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http://steamcommunity.com/sharedfiles/filedetails/?id=1225716710 By default children are born at age 15 so they're basically just more colonists, but there's an option to change their start age and it goes aaaaaaaaaaaaall the way down to zero, which I thought I'd try They age 1 year per colony year, yes. So, given that I tend to retire colonies around 10 years on they will probably never grow up
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# ? Dec 16, 2017 18:36 |
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# ? May 25, 2024 13:16 |
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I had used the children/pregnancy mod in A17 and it got kind of annoying dealing with the kids because they're all but useless. Also, depressing, because after a while you'd get pirate and tribal raids made up of easily half children. Easy to defeat, but uh, lots of dead kids.
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# ? Dec 16, 2017 19:45 |
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Yikes. If I see that yeah I'll probably roll a new colony without that mod, interesting as it is.
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# ? Dec 16, 2017 20:06 |
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Tias posted:So I got into this again - and it seems that survival ration production is essential to getting longer caravans going! However, I set up a nutripaste unit+hoppers, and even though my characters often put food in the hoppers, no nutripaste comes out - at least, it's placed nowhere I can see it. Survival meals are made from regular ingredients at the stove like any other meal. Nutripaste is just a research prerequisite, it's not part of the actual crafting. Survival meals use a ton of food though so keep an eye on your stocks.
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# ? Dec 16, 2017 20:49 |
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Flesh Forge posted:Yikes. If I see that yeah I'll probably roll a new colony without that mod, interesting as it is. Skipping that mod, grooming a half dead child into a colonist isn't canon.
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# ? Dec 16, 2017 21:02 |
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I like pemmican for long caravans, because IIRC it doesn't spoil for over a year. If you have Medieval Times, you can also make jerked meats but it's pretty food intensive.
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# ? Dec 16, 2017 21:07 |
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That's an extremely anime mod list ...I just got this game minutes ago and haven't booted it up yet! Anything egregiously stupid that needs fixing, or am I cool to load it up and start playing?
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# ? Dec 16, 2017 21:55 |
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wit posted:Skipping that mod, grooming a half dead child into a colonist isn't canon. Well one thing bundled with it is teaching, as in you can set up a teacher and students and have them attend classes to train skills, which is pretty interesting for later colonies. John Lee posted:That's an extremely anime mod list Try it vanilla for a while and then imo go hog wild and try whatever looks even slightly interesting.
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# ? Dec 16, 2017 22:01 |
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Are there any mods that increase the variety of faction colors on the map? Its really annoying trying to tell three different tribes apart when all of them are a variation of "very light blue or very light green".
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# ? Dec 16, 2017 22:11 |
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I decided to fiddle about the tutorial, and it told me to randomize a character. Zero Tachikoma, AKA "Maker." The team's Q, his harsh attitude ensures his status as the least-liked member. He acts more like a grizzled veteran than the mad scientist he is at heart, always ready to rush into combat even with his disabled right arm. ...Is there a way to save these character profiles?
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# ? Dec 16, 2017 22:18 |
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Prepare Carefully, although it is very tempting to just edit flawless ubercharacters. http://steamcommunity.com/sharedfiles/filedetails/?id=735106432
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# ? Dec 16, 2017 22:29 |
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John Lee posted:That's an extremely anime mod list Yeah stack merger makes them tidy up storage piles, the realistic rooms mod makes it so colonists dont get angry that their normal apartment sized room isn't a cathedral. IMO the rest are salt to your own taste. Don't add anything more from my shame list because the game is 2D but deep as the Mariana trench. If you don't love it you'll shelf it immediately, if you do you'll spend waking hours thinking about it.
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# ? Dec 16, 2017 22:34 |
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I'll remake the ripped-from-my-japanese-animes Zero Tachikoma later, then. For now, let's see how he does in the tutorial.wit posted:If you don't love it you'll shelf it immediately, if you do you'll spend waking hours thinking about it. I've already played hundreds of hours of Dwarf Fortress, so care to place any bets?
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# ? Dec 16, 2017 22:36 |
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Flesh Forge posted:Prepare Carefully, although it is very tempting to just edit flawless ubercharacters. ^^^^
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# ? Dec 16, 2017 22:37 |
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That's one of those mods that runs so wildly counter to the spirit of what makes Rimworld fun for me I never even dreamed of trying it. Hell, I feel bad even using the vanilla reroll button. Of course, if you're using it to generate a bunch of psychopathic drug addicted cannibals, that's a different story.
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# ? Dec 16, 2017 23:13 |
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I use it only to remove clothes off my starting tribals. I like piss poor starts.
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# ? Dec 16, 2017 23:16 |
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I use it to save characters that I've rerolled and wanted. Technically its still in the spirit of the game, I just didn't smash reroll for an hour
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# ? Dec 16, 2017 23:17 |
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Toadsmash posted:That's one of those mods that runs so wildly counter to the spirit of what makes Rimworld fun for me I never even dreamed of trying it. Hell, I feel bad even using the vanilla reroll button. Psychopathic cannibals are like the most power-gamey characters you can create though. "Oh no!, I don't have to care about 90% of things that make colonist mood management difficult. How zany!" What I'm saying is that the true way to make Rimworld cannibal colony is to take bunch of ordinary colonists, make them eat human corpses and then force-feed them enough heroin so they don't care.
