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Yeah, currently rolling 19933 corn
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# ? Jan 19, 2018 20:39 |
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# ? Jun 11, 2024 15:05 |
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FISHMANPET posted:Do you have a mod that changed the stack size on that corn to 750? There are a few larger stack size mods. I generally use it just so I don't need to have a 40x40 freezer while waiting for a bulk trader to grace me with their presence
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# ? Jan 19, 2018 20:45 |
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I got paged to the thread to read JonathonSpectre's post and I just wanted to say that I am not at all disappointed. Also mad respect for not Googling for solutions to every problem. I know that takes a tremendous amount of willpower, especially in a game where the stakes are very high (depending on how invested you get in your characters.)
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# ? Jan 19, 2018 21:33 |
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JonathonSpectre posted:OK so I know I'm like the kid who just discovered Pokemon and can't shut up about how awesome it is, BUT I just had a super cool experience last night when my first infestation occurred in the far north of my base. I did a tribal start and at this point I still have barely any decent weapons (bolt-action rifle being my hard-hitter), 8 colonists (2 of whom are brawlers and 1 other who I couldn't risk because they are A)old and B)incredible at everything), and no idea that infestations even were a thing. Surprise! I have a bad habit of ruining games like this by immediately Google min-maxing everything and taking the joy out of it, so I've been very, very light on looking things up, mainly just poo poo like "how do I make my crafters drop things" and "why the gently caress can't I bury this rotting corpse God drat it." So it was quite a shock when my last, still-under-construction bedroom suddenly erupted in slime and alien bugs. Screw it story, you're coming to the next page because I'll be damned if any rimworld player or person thinking of playing should miss this buried under its praise. e: wrong one, fixed. wit fucked around with this message at 22:35 on Jan 19, 2018 |
# ? Jan 19, 2018 22:32 |
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Azhais posted:There are a few larger stack size mods. I generally use it just so I don't need to have a 40x40 freezer while waiting for a bulk trader to grace me with their presence There's also the Extended Storage mod, which adds various buildable containers, including ones that can take multiple items of clothing at the same time. I like it as a middle ground vs. just making stack sizes bigger.
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# ? Jan 19, 2018 22:55 |
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I like bigger stack sizes just because I think it makes bases more aesthetically appealing to not have to devote vast ugly rooms to warehouse space.
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# ? Jan 19, 2018 22:57 |
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Upon realizing just how valuable organs are, but also valuing my colonists' sanity, I have decided to take a leaf from the playbooks of supervillains and world governments and establish a Black Site for further prisoner containment. Run exclusively by a bloodthirsty warden and his cadre of unfeeling autonomous warden droids, it will serve to supply the main colony with silver through slaving, organ farming, and other gross violations of human rights, all while keeping said violations out of sight of more
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# ? Jan 19, 2018 23:03 |
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i am unironically very interested to hear how that works out. especially if you can establish drop pods between the two sites.
