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I'm more of a banality of evil kind of guy. Sure I have stockpiles of blood from raiders I capture, but only because I want the blood. The war crime aspect is just a side effect. There's no profit in evil just for the sake of evil
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# ? Jun 13, 2018 03:20 |
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# ? May 25, 2024 08:39 |
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Exactly! It's about efficiency of resource usage, not about getting some thrill from fake-suffering. Completely and unironically agree that if you want that sort of stuff in for an emotional burst, you're hosed in the head.
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# ? Jun 13, 2018 03:28 |
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Ms Adequate posted:I Prepare Carefully mostly so I can set up more lore accurate starts, for example if I'm doing a tribal start I try to have people be related to each other, and have one person be a hunter/loner type figure who I headcanon was outside the village when the mechanoids came, and returned to find a handful of other survivors who had hidden somewhere. Stuff like that. Honestly, I feel like there's a few places you can get a love of body horror from other than The Human Centipede, and all that stuff sounds a bit more like Tzimisce from Vampire: the Masquerade than human centipedes. Like, turning someone you don't like into a living coffee table is a classic Tzimisce trick. e: also, yeah, I pretty much mostly do hosed up poo poo in these games myself for the sake of minmaxing. I do occasionally respond to a raid I can't handle in a run I really don't wanna lose quite yet by going into debug mode, selecting "Apply damage" -> "Surgical cut" and cutting their brains until they're all retarded though ...actually that's just hilarious WeedlordGoku69 fucked around with this message at 03:34 on Jun 13, 2018 |
# ? Jun 13, 2018 03:31 |
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If I've got a raid I want to dev mode out of existence, I usually make the local wildlife go manhunter. Probably the most evil thing I usually do is leave downed enemies out to die of exposure post raid. If I get a bloodlust colonist, after every raid I send them out to kill every downed pawn that I'm not capturing for diplomacy or recruiting purposes.
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# ? Jun 13, 2018 04:08 |
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You're wasting good warg food :/
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# ? Jun 13, 2018 04:13 |
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There's the effigy mod which is pretty great for your dystopic corpse tree hybrid statuary needs
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# ? Jun 13, 2018 04:19 |
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I just uninstalled the psychology model to be honest. All it did was make my dudes anxiety ridden messes. No noticeable difference without it. Then I started a tribal game, which doe as not really require prepare carefully.
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# ? Jun 13, 2018 05:06 |
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One of my colony's babies finally learned to crawl! Her first order of business was to try murdering the cult leader. They grow up so fast
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# ? Jun 13, 2018 06:32 |
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vandalism posted:I spent like 20 minutes customizing my dudes in prepare carefully then my game crashed. Turns out it doesn't play nice with Psychology. RIP. It's a bug in Prepare Carefully the dev still hasn't fixed. You have to turn on Psychology's sexuality changes because Prepare Carefully doesn't account for them being off. McGiggins posted:Who said shithole countries? lol somehow that got posted to the wrong thread. It was just a reference to Americans not caring about foreign brown people don't worry about it.
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# ? Jun 13, 2018 06:45 |
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McGiggins posted:You're wasting good warg food :/
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# ? Jun 13, 2018 08:52 |
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that was a proclick
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# ? Jun 13, 2018 09:22 |
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HelloSailorSign posted:If I've got a raid I want to dev mode out of existence, I usually make the local wildlife go manhunter. In the beginning when I'm still short on clothing I strip every downed raider and leave them to die in the cold/heat since that way the clothes don't get dead mans stank on them. E: Yeah like anyone on Rimworld gives a poo poo about covering up crimes. Pharnakes fucked around with this message at 09:37 on Jun 13, 2018 |
# ? Jun 13, 2018 09:34 |
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This was literal several of my Rimworld colonies. Wild boars breed fast, train fast, can haul and are surprisingly resilient, so they can serve both as sacrificial war boars and as dedicated, valuable haulers. Every raid will kill shitload of war boars, saving you need to slaughter them, the boars will kill or distract the raiders, preventing damage to your pawns, once the raid is over, the hauling boars will haul human corpses to freezers, so your sensitive, bleeding heart pawns don't have to even look at dead bodies, and once in freezer, the boars will dispose of them in a few days, saving you any headaches with graves, cremation, or having rotting human bodies lying around. Efficiency!
