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ShadowHawk posted:It should be less likely for "interesting" hostiles, like relations of current colonists, people you've seen before, etc. Especially since relations cause negative moodlets when they die.
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# ? Jul 2, 2017 05:21 |
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# ? Jun 6, 2024 13:22 |
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Re: "oops you died!" chance, there is a compromise (25% instead of zero or 67%) http://steamcommunity.com/sharedfiles/filedetails/?id=944004370
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# ? Jul 2, 2017 06:51 |
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Cup Runneth Over posted:Especially since relations cause negative moodlets when they die. That's a feature.
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# ? Jul 2, 2017 08:19 |
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Yes, but their deaths being unavoidable is not, necessarily.
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# ? Jul 2, 2017 08:57 |
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I actually think that's good, because otherwise you'd end up with everyone you wanted friendly, forever friendly.
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# ? Jul 2, 2017 09:11 |
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We're talking about hostile relatives of your colonists that come in raids.
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# ? Jul 2, 2017 09:21 |
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They die and they die hard like the raider scum they are. And Vas learns to live with his scumbag father's death or he dies too. And then I make a jacket from his skin. Rimworld.
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# ? Jul 2, 2017 10:08 |
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I started a game with two humans and an elder thing. The two humans started a relationship and then not a day later she broke up with him and is now sleeping with the elder thing. He's had 3 breaks so far because of negative 20 mood modifier and him being the one acquiring the grimoire.
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# ? Jul 2, 2017 12:45 |
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Cup Runneth Over posted:We're talking about hostile relatives of your colonists that come in raids. Oh I misunderstood, but tbh I don't mind that either. Sorry Grandma, you don't have a lot of meat on ya but your skin is already pretty leathery E: oh is that Elder Thing mod updated, holy poo poo
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# ? Jul 2, 2017 13:15 |
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One thing I've noticed from screenshots that I found out in A16 is that you all should really be using stools with stockpiles atop them for your work stations. It's really especially good for kitchens. If a pawn is at a workstation, and there are the required goods for a task within one tile around them, then they won't pause the work order to gather things, they'll just craft it. It really speeds things up dramatically. (Just having stockpiles will introduce a pause as the pawn leaves the station, stands for a microsecond to grab what they need, and then goes back into it to craft.) Also yay, Psychology, I can play the new version now!
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# ? Jul 2, 2017 15:21 |
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Drunk in Space posted:They die and they die hard like the raider scum they are. Well, that's ONE way to proselytize I separated my stove from my freezer to test how it'd work out. A separate butcher room does not work nearly well enough, IMO. There's too much walking to get the meat once butchered and the extra walking takes more time than the cold penalty used to. Possibly a butcher table in the kitchen would work, but then you'd have to haul all the meat to the freezer and back and so have the same problem. It might be possible to craft all the meat into meals just-in-time, but it won't handle overflows like beavers, rats, and raids. I'll need to do more testing, but you can see my current setup in the first pic. Possibly making a tiny, cramped room would work better. Cthulhu and his limb-tentacle replacement is the best thing ever. It doesn't seem to replace peg legs though. Need to test removing the peg leg before joining the sacrifice session, I suspect that may do it. The tentacles and eyestalks seem to target the most damaged among the colonists and has been nothing but an absolute boon considering my colony is a shot-up mess. Bhodi fucked around with this message at 16:16 on Jul 2, 2017 |
# ? Jul 2, 2017 15:43 |
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I have gotten the Rain of Necronomicons before, I made a library of shelves to put them on And yes the Elder Thing mod is updated http://steamcommunity.com/sharedfiles/filedetails/?id=882126182 I had never tried it before so uh,
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# ? Jul 2, 2017 16:30 |
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Flesh Forge posted:I have gotten the Rain of Necronomicons before, I made a library of shelves to put them on I love the idea of one of these just sitting around watching TV and smoking a joint before it's time to go mining enough that I might download that mod
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# ? Jul 2, 2017 16:40 |
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Yeaaaaahhhhhhhhhh um I'm gonna have to read a little bit about how you play these e: "They don't wear clothes. The only object they can equip is a laser gun." Yyyyyyyeeeaaaaaaaahhhh ok Flesh Forge fucked around with this message at 17:02 on Jul 2, 2017 |
# ? Jul 2, 2017 16:57 |
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Looks like Psychology has integration with Prepare Carefully now
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# ? Jul 2, 2017 21:18 |
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Cup Runneth Over posted:Looks like Psychology has integration with Prepare Carefully now Post the gooniest goon itt
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# ? Jul 2, 2017 22:04 |
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Last time I played with Psychology, all of my colonists ended up hating each other because talking about glitterworld fashion or poo poo like that would net them a -150 relationship bonus
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# ? Jul 2, 2017 22:06 |
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Whats the mod that lets you move around workbenches the same way as chairs? VV Thanks Spaseman fucked around with this message at 23:07 on Jul 2, 2017 |
# ? Jul 2, 2017 22:55 |
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Spaseman posted:Whats the mod that lets you move around workbenches the same way as chairs? Miniaturization
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# ? Jul 2, 2017 22:57 |
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Mister Adequate posted:Post the gooniest goon itt You're on He's also Depressive, Staggeringly ugly, and has Creepy breathing. Cup Runneth Over fucked around with this message at 23:52 on Jul 2, 2017 |
# ? Jul 2, 2017 23:44 |
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any chance of psychology compatibility with pawns are capable? http://steamcommunity.com/sharedfiles/filedetails/?id=949431734
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# ? Jul 2, 2017 23:52 |
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Cup Runneth Over posted:You're on Seems pretty legit, I approve.