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# ? Jan 19, 2018 23:21 |
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So a quick update on the Clan of the Cave Bear... Last night I had my first SIEGE! event. I'm buried in a mountain, I have like 4+ years of food stored, and I don't give a gently caress about your mortar. But oh, OH would I ever like to have it. Still, there are 12+ pirates and I've really only got 6 fighters, 4 of whom are shooters, so I decide to just hunker down and deal with it. But oh, oh, OH do I want that mortar, I have literally a perfect place for it. Ah well. I'll have it researched 2 years from now. High-explosives and incendiaries start going off outside while we play poker. And then... FRIENDLIES: A bunch of dudes from some other faction have come to gently caress poo poo up. These friendlies, 15+ of them, spawn directly south of the pirates and engage them. This leads to by far the biggest firefight I've seen in-game, and it's a God-damned bloody massacre mess. When it's over, 8 pirates are dead, 3 friendlies are dead, and that loving mortar with 11 high-explosive shells is just sitting there. There are also piles and piles of guns, far better than what I have, including a 100/100 superior LMG and a 75/100 superior sniper rifle. Let's just say the next bunch of dudes to raid my camp got quite the loving surprise. There's a little area at the edge of the river cave where enemies almost always enter my base that all their long-range shooters always cower in because there's some cover there. Ka-boom, motherfuckers. Last night I watched Eagle trundle out of her room, load an HE mortar shell and land it perfectly in the midst of them and kill or mortally wound 5 of 10 while Malone was busily perforating the other 5 with that LMG. I cackled. I did not laugh, nor chuckle, nor giggle. I cackled, and it felt so good. Just before I quit last night a "psychic ship" landed and started making some horrible drone that was bothering my guys immensely. I'm pretty sure there's something in the psychic ship, and tonight I'm going to find out if whatever it is is immune to an essentially infinite series of high-explosive mortar rounds. I'm guessing the answer is "no." Oh and on a sad note I bought a slave who I didn't notice was addicted to drugs and during her withdrawal she snapped and cold-bloodedly murdered an 8 day-old Labrador puppy. I have her under lock and key now and after she is rehabbed she will become the colony's designated corpse-hauler, animal-poo poo-cleaner, and most-dangerous-position-in-the-battle monkey for the rest of her loving life. I've built her a little hut out in the barnyard, right next to Morris's (the puppy) grave, where she has to see it every time she comes home or leaves for work. She should have killed a turkey, I'd have been fine with that. Those turkeys must gently caress 24/7, they're everywhere.
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# ? Jan 19, 2018 23:48 |
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Coolguye posted:i am unironically very interested to hear how that works out. especially if you can establish drop pods between the two sites. Me too. Since I'm using Nature's Pretty Sweet I'm near both volcanic fields and redwood forests and I was thinking of establishing a secondary base at one of them. Since I use Giddy Up! with the caravan add-on, drop pods won't really be necessary if I saddle up a pair of horses to ferry high value things back and forth. If I can make my secondary base be an abysmal volcanic shithole where bad prisoners are thrown into the lava after they've spent time mining or finding lava rock for me... while the rest of the colony trundles along blissfully ignorant... well... JS I'm literally waiting to see what happens next. wit's right - you get this game and then you sit at work thinking about "what next."
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# ? Jan 20, 2018 00:15 |
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Pictured: me learning a very valuable lesson about hunting too many deer. Had no idea they would turn on me like that. They gored the hunter in the skull and now are beating down the door. I've got 4 recurve bows. RIP.
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# ? Jan 20, 2018 00:23 |
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JonathonSpectre posted:So a quick update on the Clan of the Cave Bear... Love this story. Keep going your way. Just my two cents from the seats as I watch it: As for that goddamn druggy scumbag, space drugs and breaks feel like they make people into monsters. If the person just has a trait that means they'll do it again, screw em go with the plan, but if they don't have any reason to be addicted to drugs then I would lore it up as something done to them by the slavers that you can fix. Someone here mentioned that they send druggies off to start another colony gulag away from the good people until they're clean. That's maybe beyond your tribe, but its a cool lore friendly game thing thats possible. I just want your story to have all heroes!
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# ? Jan 20, 2018 00:24 |
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Twist And Pout! posted:
Tbh this is dumb as hell and you should not feel especially bad about savescumming or just cheating your way out of it unless you're some kind of masochist.
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# ? Jan 20, 2018 00:28 |
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Eh I took it as a sign to restart another game. I'm handicapping myself too hard by trying all these tribe starts when I haven't even gotten to the first winter yet! Something about working my way up tech-wise is alluring though so I can't stop doing it. Gonna try some crashlanded starts for now and maaaaybe turn off Permadeath for when the wildlife gets aggressive next time.
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# ? Jan 20, 2018 00:39 |
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Flesh Forge posted:Tbh this is dumb as hell and you should not feel especially bad about savescumming or just cheating your way out of it unless you're some kind of masochist. And lo did the gods suddenly strike lightning everywhere! ...and then extinguisher on the fires....
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# ? Jan 20, 2018 01:29 |
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Twist And Pout! posted:
knock knock open up the door it's deer
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# ? Jan 20, 2018 01:42 |
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Deer who?
