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In Goatwood we believe that the lazy ones taste the best
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# ? Jun 25, 2017 12:12 |
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# ? May 30, 2024 14:08 |
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It's not just schedule the weed every couple of days, schedule the weed every couple of days if mood is below average. If your mood is always below average when that next weed allowance hits, fix your mood infrastructure. Otherwise the person with chronic pain having a lovely day or the person who walked by the abrasive guy too often will self medicate once a week or so and tolerance never even becomes a consideration. You can just do the mood requirement too but then your feedback that mood is cratering is when everyone has a carcinoma which is a little late to work on your mood infrastructure. Weed and beer is also awesome to dose your bedridden patients because it can be a combo of a mood boost because you get the drug mood boost , pain killing which should knock the pain malus down a tier, plus fills the joy bar which can be hard to manage in an infirmary until you get TV's or whatever.
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# ? Jun 25, 2017 15:19 |
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I continue to suggest that if you imagine that your planet is actually a prison planet for reality tv contestants, hand selected by glitterworld governments for being completely socially dysfunctional, the game makes a lot more sense.
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# ? Jun 25, 2017 15:24 |
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I'm trying out the Discovery and Recon mod cause it sounds interesting, is it the mod that adds the nuclear fallout event? Because that one is absolutely brutal on a cold map in the winter. I have nowhere to plant that many psychoid plants and now all my colonists have brain carcinomas :\
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# ? Jun 25, 2017 15:39 |
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OwlFancier posted:I continue to suggest that if you imagine that your planet is actually a prison planet for reality tv contestants, hand selected by glitterworld governments for being completely socially dysfunctional, the game makes a lot more sense. this makes way more sense than whatever bs paragraph your selected start pops up with
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# ? Jun 25, 2017 17:03 |
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OwlFancier posted:I continue to suggest that if you imagine that your planet is actually a prison planet for reality tv contestants, hand selected by glitterworld governments for being completely socially dysfunctional, the game makes a lot more sense. I like this premise. It also better explains the random human leather drop pods
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# ? Jun 25, 2017 18:25 |
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Mammon Loves You posted:I'm trying out the Discovery and Recon mod cause it sounds interesting, is it the mod that adds the nuclear fallout event? Because that one is absolutely brutal on a cold map in the winter. I have nowhere to plant that many psychoid plants and now all my colonists have brain carcinomas :\ Nope, fallout's vanilla.
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# ? Jun 25, 2017 18:40 |
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i'm extremely proud to have played 475 hours of rimworld without a single mod
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# ? Jun 25, 2017 19:19 |
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Efexeye posted:i'm extremely proud to have played 475 hours of rimworld without a single mod you masochist
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# ? Jun 25, 2017 19:28 |
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Mister Adequate posted:Nope, fallout's vanilla. Radioactive fallout, not toxic fallout. Its gotta be from the mod, you have to caravan across the map and plant 250 psychoid plants at the source of the fallout to absorb the radiation else it never goes away. Also being under a roof doesn't negate it. Really unbalanced as it generated the source of the radiation in a tundra tile and I opted to just start a new colony.
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# ? Jun 25, 2017 19:38 |
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Mammon Loves You posted:Radioactive fallout, not toxic fallout. Its gotta be from the mod, you have to caravan across the map and plant 250 psychoid plants at the source of the fallout to absorb the radiation else it never goes away. Also being under a roof doesn't negate it. Really unbalanced as it generated the source of the radiation in a tundra tile and I opted to just start a new colony. You should presumably be able to disable that event in the scenario settings if it's integrated as a normal event.
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# ? Jun 25, 2017 19:42 |
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Thefluffy posted:you masochist even on 'some challenge' i cannot win a permadeath game
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# ? Jun 25, 2017 20:35 |
Efexeye posted:even on 'some challenge' i cannot win a permadeath game Not sure which story teller you are using but if you want a easy start go with phoebe chillax until the raids start getting too big then switch over to Randy random. I play on rough but those settings let me get established before any of the real nasty events started firing. It was the only way my sorry rear end could get a good base going in the crash landed scenario. The Good Queen Clitoris fucked around with this message at 20:55 on Jun 25, 2017 |
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# ? Jun 25, 2017 20:52 |
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Mammon Loves You posted:Radioactive fallout, not toxic fallout. Its gotta be from the mod, you have to caravan across the map and plant 250 psychoid plants at the source of the fallout to absorb the radiation else it never goes away. Also being under a roof doesn't negate it. Really unbalanced as it generated the source of the radiation in a tundra tile and I opted to just start a new colony. Dev mode 'end game condition' for dumb poo poo like that.
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# ? Jun 25, 2017 21:22 |
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Phoebe is usually regarded as harder because raids are such a good income source and beside outlier amounts of wealth, time scales the raids harder than your overall wealth so any wealth you can get and put towards infrastructure, armor and turrets is a net plus. Cassandra is probably the easiest way to play through a rocket oriented game, Cassandra -> Randy for endless projects. Full Randy when you're ready to deal with out of depth stuff to luck out on wealth influx events to catapult into the meat of an endless game ASAP. Phoebe I guess if you detest the combat so much you'd rather have less material to work with to prepare for the same amount of negative non-combat events you'd get from Cassandra.