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# ? Jul 3, 2017 01:10 |
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That Elder Things mod is hilarious
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# ? Jul 3, 2017 11:36 |
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Anyone know how to make painting supplies in the more joy items mod?
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# ? Jul 3, 2017 12:27 |
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There's a custom plant called Spectago that you harvest and process somewhere and that leaves paint. I think.
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# ? Jul 3, 2017 14:10 |
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Are raids actually connected in any way to NPC settlements? If I beat back an enemy pirate raid and then quickly drop-pod into the settlement it came from, will it be a mostly-depopulated town of people still recovering from injuries or are raiders just spawned at the edge of your map and then disappear into the void? Also the Prepare Carefully mod lets you do some overpowered poo poo in pretty unexpected ways. I replaced the starting pets with a small group of chickens and now have infinity food forever. New Butt Order fucked around with this message at 20:28 on Jul 3, 2017 |
# ? Jul 3, 2017 20:23 |
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New Butt Order posted:Are raids actually connected in any way to NPC settlements? If I beat back an enemy pirate raid and then quickly drop-pod into the settlement it came from, will it be a mostly-depopulated town of people still recovering from injuries or are raiders just spawned at the edge of your map and then disappear into the void? Sounds like you prepared for your planet fall then, why handicap yourself unnecessarily? I like doing the wealthy explorer route, starting with one dude who's jacked up on bionics and a couple robot helpers. There is no right or wrong way to play this game.
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# ? Jul 3, 2017 20:33 |
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New Butt Order posted:Are raids actually connected in any way to NPC settlements? If I beat back an enemy pirate raid and then quickly drop-pod into the settlement it came from, will it be a mostly-depopulated town of people still recovering from injuries or are raiders just spawned at the edge of your map and then disappear into the void? Food is only really a challenge in the really cold ice sheet tiles, unless you turn the heat way up in world gen and go for some crazy >50C map that also never has a growing period. Even in Extreeeeeeeeeeeeme Desert you can still grow everything in gravel unless you have a really unlucky map layout on a Flat tile. If you're playing Tribal dudes it's practically impossible to get started in an unmodded game in a freezing ice sheet tile - even if you wall up a steam geyser you can't get anything to grow because there won't be any light and you have to blitz to electricity. Every other biome, desert, tundra etc isn't that big a deal even in the vanilla game, it's completely reasonable to live off hunting with just one guy and a pistol. Unless of course you embark as tribals with one cannibal dude and he euths the other four and eats them through the winter while he frantically bangs rocks together at the research table. re: your question about raid origins, it feels like it is (e.g. some sessions I get mostly tribals, some sessions I mostly get pirates etc) but I can't puzzle it out of the source code to know for sure
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# ? Jul 3, 2017 21:41 |
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Food supply isn't the hardest problem to overcome for sure, but for Tribals (which is, for the record, the only start I play) it's usually at least a constant, pre-freezer low-level concern, since a bad raid or lucky predator can really put a crimp in the supply chain. The chickens are food that poops out more food (which if left unattended, turns into more food-pooping food) is like a Dwarf Fortress catsplosion. Over 50% of my crops at this point are chicken feed and in another generation or two of hens, I'm going to be producing chickens faster than I can butcher them. If a raider gets into my chicken coop, they stop being an enemy and instead become a convenient labor-saving device. I was not prepared for this. Edit: Gonna try it with Cobras next time. New Butt Order fucked around with this message at 22:40 on Jul 3, 2017 |
# ? Jul 3, 2017 22:37 |
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cobras are acceptable, but not a wholly impressive, chicken replacement. their maturity age is similar, but their gestation and egg cooldown time are both double that of chickens. they ostensibly make up for this by laying more eggs per clutch, but realistically it takes longer to build up an acceptable biomass of captured animals and they're more susceptible to food shortages. and on that note, cobras are carnivorous so unlike chickens where you can feed them dirt and they turn it into delicious food, cobras require meat in meat out. the ideal situation is you feed them raiders that you put on ice near their barn, so they'll let themselves in to chow down when they need. dead bugs also work. naturally, though, you can't just drop haygrass in the ground and have that be calories forever, so the entire setup is quite a bit more precarious. they might have changed so they can't consume corpses though, i remember i pulled that trick back in like A15. Coolguye fucked around with this message at 23:00 on Jul 3, 2017 |
# ? Jul 3, 2017 22:58 |
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I started one game with a pair of mating wargs and it was great. They hunted and killed their own food, including raiders. Very efficient.
