|
Glittering Worlds mod adds two melee weapons - the lower tech burn stick, higher tech pain stick (since it won’t leave scars).
|
# ? Feb 15, 2018 17:12 |
|
|
# ? May 30, 2024 20:19 |
|
HelloSailorSign posted:Glittering Worlds mod adds two melee weapons - the lower tech burn stick, higher tech pain stick (since it won’t leave scars). It also has "pain guns" but if you're not zapping your... prisoners with a cattle prod you may as well just send them off to the butchering table.
|
# ? Feb 15, 2018 17:30 |
|
random question but anyone know a mod where you can dispose of bodies by impaling them on spikes outside of your base
|
# ? Feb 16, 2018 06:55 |
|
Herstory Begins Now posted:random question but anyone know a mod where you can dispose of bodies by impaling them on spikes outside of your base http://steamcommunity.com/sharedfiles/filedetails/?id=1222844735&searchtext=effigies Now you too can roleplay a tribe of degenerate cannibals from various horror movies.
|
# ? Feb 16, 2018 14:17 |
|
Keeshhound posted:Just strip them all and put turrets outside the door For that matter you can put turrets inside the door
|
# ? Feb 16, 2018 16:56 |
|
Herstory Begins Now posted:random question but anyone know a mod where you can dispose of bodies by impaling them on spikes outside of your base Lt. Lizard posted:http://steamcommunity.com/sharedfiles/filedetails/?id=1222844735&searchtext=effigies I love this game
|
# ? Feb 16, 2018 16:57 |
|
Also this one: http://steamcommunity.com/sharedfiles/filedetails/?id=1267084448
|
# ? Feb 16, 2018 19:46 |
|
Flesh Forge posted:For that matter you can put turrets inside the door I was assuming a tiny cell.
|
# ? Feb 16, 2018 20:13 |
|
How do turrets inside work, they ignore prisoners until a prison break gets staged? Do the prisoners attack the turrets? Never thought of turrets, I always use a straight one-tile wide hallway leading out of prison that has a three-tile end that gets filled with armored melee dudes wielding plasteel maces giving orderly beatdowns to the single file escapees.
|
# ? Feb 16, 2018 22:37 |
|
Prisoners are "friendly" untill they star opening doors.
|
# ? Feb 16, 2018 22:44 |
|
I just had a prison break. They were all the teenagers left over from the last pirate raid, I had released all the adults and was going to recruit the younglings to save them from a life of stupidly raiding well armed spacers. Three out of the four were killed by the turrets or the bionic punches of the guards. The lone survivor is 15 and had his nose punched clean off his head, his arm sliced off, and his foot shattered. They were all great friends with my wardens, I was just waiting to have bedrooms built for them and hadn't switched on the recruit button yet. Sorry kids
|
# ? Feb 18, 2018 15:23 |
|
Slung Blade posted:I just had a prison break. They were all the teenagers left over from the last pirate raid, I had released all the adults and was going to recruit the younglings to save them from a life of stupidly raiding well armed spacers. The slavery mod is pretty nice - hear me out - in that when a slave decides to escape you find out once they've left the home area. You've almost no chance of catching them and end up cheering for them. Also how many wardens do you have? Too many dilutes the stockholm syndrome. You really just want each of them seeing one fairly nice person, so if you've several prisoners, make wings that only certain wardens can go to.
|
# ? Feb 18, 2018 17:08 |
|
Keeshhound posted:I was assuming a tiny cell. I wasn't joking, I build prison cells adjacent to a common room with amenities and hold the cell doors open so prisoners can come out and have access to tables and fridges etc/ You can put one or more turrets in there if you feel like it, but your colonists will often go use the same amenities so they tend to act as guards anyway.
|
# ? Feb 18, 2018 18:15 |
|
wit posted:The slavery mod is pretty nice - hear me out - in that when a slave decides to escape you find out once they've left the home area. You've almost no chance of catching them and end up cheering for them. Also how many wardens do you have? Too many dilutes the stockholm syndrome. You really just want each of them seeing one fairly nice person, so if you've several prisoners, make wings that only certain wardens can go to. Ehhh, about eight I think? I mostly use it as social training practice, good for hospitality and trading. Recruiting is piss easy so I'm not worried about that. Wings of the prison for different wardens is a cool idea though. Also, the OHU dropship mod updated! It's been working fine for me, multiple loaders and all! https://ludeon.com/forums/index.php?topic=31906.0 https://github.com/Cpt-Ohu/OHU-Dropships/releases/tag/v1.56
|
# ? Feb 18, 2018 19:26 |
|
Slung Blade posted:Also, the OHU dropship mod updated! It's been working fine for me, multiple loaders and all! I had all but given up hope the reusable transport pods just weren't the same
|
# ? Feb 18, 2018 19:48 |
|
Slung Blade posted:Ehhh, about eight I think? I mostly use it as social training practice, good for hospitality and trading. Recruiting is piss easy so I'm not worried about that. Wings of the prison for different wardens is a cool idea though.