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# ? Jun 13, 2018 10:13 |
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McGiggins posted:You're wasting good warg food :/ I turn the bodies into compost for my fields. I also haven’t even seen a warg on the map I’m on and it’s 3rd year already.
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# ? Jun 13, 2018 14:09 |
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Wargs are so 2016. It's all about the Tyanasaurids now.
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# ? Jun 13, 2018 14:30 |
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HelloSailorSign posted:If I've got a raid I want to dev mode out of existence, I usually make the local wildlife go manhunter. I run one of the mods that removes the 'instant death on downing' thing and as a result raids tend to end with a lot of downed enemies out in the fields. As I'm running Imperial Guard I've got a commissar type that goes out to deliver The Emperor's Justice upon the fallen. At least upon those I don't want to brain-harvest.
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# ? Jun 13, 2018 14:31 |
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I used to use a mod that changed the down-to-instant-dead percent but it was never updated. Which one do you use now?
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# ? Jun 13, 2018 19:16 |
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Death Rattle still works fine. E: You probably meant raiders being downed which is Custom Death Randomness Rynoto fucked around with this message at 19:27 on Jun 13, 2018 |
# ? Jun 13, 2018 19:23 |
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I had originally planned on giving all my released prisoners wooden dentures as well as the removal of both legs + peg leg but it didn't serve any purpose. The legs + luciferum cripple a member of a hostile faction and provide a chance I get Luci to sell at a later date. So far I've only had 2 crippled members come back to raid again.
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# ? Jun 13, 2018 22:00 |
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Can NPS go Luci mad off map? I'm assuming not?
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# ? Jun 13, 2018 22:17 |
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Pharnakes posted:Can NPS go Luci mad off map? I'm assuming not? I'm assuming they get a source somewhere and always carry some with them. I've had Raiders with a luci need drop some when I down them.
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# ? Jun 13, 2018 22:30 |
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Rynoto posted:Death Rattle still works fine. Yeah the edited one is perfect, even mentions the discontinued one I was using. Thanks!
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# ? Jun 13, 2018 22:35 |
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LegoMan posted:I'm assuming they get a source somewhere and always carry some with them. I've had Raiders with a luci need drop some when I down them. This is, in fact, one of the ways people farm it.
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# ? Jun 13, 2018 22:44 |
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yeah it's precisely why people say they release their prisoners with luci needs. they always find a source and they'll eventually come back. again, for my purposes it's way too much loving faff but you can do it if you like the idea of getting your enemies hooked on satanpills
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# ? Jun 13, 2018 23:07 |
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I actually forgot that the base game doesn't allow you to make Luci. What a mad world. Related: after playing through the rogue planet scenario mod it really makes me hope Tynan will add official support for more of them. The world slowly getting colder and darker until it hits absolute zero is a significantly more interesting motivator to leave than the normal increasing raids from cassandra.
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# ? Jun 13, 2018 23:08 |
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I decided to give this game a try today. On the second day of my first game, a hare on the other side of the loving map, with two mountains in the way, decided to 'go mad' and path directly to and attack a wooden door in my base. With two loving mountains in the way and having to path through a cave and ... How the gently caress is this good game design?