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# ? Jun 25, 2017 21:25 |
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Do walls not provide beauty anymore? I'm not see beauty stats on any stone or steel walls, but it may just be one of my mods.
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# ? Jun 25, 2017 21:33 |
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Mammon Loves You posted:Radioactive fallout, not toxic fallout. Its gotta be from the mod, you have to caravan across the map and plant 250 psychoid plants at the source of the fallout to absorb the radiation else it never goes away. Also being under a roof doesn't negate it. Really unbalanced as it generated the source of the radiation in a tundra tile and I opted to just start a new colony. My mistake! Also hahaha okay that's hosed up
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# ? Jun 25, 2017 21:40 |
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LLSix posted:Do walls not provide beauty anymore? I'm not see beauty stats on any stone or steel walls, but it may just be one of my mods. One relatively simple trick if you're making a mega-dining/rec hall is to put a single gold/silver pillar in the middle to help hold up the roof.
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# ? Jun 25, 2017 21:43 |
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Wait how do you make walls? Mod?
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# ? Jun 25, 2017 22:11 |
creatine posted:Wait how do you make walls? Mod? Stone cutting to make bricks (build a stone cutting table which you can find in the production tab). Then make use the structure tab to make stone walls.
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# ? Jun 25, 2017 22:18 |
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Flesh Forge posted:I wear no mask. that date. NEVER FORGET
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# ? Jun 25, 2017 22:21 |
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Ahahaha I had missed that The Good Queen Clitoris posted:Stone cutting to make bricks (build a stone cutting table which you can find in the production tab). Then make use the structure tab to make stone walls. In the early game you can also make them from wood or steel (or gold or uranium or whatever)
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# ? Jun 25, 2017 23:12 |
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The Good Queen Clitoris posted:Stone cutting to make bricks (build a stone cutting table which you can find in the production tab). Then make use the structure tab to make stone walls. Oh, duh. I thought there was a way to like, tile walls like you can with floors
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# ? Jun 25, 2017 23:20 |
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The default constructable wall does not have a concept of beauty so none of the beauty modifiers will do anything to it, if you add one to it in the thing definitions, it will use the same stuff modifiers as anything else and you can make attractive looking walls.
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# ? Jun 25, 2017 23:39 |
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Been browsing some mods for my next game and came accross one that i havent seen mentioned that would help with pawns that dont do jobs. Theres a brainwash mod that sounds like it might be a balanced and interesting way of dealing with it instead of just removing it. You can remove these traits or add skill points but there is a chance you will leave them brain damaged. It uses a new drug and too much of the drug also causes brain damage so it has a limited amount of tries as well. I guess you could also make an army of dumb and slow peons that are easy to knock out too lol. Anybody tried the psychology mod? Adds more in depth pawn interactions with each other. Its still not updated for a17 wondering if its worth keeping an eye on. E:sirry brainwashing causes altzhiemer's not brain damage. DogonCrook fucked around with this message at 00:40 on Jun 26, 2017 |
# ? Jun 26, 2017 00:28 |
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Cult mod has an option to shuffle backgrounds and get rid of incapability Psychology is good too, looking forward to seeing it updated.
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# ? Jun 26, 2017 03:46 |
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How many turrets should I plan on building to deal with a poison ship? It just had to crash in the middle of winter in the far corner of the map.
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# ? Jun 26, 2017 07:44 |
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LLSix posted:How many turrets should I plan on building to deal with a poison ship? It just had to crash in the middle of winter in the far corner of the map. this entirely depends on how hard the storytellers are hitting, unfortunately. you can have 3 mechanoids come out of a ship, or you can have 12+. it all depends on how hard you're being hit at the moment. that said, two per every three mechanoids you expect is reasonable. estimate by slightly highballing the last pirate raid you had. so if the last pirate raid was 6 guys, bargain on 7 mechanoids. this will almost always lead you to overestimate, but considering how serious a threat psychic and poison ships are you do NOT want to be caught with your pants down. anyway, mechanoids have lovely aim, so put the turrets a good 8-10 squares away from the ship and behind some sandbags and you should be alright. don't line them up right next to each other, though, otherwise a shot that misses one turret could hit another out of pure luck. i'd space them about 3 or 4 apart, put a wall behind them, and give them a good line of sandbags in front of them.
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# ? Jun 26, 2017 08:13 |
Coolguye posted:this entirely depends on how hard the storytellers are hitting, unfortunately. you can have 3 mechanoids come out of a ship, or you can have 12+. it all depends on how hard you're being hit at the moment. I'm using Randy Rough right now and at the time I was having raids of pretty decent size (7 - 8 guys) mostly tribal. I had a poison ship fall right after and only one worm popped out, guess I got lucky! Speaking of getting lucky, I just opened up one of those tombs with the cryosleep chambers. Not only were there no Mechanoids when I open the coffins 4/6 pawns were still alive but downed, so being the good natured colony we are I had my dudes rescue all of them. When they came to they all decided to join up with the cause! At the same time my warden finally managed to recruit one of my long term prisoners so I got 5 new colonists all at once! It was pretty surprising considering I already had 10 pawns when I cracked open the tomb. Time to start cranking out some more assault rifles!