|
# ? Feb 18, 2018 19:53 |
My new base is coming along nicely! I got attacked by at least 30 huskies, my mortar team took out 10 with one hit. Not 10 minutes later I had a trade caravan and a raid happen at the same time my relationship with the faction took a hit but atleast I know my security set up works well and I got a ton of free loot!
|
|
# ? Feb 18, 2018 20:24 |
|
Props for putting your hospital right next to the kill zone but where's your prison
|
# ? Feb 18, 2018 22:07 |
|
I have further refined my drug rehab getaway spa concept slightly. Since I love mountainous boreal forest maps for my home base, I am constantly in need of wood since it grows so slowly at home. I mostly use this wood to make chemfuel to power my jet fleet. The new swamps suck for a base, but they have a literally endless supply of tree matter. So, instead of simply wasting fuel flying these degenerates back and forth to the clinic, I am instead sending them to the Betty Ford Re-education Camp and Chemfuel Refinery Fun Spa! That way, they get to be productive and make gas out of trees all loving day while robots cut them down and haul them back and tend to their every need except for social interaction. Look at this ungrateful little fucker. I drop from the sky to rescue this snot nosed teenager from a prison in the middle of nowhere surrounded by turrets and angry pirates, and as soon as the plane touches land he bee-lines right for the go-juice and gets addicted like an idiot. Now he's constantly breaking down and throwing tantrums and collapsing in the hallways. Off to the Now they get to earn their ride home, unless they have at least 5-6k fuel stockpiled, the plane's not coming.
|
# ? Feb 18, 2018 23:43 |
Flesh Forge posted:Props for putting your hospital right next to the kill zone but where's your prison Its just up the hall near the crematorium.
|
|
# ? Feb 18, 2018 23:53 |
|
I really need to stop trying to build my base out of stone right off the bat. I always get bottlenecked on blocks then if man hunters show up I'm hosed. In unrelated news, I'm now out a builder and a cook. I have an OK back up for building, but my next best cook is a 3. I feel that every one is getting food poisoning for the next little while. How much does armor help in gun fights? Should I be prioritizing getting a few sets of that?
|
# ? Feb 19, 2018 04:59 |
|
The best defence is not getting shot but armour is quite helpful, I believe the formula is that up to about 50% armour, it increases your chance to not take damage by that percentage, and then all % on top of that cuts the incoming damage by that %. It's a weird system but basically good armour can really help keep you alive and is useful up to well above 100%, but that unless you're using power armour its effects are very random and it tends not to prevent injury to the extremities as heavy armoured gloves aren't common. Definitely pull the flak vests off anyone you find that has one because I don't think they count as dead man's clothing, and they generally carry great protection for the torso which is where most of your organs are located, but they won't stop people shooting off your fingers. There's no reason not to equip them on your combatants though if you have them. OwlFancier fucked around with this message at 05:06 on Feb 19, 2018 |
# ? Feb 19, 2018 05:04 |
|
flak vests definitely count as deadman armor if you pull them off a corpse. this will not stop your pawns from putting them on and being unhappy about it forever. ask me how i know this.
|
# ? Feb 19, 2018 05:33 |
|
Huh, could have sworn I salvaged a bunch of them off some corpses and they didn't seem fussed. Power Armour at least doesn't count, or is that a mod?
|
# ? Feb 19, 2018 05:35 |
|
Deadman vests can make people sad But when they stop a bullet you bet they are glad
|
# ? Feb 19, 2018 07:35 |
|
AbortRetryFail posted:Deadman vests can make people sad To kill a man, I has a sad Wearing his vest, it makes me mad Dead men's clothes are wrong and bad But I don't die, then I am glad
|
# ? Feb 19, 2018 07:53 |
|
They're also pretty cheap; just 100 steel and 2 components to make yourself, so once you've got a trade beacon set up it shouldn't be too hard to get your important colonists kitted out.