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# ? Jun 14, 2018 02:46 |
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Ambaire posted:I decided to give this game a try today. On the second day of my first game, a hare on the other side of the loving map, with two mountains in the way, decided to 'go mad' and path directly to and attack a wooden door in my base. With two loving mountains in the way and having to path through a cave and ... Heffer posted:Hahahahahahahaha How The gently caress Is Dying From Manhunters Real Hahahaha Nigga Just Walk Away From The Squirrel Like Nigga Close Your Door Haha
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# ? Jun 14, 2018 02:54 |
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The Misc. Incidents mod is pretty neat, but the artifacts could probably be balanced a little better for early game. Why yes my killbox with a few bone deadfall traps can probably take out around three raiders, but when those raiders come with triple rocket launchers/Doomsday Rockets/Smart Sniper rifles I feel that getting that kind of gear before I've gone one quadrum on the planet is kinda goofy. Locking Treasure opportunity but better behind a research is a good idea though. E: the artifacts are just ridiculous early on. If its a good result you could get like 400 steel, or 200 hyperweave, or 80 glitterworld medicine. Or you might roll raiders who are sporting shieldbelts or miniguns or spacer and above level guns while your side is four dudes with auto-pistols. Ashsaber fucked around with this message at 07:03 on Jun 14, 2018 |
# ? Jun 14, 2018 03:14 |
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Ambaire posted:I decided to give this game a try today. On the second day of my first game, a hare on the other side of the loving map, with two mountains in the way, decided to 'go mad' and path directly to and attack a wooden door in my base. With two loving mountains in the way and having to path through a cave and ...
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# ? Jun 14, 2018 04:27 |
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# ? Jun 14, 2018 05:03 |
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JESUS CHRIST!
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# ? Jun 14, 2018 11:50 |
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Are there any mods that add repeatable researches/a reason to keep researchers around once you've finished the tech tree? The cult mod shows that repeated research is possible, at least...
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# ? Jun 14, 2018 11:58 |
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Id always thought a good repeatable research would be "agricultural Climate Study" or something. Gives a minor bonus, 1-5% to growing and harvesting activities for one month, and research does not stack and expires at the end of the month. Maybe doable via an agri-workbench or something? Something so it doesnt clash with normal ongoing research. Uses both intellectual and growing?
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# ? Jun 14, 2018 12:07 |
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I'd say stuff should stack, but keep the one-month decay and have each successive repeat be harder and harder the bigger the stack gets. Same would go for like weapons research so you've got a better chance of making better guns, and so on for every other skill.
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# ? Jun 14, 2018 12:28 |
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There is a reasonable good researchable stats upgrade mod, though whether the balance conforms to your standards is as always a matter of taste. It has tech trees for productivity, harvesting efficiency, medical treatment success, you name it. At the end of the productivity and stack upgrade trees there is a repeatable research that continues to improve your stats.
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# ? Jun 14, 2018 15:43 |
I know it would break the game but I wish you could full on harvest freshly dead corpses. Congrats, there is zero chance you will kill them now. Harvest his lungs, liver, heart, eyes, teeth, whatever. Hang the rest in effigy like in The Forest.
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# ? Jun 14, 2018 16:41 |
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DreamShipWrecked posted:I know it would break the game but I wish you could full on harvest freshly dead corpses. There’s a mod for that! Organ Harvesting I think it was called. I think you could also set it so it only spat out the artificial bits of a corpse.
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# ? Jun 14, 2018 16:51 |
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DreamShipWrecked posted:I know it would break the game but I wish you could full on harvest freshly dead corpses. Harvest Organs Post Mortem. If you're going to run this then I would highly suggest also running Stack XXL and toggling on the option for organs to be stackable. It includes options to set various recovery rates based on medicine used and whether you can also harvest bionic parts.
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# ? Jun 14, 2018 16:55 |
It's amazing that every sickening thing I can think of already has six mods for it
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# ? Jun 14, 2018 17:00 |
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# ? May 25, 2024 08:39 |
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DreamShipWrecked posted:It's amazing that every sickening thing I can think of already has six mods for it This is literally a thing we do now. Like, you can sign up to be a donor when you get your liscense renewed.
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# ? Jun 14, 2018 17:02 |