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# ? Jan 20, 2018 02:07 |
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Pharnakes posted:Deer who? THE NON-STOP POP POP OF BLOOD-STAINED STEERS Coolguye fucked around with this message at 02:42 on Jan 20, 2018 |
# ? Jan 20, 2018 02:15 |
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Twist And Pout! posted:
[ Music: "Jaws Theme" ] [ open on interior, apartment ] [ doorbell sounds ] Woman #1: [ moves to chain-locked door ] Who is it? MOTHERFUCKING DEER: [ muffled voice ] Mrs. Ramilarghh?? Woman #1: Who is it? MOTHERFUCKING DEER: [ muffled voice ] Plumber.. Woman #1: Plumber? I didn't ask for a plumber. Who is it? MOTHERFUCKING DEER: [ muffled voice ] Telegram. Woman #1: Oh. Telegram. Just a moment. [ unlocks door, and opens it. The head of the MOTHERFUCKING DEER appears, grabbing her arm and pulling her into the hallway as she screams. ] [ SUPER: "Jaws II: Deer" ]
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# ? Jan 20, 2018 02:55 |
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so I decided to try and play as pirates, and live off of attacking faction settlements. It... did not go well. I started with 10 guys, and used Prepare Carefully to give them all Bloodlust, Cannibal and Masochist, spawned with an array of pump shotguns and heavy SMGs, with grenades and gladii as sidearms ,a helmet and vest for everyone and about 100 meals. I gathered everything up and trekked 2 days to the nearest faction base and got loving murdered. As soon as I get on the map, I get hit with an incendiary mortar shell and 3 of my guys catch fire and spend a few minutes running in circles. The rest of my guys sneak around to the side dodging mortar shells, and take out a solar panel and then just get swarmed to death. They had shields, molotovs, incendiary launchers and hunting rifles and they hosed my poo poo up good. And then some of my animals went berserk and the enemy actually ended up fleeing their own base, but not before all of my guys were downed, and they all died to infection/bleeding out/starvation. I either need more guys or better equipment or both.
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# ? Jan 20, 2018 04:30 |
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I decided to try a tundra tribal start and didn't manage to produce enough food during the short growing season to make it through the entire winter. I hunted what I could, but eventually I was forced to eat the frozen corpses of the raiders who had recently attacked me. Food stores started running low again, and I started wondering if bodies exhumed from the graveyard can be butchered. Turns out they totally can, it was pretty grim. We also got lucky when a visiting trade caravan stopped by - not only were we able to purchase some actual food, but two of them weren't properly clothed and succumbed to hypothermia. Into the stewpot with you, friends, your sacrifice will be remembered.
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# ? Jan 20, 2018 05:59 |
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This is becoming concerning
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# ? Jan 20, 2018 10:52 |
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Things have taken a turn for the worse
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# ? Jan 20, 2018 11:08 |
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You should get that looked at.
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# ? Jan 20, 2018 11:11 |
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The colony of Fisherman's Township has died. So, I knew the bugs would be a problem from a while back. I savescummed a few trial runs of burning them out but either the heat dissipated in their nest or the roof collapsed in the trap zones stopping the tunnels reaching critical temperature. As I had nowhere near the resources to build a killzone of the scale required to defend against an infestation of that size I set up a final all-wood trap zone lined with incendiary IEDs as a final failsafe against invasion - which nearly worked, but with the tunnels coming out onto a pond I was unable to reinforce the entrance strongly enough to stop the bugs escaping before the fire reached a critical state. After it was clear the incendiary trap had failed the entire colony evacuated to the outer courtyard, the bugs started wrecking the base by destroying my power grid so most of the inner-wall killbox was inactive, though the geothermal powered turrets still managed to bag a few. The colonists fought well though and managed to kill about a quarter of the hive before they were overwhelmed. Also, a poison ship crash landed during the final stand, I've let the game run for a little while and this is the result: A blighted, bug-ruled land
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# ? Jan 20, 2018 11:40 |
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I’ve never seen the “shooting star” event that spawns the crash site world location. That was really awesome, especially since I only had 4 guns beforehand. Fighting mechanoids with crossbows has been rough.