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# ? Jun 26, 2017 09:43 |
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tribals come in much greater numbers than pirates due to their neolithic equipment, which is why i specified pirates. raids of 8 tribals are really quite small and would probably be no more than 3-4 pirates, potentially only 2. still, only one centipede out of that is a very pleasant surprise. gently caress shipfalls, seriously.
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# ? Jun 26, 2017 19:58 |
Coolguye posted:tribals come in much greater numbers than pirates due to their neolithic equipment, which is why i specified pirates. raids of 8 tribals are really quite small and would probably be no more than 3-4 pirates, potentially only 2. still, only one centipede out of that is a very pleasant surprise. gently caress shipfalls, seriously. Yeah, I'm getting much heavier raids now and mainly pirates these days. This was my most recent infestation (3 hives I had to deal with immediately due to them breaking my walls and destroying my potato fields): Notice the small wall of exposed stone due to laziness, luckily I had the firepower to deal with it without injuries. I'm sure my next fallen ship is going to be a poo poo show.
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# ? Jun 26, 2017 20:17 |
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if you're not using that little scrap of overhead mountain for anything, i'd encourage you to just fill it in with some stone walls there and be done with it. it's not a significant part of your main base and i'd argue the threat of infestation that close to your home isn't worth the benefit you're reaping from it.
Coolguye fucked around with this message at 20:27 on Jun 26, 2017 |
# ? Jun 26, 2017 20:24 |
Coolguye posted:if you're not using that little scrap of overhead mountain for anything, i'd encourage you to just throw some stone walls there and be done with it. it's not a significant part of your main base and i'd argue the threat of infestation that close to your home isn't worth the benefit you're reaping from it. Yeah after the infestation I mined out that wall and replaced it with a granite one. I will have to remember to wall off that little area just south of that room which is probably the overhead mountain you are talking about thanks for pointing that out. e. Can you just deroof areas of overhead mountain if you've mined out all the rock?
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# ? Jun 26, 2017 20:28 |
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Uhhh, no. It's a mountain.
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# ? Jun 26, 2017 20:36 |
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I think you can where it says thin rock roof or whatever, had a few guys removing some roofs I don't remember putting up. Overhead mountain though is permanent. Maybe something in dev mode? All kinds of crazy commands in there.
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# ? Jun 26, 2017 20:43 |
Cup Runneth Over posted:Uhhh, no. It's a mountain. Someone mod in TNT. Or one of these things.
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# ? Jun 26, 2017 20:43 |
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The Good Queen Clitoris posted:Yeah after the infestation I mined out that wall and replaced it with a granite one. I will have to remember to wall off that little area just south of that room which is probably the overhead mountain you are talking about thanks for pointing that out. The Good Queen Clitoris posted:Someone mod in TNT. Or one of these things. https://ludeon.com/forums/index.php?topic=14177.0 Granted the A17 version is under construction, but he does have a roof bomb mod
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# ? Jun 26, 2017 20:56 |
Azhais posted:https://ludeon.com/forums/index.php?topic=14177.0 Thanks I will have to throw that in my mod list for my next colony. Until then I guess I will just have to shrink my excess storage stockpile room to take it outside of the overhead mountain.
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# ? Jun 26, 2017 21:01 |
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LLSix posted:How many turrets should I plan on building to deal with a poison ship? It just had to crash in the middle of winter in the far corner of the map. This idea never even occurred to me! I've just been throwing pawns at them, grenades work decently but my dudes get pretty hosed up. Last time I had a ton of friendlies on the map and they happily sacrificed themselves to finish off the mechanoids. Healing the survivors gave me a bunch of free influence with their faction too so it sort of worked out. I'm dumb because I recently built some turrets in the desert to pick off elephants and rhinos for free meat and I never thought to use the same idea. I'm learning a lot from this thread, thanks guys!
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# ? Jun 26, 2017 23:02 |
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# ? May 30, 2024 14:08 |
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I've said it before, but it always bears repeating: Any fighting you can do with turrets, you SHOULD do with turrets. If a pawn gets hit, they require a bed, medicine, and prayer to get better. The last one in the hopes that they don't get an infection from their wounds. If a turret gets hit, it requires some dork with the Construction labor enabled to make welder noises for 15 minutes. If a pawn gets hit hard, they could require anything from expensive prostheses to a hole in the ground and entire labor re-alignment to kinda sorta handle. If a turret gets hit hard, they require 170 steel and 3 components to be good as new. I don't care how much you don't like a turret's accuracy or its damage profile. It does damage and eliminates threats at practically no risk to you. Use them. Love them. Never let them go.
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# ? Jun 26, 2017 23:13 |