|
# ? Feb 19, 2018 08:39 |
|
vests and helmet make a huuuuuge difference. Give your lowest range dudes a vest and helmet then if it's a siege, micro your guys forward a block at a time. Also build a simple killbox (even without turrets just having a 15x25 box where enemies funnel in 1 or 2 at a time ensures that your guys take minimal damage.
|
# ? Feb 19, 2018 09:48 |
|
Coolguye posted:flak vests definitely count as deadman armor if you pull them off a corpse. this will not stop your pawns from putting them on and being unhappy about it forever. How do you know this?
|
# ? Feb 19, 2018 14:10 |
|
I still can't believe there's no "no loving dead man's armour" option for outfits. I'm sure there's a mod but
|
# ? Feb 19, 2018 14:11 |
|
Wait, are you implying there's a no loving dead man's clothing option?
|
# ? Feb 19, 2018 15:02 |
|
Pharnakes posted:loving dead man's clothing option? First effigies and now this? Dang Rimworld, you dark.
|
# ? Feb 19, 2018 15:40 |
|
HelloSailorSign posted:First effigies and now this? Dang Rimworld, you dark. This but unironically. Remember when Tynan said he was gonna try to focus on the lighter side of Rimworld? We got more graphic combat descriptions, tons of new mental breaks, caravan raiding parties, and drugs.
|
# ? Feb 19, 2018 15:59 |
|
Cup Runneth Over posted:This but unironically. Remember when Tynan said he was gonna try to focus on the lighter side of Rimworld? We got more graphic combat descriptions, tons of new mental breaks, caravan raiding parties, and drugs. Who are you kidding the lighter side is hats made out of the skin of your enemy/prisoners. It's Firefly, but we're the reavers.
|
# ? Feb 19, 2018 18:08 |
|
Warmachine posted:Who are you kidding the lighter side is hats made out of the skin of your enemy/prisoners. It's Firefly, but we're the reavers. Oh yeah I forgot the positive thoughts for human leather clothing. Good catch.
|
# ? Feb 19, 2018 18:19 |
|
IcePhoenix posted:How do you know this? i used a lot of dead dudeman armor, figuring that a little -5 couldn't hurt too much. which it can't, if you're good at the game and are managing moods well, but i most certainly was not when i was doing this. one of my generally non-combat colonists (she could wield weapons but was terrible at it) was also neurotic and depressive, so that -5 combined with a Feeling Terrible day was enough to kick her off onto a traumatized wander spell where she stripped naked and wandered into the wilderness. the deadman armor was noted as the last straw. no problem, sez i. it's a temperate environment. the predators out there aren't especially aggressive. i'll let it get out of her system and then i'll bring her back in. that's when the flashstorm started. i clicked on it and realized very quickly that the flashstorm was centered almost perfectly on my traumatized colonist. so i sent a soldier after her. imagine, if you will, a former tribal fighter in a duster and a topknot slinging a naked, babbling artist over her shoulder and dashing out of a loving flashstorm, weaving between lightning strikes and brewing brushfires, to slam the dozy naked chick into a prison cell because otherwise she is going to stay out in the goddamn storm and get struck by multiple bolts of lightning. the fighter is probably cursing wildly. and that's how i know flak vests count as dead dudeman armor.
|
# ? Feb 19, 2018 18:23 |
|
And this is why I always ask people when they tell me to ask them about something
|
# ? Feb 19, 2018 18:32 |
|
Coolguye posted:and that's how i know flak vests count as dead dudeman armor. Either it's one of my million mods or it's changed recently, but in my game they very definitely are not dead man's apparel. If any of these are changing it, it's medieval times.
|
# ? Feb 19, 2018 19:16 |
|
Wait are you telling me that wearing a hat they took off a dead guy will make colonists sad, but wearing a nice hat someone made out of the same dead guy will make them happy?
|
# ? Feb 19, 2018 19:17 |
|
|
# ? May 30, 2024 20:19 |
|
The mending mod cleans up the deadman designation when something is repaired. I'm imagining they're just washing the blood and puke off it.Angry Diplomat posted:Wait are you telling me that wearing a hat they took off a dead guy will make colonists sad, but wearing a nice hat someone made out of the same dead guy will make them happy? I think only psychopaths enjoy human leather clothes. maybe cannibals but I'm not sure
|
# ? Feb 19, 2018 19:28 |