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# ? Jan 20, 2018 13:03 |
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You might find grenades work better, medieval ones in particular are instant detonation. They don't do a lot of damage but they should bypass the mechanoid bullet resistance. Though admittedly they're better against things that bleed and feel pain. Also blunt weapons will punch above their weight so try a warhammer if you've got one.
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# ? Jan 20, 2018 13:06 |
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I’ve only recently started making my own armor. There are so many drat choices from medieval times, and then that shooting star event I think cracked open an ancient danger, so I wound up fighting 6 glitterword soldiers in combat armor. I went to comparing combat armor since I needed to move away from my “allow most things” low effort clothes dressing as I added some awesome additions from that fight and didn’t want my nonviolent nudist to grab one of the combat helmets. Now I’ve got Standard (mobility, temperature, ranged bonus), brawler (melee hit, armor coverage, shield belts, temperature), and good shooter (wearing that awesome combat armor and dusters). So, I guess it’s time to look at weapons then. Is there any reason to go with sharp melee over blunt? Otherwise I’m going to try and find melee weapons I can mass produce for ease of arming.
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# ? Jan 20, 2018 13:29 |
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I'll put it in their bedroom.
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# ? Jan 20, 2018 14:34 |
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HelloSailorSign posted:So, I guess it’s time to look at weapons then. Is there any reason to go with sharp melee over blunt? Otherwise I’m going to try and find melee weapons I can mass produce for ease of arming. Certain sharp weapons like the Claymore have a significantly higher base damage than the other weapons but the big caveat is they can only be made out of steel, so when you start piling up some plasteel then you want to start trying to smith some high quality plasteel longswords. The advantage of using blunt weapons is that they tend to disable pawns a lot more often and their wounds generally don't bleed, so if you want a lot of prisoners then you want maces.
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# ? Jan 20, 2018 14:56 |
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Pharnakes posted:
was leslie hiding in the armoire or what, you got some some kinda pervert artist or something???
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# ? Jan 20, 2018 15:38 |
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Don't kink shame
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# ? Jan 20, 2018 17:11 |
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Can you not harvest eyes from prisoners?
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# ? Jan 20, 2018 17:13 |
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Finally finished building a ship for the first time! I decided to start a tribal colony. Day 1 I start in a mountainous rainforest, find a nook in the mountains to start a roofed stockpile, made some sleeping areas, and then drafted all my guys to hunt some food. There was a group of capybaras nearby so I decided they'd make good food, as opposed to the panthers and cassowarys that might fight back. 1 attack and BOOM, 10 manhunter capybaras. RIP colony. Is there a way to disable group manhunters from hunting, as opposed to a manhunter pack spawning?
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# ? Jan 20, 2018 18:02 |
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Coolguye posted:THE NON-STOP POP POP OF BLOOD-STAINED STEERS gently caress waiting for you to hunt it on your own Manhunter deliver to ya
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# ? Jan 20, 2018 18:31 |
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Cup Runneth Over posted:gently caress waiting for you to hunt it on your own Yes this is great and all but when the manhunters are tiberium mutated muffalo there's really not much to be done with meat that is a little crunchy and makes your mouth taste like you licked a 9V battery. On a related note, tiberium is great for bringing down thrumbos with zero effort. 3/3 horns, meat, and fur because the dumb giraffes wandered into the fields of green. Lockback posted:[ Music: "Jaws Theme" ] I love this loving game. edit: Warmachine fucked around with this message at 20:47 on Jan 20, 2018 |