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# ? Dec 16, 2017 23:45 |
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Toadsmash posted:That's one of those mods that runs so wildly counter to the spirit of what makes Rimworld fun for me I never even dreamed of trying it. Hell, I feel bad even using the vanilla reroll button. I dunno. I certainly never make the A-Team. (note to self: actually make the actual A-Team). You'd be surprised how shafted even the best rolls become in this game. I rolled until I got an excellent grower, doctor and construction man. 6 months in alpha beavers took his arm and his eye. For money they needed an artist, so sorta rescue/kidnapped one since building died. Except she was a pyro and constantly having mental breakdowns because she was jealous too. The finest artist ever, except the doctor, also the only one good at melee would brain her once a month. eventually from her injuries needing tended and the high price her art sold we got him eyes and an arm and by then doc knew how to put them in.
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# ? Dec 17, 2017 00:16 |
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Lt. Lizard posted:Psychopathic cannibals are like the most power-gamey characters you can create though. "Oh no!, I don't have to care about 90% of things that make colonist mood management difficult. How zany!" I actually hate psychopaths because their complete lack of ability to gain relationships means that they tend to end up hating everyone and becoming huge liabilities.
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# ? Dec 17, 2017 00:31 |
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I usually start with five or six well stat'd dudes, and usually only end up recruiting one or two people in a game, and only if they're real good or I need haulers. The early game is the least fun part to me so I try to speed it up from the get go. Also seconding the Psychopaths are boring thing, I think I said it before but I wish that Nyarlathotep spell turned them into cannibals first, and psychopaths second. I almost always have everyone's moods full so I can harvest with impunity and still have everyone be friends
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# ? Dec 17, 2017 00:42 |
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Toadsmash posted:That's one of those mods that runs so wildly counter to the spirit of what makes Rimworld fun for me I never even dreamed of trying it. Hell, I feel bad even using the vanilla reroll button. if incapable of dumb labor weren't a thing i would probably feel similarly to you but after the 3rd game where i dropped down to the planet and the game was a total nonstarter because of 2 morons being unwilling to cut down a loving tree or haul, i started rolling PC just so i could not deal with that nonsense.
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# ? Dec 17, 2017 00:50 |
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Kanos posted:I actually hate psychopaths because their complete lack of ability to gain relationships means that they tend to end up hating everyone and becoming huge liabilities. Is there anything you can do when two pawns, I dunno, were in rival tribes or something and just hate each other with a passion? I haven't seen anything no matter how tangential you can do when two pawns just can't stand each other except isolating them from each other as much as possible. All that does is stop things getting worse. Rimworld needs group therapy sessions apparently.
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# ? Dec 17, 2017 00:55 |
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no, there's really nothing you can do. the intra-colony portion of the game is definitely the one that needs the most work.
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# ? Dec 17, 2017 01:02 |
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It's a pain in the rear end, but you could assign each of them completely separate areas of the map so there's no risk of them ever interacting.
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# ? Dec 17, 2017 02:34 |
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If you have EPOE you can replace their jaws with silent ones that make them incapable of talking I don't have any useful solutions but I have tons of hosed up ones
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# ? Dec 17, 2017 03:28 |
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Danaru posted:If you have EPOE you can replace their jaws with silent ones that make them incapable of talking why replace? just remove...
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# ? Dec 17, 2017 05:03 |
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They spend like 3 hours eating without a jaw. Also they get a disfigured minus from the other colonists. If colonists aren’t compatible I’ve only figured out three things - put them on different shifts to minimize interaction, build their crafting stations they usually use in different spots to minimize interaction, or get rid of one. I guess the fourth is ignore it and deal with the social fighting, but that means downtime. In a young or low-pop colony that’s not really acceptable though. I’ve been making adrenaline ribs to stick in my colonists, which means I’ve got Yayo laying around. Well, one dude decides to go on a Yayo binge and starts overdosing. He stumbles away from the stockpile and I get one of my best social pawns to try and arrest him to keep him from taking another hit and dying and get three others to stand guard on the stockpile. Tweaker suddenly makes a sprint for the stockpile, his buddy trailing behind trying to get him to stop. 6 tiles before he gets to the Yayo he gets stopped by his buddy, but flips his poo poo that his buddy wants to keep him from the Yayo, so I have the three colonists dart around the corner and everyone jumps on tweaker. Amazingly he gets downed rather than dead and only lost a toe and finger. He’s my level 16 cook, don’t kill yourself Jon! I’ve been doing some caravans using only bionically enhanced colonists and currently saving up to buy animal bionic legs to kit out some muffalo or camels to make speedy caravans. When everyone is 160% moving caravans aren’t nearly as bad... and the last one got ambushed three times! Brought back 7 prisoners from all those battles (set a bunch free, no drop pods and food was running low).
