended up costing me one full-time hauler doing nothing at all but taking one piece of wood over to replace what someone just picked up to work on. I had to put two people on hauling duty just to have a chance that one of them would haul anything outside the colony anywhere, ever, and then it was spotty if they'd do any useful amount of hauling before getting sucked back into the micro-storage loop. You have some degree of control over this with zones. I try to use my trained hauling animals to haul to my main stockpile and pretty much the entire living/work areas of my colony are off limits to them to keep them from eating/drinking the stuff for my colonists. If you wanted you could do the same for colonists that you don't want hauling to your workshop stockpiles by excluding that from their allowed zone. That's not to say that your suggestion to have desired min/max levels for restocking purposes, mind you. I'd love something along those lines.
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# ? Jun 16, 2017 19:28 |
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bird food bathtub posted:If stockpiles had the option of letting them get half empty before hauling in replacement goods Hauling Hysteresis mod. Not updated for A17 I think, but Storage Search mod has it included.
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# ? Jun 16, 2017 19:53 |
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I just noticed if you click a pawn and then left click any object in the home area you can make it do the job instantly and if there are multiple things you can do you get a dropdown list or it tells you why it cant be done like blocked, or if a pawn has reserved the job etc. I guess you could put stockpiles on normal instead of priority and shift the stock around manually. You can equip anything and drop it out of your inventory too.
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# ? Jun 16, 2017 23:47 |
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In the newest version it looks like you can reinstall orbital trade beacons now, so there's no need to fret exactly about positioning it perfect the first time. Small things make this game better.
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# ? Jun 17, 2017 00:06 |
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There's a few "minify everything" mods out there, pick one. They don't work on every single structure (wind turbines e.g.) but his it's nice to be able to move your stove or tailor bench and not have to redo 10 job bills.
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# ? Jun 17, 2017 01:17 |
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Is there a mod or something to set priorities on what to haul? I have one person that's only really good at mining and right now I have them on haul and clean duty. Problem is they're trying to haul like 800 stones while my field of strawberries rots in the sun. Is there a way to put higher priority on food hauling vs other stuff?
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# ? Jun 17, 2017 02:38 |
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Splicer posted:Is there a way to find or select all forbidden objects? at the beginning of the game, before your colonists land, pause, then use your mouse to select the entirety of the map and then press F.
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# ? Jun 17, 2017 03:03 |
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Efexeye posted:at the beginning of the game, before your colonists land, pause, then use your mouse to select the entirety of the map and then press F. There's also a mod to allow a one click unforbid all. Not sure if it's been updated for a17 though
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# ? Jun 17, 2017 03:09 |
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creatine posted:Is there a mod or something to set priorities on what to haul? I have one person that's only really good at mining and right now I have them on haul and clean duty. Problem is they're trying to haul like 800 stones while my field of strawberries rots in the sun. Is there a way to put higher priority on food hauling vs other stuff? There probably is but in the meantime if you click on a pawn and then left click the stuff you want to haul you can set it as highest priority individually.
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# ? Jun 17, 2017 03:34 |
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# ? May 22, 2024 10:30 |
Update on the abandoned lab. So I sent Katie (my best soldier) and Rynyk (luci old lady) to the abandoned lab with about 1.5k in hauling capacity spread between alpacas and mufalos. When we got there we found a massive sprawling facility with plasteel walls. The two cleared room by room, finding only research benches, drug labs, plasteel furniture and an unpowered terminal. I hastily mined and constructed components and steel, then built a solar panel, powering the terminal. I first had Katia check it out. She read through to logs, stating that the facility was abandoned, but it looks like some self replicating mechanites were left and she could talk them. She examined the mechanites, determined they probably were legit and wouldn't give her space aids. I had her log off, then had Rynyk examine it. Rynyk looked at the pills and thought they looked cool! So the terminal gives more info depending on the medical and intellect of the user. Pretty cool. I dosed Rynyk and it cleared up the addiction while still leaving the benefits. There was one tab left. Since Katia was stronger I had her mash the dispense button a few times. She got 4 more tabs of seraphytes and fibrous mechanites. Oops. Thankfully Katia had a painstopper installed, so the mechanites are just a neat benefit (minus the additional tiredness). She also took a tab of seraphytes too. Between the bionics augments, drugs and mechanites, her stats are hitting 300% in move and manipulation. Katia is a murder queen. We get back home, I dispense the drugs to my more useful colonists, then dose a few more old folks with luci to see if I can get the event to spawn again.
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# ? Jun 17, 2017 16:28 |