# ? Jan 20, 2018 20:34 |
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just a heads up for those of you still at the stage of the game where you get very invested in individual pawns: http://steamcommunity.com/sharedfiles/filedetails/?id=1188524738 adds a tab that tracks major events in your colony. The output looks like this: 6th of Aprimay, 5500: Landed in pod: Rissa 'Rissa' Gransier. 7th of Aprimay, 5500: Eclipse: Rissa 'Rissa' Gransier. 10th of Aprimay, 5500: Raid arrived. 10th of Aprimay, 5500: Raid: Sakura 'Roth' Roth. 10th of Aprimay, 5500: Heatstroke revealed: Sakura 'Roth' Roth. 10th of Aprimay, 5500: Heatstroke revealed: Rissa 'Rissa' Gransier. 12th of Aprimay, 5500: Heatstroke revealed: Rissa 'Rissa' Gransier. 12th of Aprimay, 5500: Heatstroke revealed: Sakura 'Roth' Roth. 13th of Aprimay, 5500: Played game: Sakura 'Roth' Roth. 13th of Aprimay, 5500: Animal trained - Handler: Sakura 'Roth' Roth - Animal: Husky. 14th of Aprimay, 5500: Played game: Sakura 'Roth' Roth. 14th of Aprimay, 5500: Played game: Rissa 'Rissa' Gransier. 14th of Aprimay, 5500: Animal trained - Handler: Sakura 'Roth' Roth - Animal: Husky. 14th of Aprimay, 5500: Played game: Sakura 'Roth' Roth. 15th of Aprimay, 5500: Animal trained - Handler: Rissa 'Rissa' Gransier - Animal: Husky. 15th of Aprimay, 5500: Meteorite impact: Sakura 'Roth' Roth. 1st of Jugust, 5500: Animal trained - Handler: Rissa 'Rissa' Gransier - Animal: Husky. 2nd of Jugust, 5500: Raid arrived. 2nd of Jugust, 5500: Raid: Glenn 'Foster' Foster. 2nd of Jugust, 5500: Wounded: Glenn 'Foster' Foster. 2nd of Jugust, 5500: Wounded: Glenn 'Foster' Foster. 2nd of Jugust, 5500: Wounded: Red 'Red' Emu. 2nd of Jugust, 5500: Wounded: Red 'Red' Emu. 2nd of Jugust, 5500: Wounded: Red 'Red' Emu. 2nd of Jugust, 5500: Wounded: Red 'Red' Emu. 3rd of Jugust, 5500: Played game: Glenn 'Foster' Foster. 3rd of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky. 3rd of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky. 3rd of Jugust, 5500: Walked naked: Glenn 'Foster' Foster. 4th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky. 4th of Jugust, 5500: Raid arrived. 4th of Jugust, 5500: Raid: Glenn 'Foster' Foster. 4th of Jugust, 5500: Prayed: Sakura 'Roth' Roth. 4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao. 4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao. 4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao. 4th of Jugust, 5500: Wounded: Vitor 'Oahnip' Pinhao. 4th of Jugust, 5500: Downed: Vitor 'Oahnip' Pinhao. 4th of Jugust, 5500: Wounded: . 4th of Jugust, 5500: Wounded: Glenn 'Foster' Foster. 5th of Jugust, 5500: Journey offer: Sakura 'Roth' Roth. 5th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky. 6th of Jugust, 5500: Played game: Sakura 'Roth' Roth. 6th of Jugust, 5500: Played game: Glenn 'Foster' Foster. 6th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky. 6th of Jugust, 5500: Played game: Sakura 'Roth' Roth. 7th of Jugust, 5500: Animal trained - Handler: Glenn 'Foster' Foster - Animal: Husky. so you can let the game track high and low points and then spice up the fiction later
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# ? Jan 20, 2018 20:37 |
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Just in case that picture isn't clear about what is going on, I just fired up my game and am reacquainting myself with the chore of containing those two massive tiberium fields. There are ten guests on my map right now, all down with some degree of tiberium poisoning because they think GREEN MEANS GOOD
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# ? Jan 20, 2018 20:57 |
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boar guy posted:just a heads up for those of you still at the stage of the game where you get very invested in individual pawns: http://steamcommunity.com/sharedfiles/filedetails/?id=1188524738 adds a tab that tracks major events in your colony. The output looks like this: I havent trued it but there is a "days matter" mod that would go well with this. It makes pawns celebrate noted events like the day somebody dies etc.
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# ? Jan 20, 2018 21:06 |
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# ? Jun 11, 2024 15:05 |
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I pity people who don't get invested in their pawns anymore. It's 90% of the game for me. All about my people. My dysfunctional, crazy people.
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# ? Jan 20, 2018 21:39 |