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# ? Dec 17, 2017 06:33 |
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HelloSailorSign posted:animal bionic legs I need to know how this happens because now I want a herd of bionic pack muffalo badly.
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# ? Dec 17, 2017 06:57 |
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bird food bathtub posted:I need to know how this happens because now I want a herd of bionic pack muffalo badly. A Dog Said is the mod I think.
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# ? Dec 17, 2017 08:30 |
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Trogdos! posted:I use it only to remove clothes off my starting tribals. I like piss poor starts. Leal posted:I use it to save characters that I've rerolled and wanted. Technically its still in the spirit of the game, I just didn't smash reroll for an hour Yeah these are what I usually do with Prepare Carefully as well. If you want "everyone has psychopath/cannibal" you don't actually need Prepare Carefully for that, the vanilla scenario editor is very powerful and flexible in that sense. Kanos posted:I actually hate psychopaths because their complete lack of ability to gain relationships means that they tend to end up hating everyone and becoming huge liabilities. This is really true, and also they end up pretty dull to watch.
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# ? Dec 17, 2017 09:50 |
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a couple of bad relationships aren't hard to deal with; as said before, simply making them work different shifts is the primary tool to use. even just working staggered shifts by 2 hours or so helps A LOT, since most slights are levered in passing or during maintenance times (like eating, Joy, etc). multiple bad relationships gets very complicated, however, and god help you if your colony turns into a factional arrangement where there are a couple groups of dorks who mutually hate each other. it's such a painful experience. i'm only ever able to truly resolve it by just throwing one faction into cryptosleep caskets (because i'm too much of a softie to banish people, usually)
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# ? Dec 17, 2017 10:09 |
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Keziah, an animal trainer, became so distraught over the death of her son that she withdrew and became anti-social. This in turn made her bonded animals very unhappy, and one of them killed the colony firstborn
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# ? Dec 17, 2017 10:53 |
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First time playing in almost a year. Decided to give a Boreal map a go, but nothing too hard. Three Quadrums pst almost and things are doing well enough. Just completed a big expansion, nearly doubling the size of the base. Just kinda teching up to guns so I can start building some (if only to keep Comrade busy, great crafter, but no dumb labor ), haven't managed to get my hands on anything but the starter pair so far. All raiders, pirate and tribal have been all melee affairs. Maybe I need to bump the difficulty up from Some Challenge to Rough.
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# ? Dec 17, 2017 11:58 |
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It feels like there is very little difference between Rough and Some Challenge with respect to number of raiders and how they're geared, I know it's supposed to matter but it really doesn't feel that way in practice.
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# ? Dec 17, 2017 13:28 |
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Play Report: Coming of off Dwarf Fortress, it seems really weird to have to worry about some tiny resources and not others. Like, I have to worry about the amount of wood I need to make a torch, but not the resources I'm using on ammo, or the seeds I use to plant a farm. Other than that, though, it all went well! I was progressing slowly but surely, with my team of Scientist-Farmer-Doctor, but I made the decision to save a naked scientist named Monkey from raiders, and six-to-eight armed dudes showed up. I was not prepared for that many, and my colony was crushed easily. Too bad! I'll give it another shot, though.
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# ? Dec 17, 2017 14:16 |
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There's a mod for seeds, it's very popular: http://steamcommunity.com/sharedfiles/filedetails/?id=935732834 In fact hell I'm gonna try it. e: Hunt For Me mod updated: http://steamcommunity.com/sharedfiles/filedetails/?id=1234154296 Flesh Forge fucked around with this message at 15:09 on Dec 17, 2017 |
# ? Dec 17, 2017 15:03 |
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John Lee posted:Play Report: Coming of off Dwarf Fortress, it seems really weird to have to worry about some tiny resources and not others. Like, I have to worry about the amount of wood I need to make a torch, but not the resources I'm using on ammo, or the seeds I use to plant a farm. The only thing worse is when everyone except the person you rescue dies and you're stuck with a dud and resent them living. One game the leader of the pirate faction came to my colony asking for refuge. Everyone managed to hobble back half dead with him the only one in good condition. I was at first stoked because I'd never had a big name guy in a colony before. No wonder they were trying to kill him, he was loving useless at everything except social and shooting. Everyone died except him.
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# ? Dec 17, 2017 15:08 |
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I upped the ancient danger rates, and now nearly every rando encounter map has one. Cracked one open last night where every person in a casket had one or more really good bionics, and none survived. Is there a way to harvest bionics from corpses?
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# ? Dec 17, 2017 15:31 |
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# ? May 25, 2024 13:16 |
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Not in the vanilla game but as usual, there is a mod for that http://steamcommunity.com/sharedfiles/filedetails/?id=1204502413 e: in fact I like how that mod works, I'm gonna try it too!
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# ? Dec 17, 2017 15:40 |