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# ? Jul 3, 2017 23:16 |
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god forbid anyone bonds with a warg though. those animals are absolutely going to get crippled and die horribly, it's a loving guarantee. the only question is how long it will take for it to happen.
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# ? Jul 3, 2017 23:19 |
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Anybody have a preference of Basic Bridges vs Bridgello?
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# ? Jul 3, 2017 23:22 |
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Coolguye posted:cobras are acceptable, but not a wholly impressive, chicken replacement. their maturity age is similar, but their gestation and egg cooldown time are both double that of chickens. they ostensibly make up for this by laying more eggs per clutch, but realistically it takes longer to build up an acceptable biomass of captured animals and they're more susceptible to food shortages. and on that note, cobras are carnivorous so unlike chickens where you can feed them dirt and they turn it into delicious food, cobras require meat in meat out. the ideal situation is you feed them raiders that you put on ice near their barn, so they'll let themselves in to chow down when they need. dead bugs also work. naturally, though, you can't just drop haygrass in the ground and have that be calories forever, so the entire setup is quite a bit more precarious. I do know Cobras eat their own corpses at least. While using the hospitality mod some dickhead left me 46 fertilized cobra eggs as a gift which then hatched inside my base. I thought that if I let them hatch I would have a ready made cobra army. But when they hatched they were neutral so I just ended up with 46 cobras trapped within my base. There were far too many of them and too few of my guys to comfortably try and hunt them all. So I just waited and let them starve to death. At which point the living would rush to the corpses and try to eat them. So I kind of ended up with a cobra battle royale in my base, and when it came down to the final 2 I just shot them.
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# ? Jul 3, 2017 23:31 |
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DurosKlav posted:I do know Cobras eat their own corpses at least. While using the hospitality mod some dickhead left me 46 fertilized cobra eggs as a gift which then hatched inside my base. I thought that if I let them hatch I would have a ready made cobra army. But when they hatched they were neutral so I just ended up with 46 cobras trapped within my base. There were far too many of them and too few of my guys to comfortably try and hunt them all. So I just waited and let them starve to death. At which point the living would rush to the corpses and try to eat them. So I kind of ended up with a cobra battle royale in my base, and when it came down to the final 2 I just shot them. You should have tamed them; then you'd have a pair of cobras, each with the STRENGTH of 23.
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# ? Jul 3, 2017 23:33 |
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New Butt Order posted:Are raids actually connected in any way to NPC settlements? If I beat back an enemy pirate raid and then quickly drop-pod into the settlement it came from, will it be a mostly-depopulated town of people still recovering from injuries or are raiders just spawned at the edge of your map and then disappear into the void? From what I can tell no. Raids arrive no matter what, even if the nearest tribals or raiders are a few months trek away they still somehow manage to keep sending guys with no real sanity regarding how much food they'd use up or what a waste of time it would be even if they did manage to rob you.
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# ? Jul 3, 2017 23:35 |
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Can you destroy other towns if you travel to and kill everyone?
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# ? Jul 3, 2017 23:43 |
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DurosKlav posted:I do know Cobras eat their own corpses at least. While using the hospitality mod some dickhead left me 46 fertilized cobra eggs as a gift which then hatched inside my base. I thought that if I let them hatch I would have a ready made cobra army. But when they hatched they were neutral so I just ended up with 46 cobras trapped within my base. There were far too many of them and too few of my guys to comfortably try and hunt them all. So I just waited and let them starve to death. At which point the living would rush to the corpses and try to eat them. So I kind of ended up with a cobra battle royale in my base, and when it came down to the final 2 I just shot them. Ladies and gentlemen, Rimworld. Honestly, you should have tamed the last 2.
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# ? Jul 4, 2017 00:00 |
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Salean posted:Can you destroy other towns if you travel to and kill everyone? Last time I did that it became an abandoned base, so kind of?
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# ? Jul 4, 2017 00:26 |
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# ? Jun 6, 2024 13:22 |
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Volmarias posted:Ladies and gentlemen, Rimworld. Has there been a breeding mod with hereditary genetics?
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# ? Jul 4, 2017 00:53 |