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Yeah, it's great! Sometimes you get lucky early game with a pod crash survivor that somehow has an assault rifle or some such but you don't want them outside of that.
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# ? Dec 22, 2018 03:10 |
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# ? May 23, 2024 08:48 |
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Strip the bodies, kill the survivors, turn them into compost/pigs.
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# ? Dec 22, 2018 08:43 |
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Gotta get those pants off them before they poo poo themselves at the moment of death.
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# ? Dec 22, 2018 16:46 |
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Brain in a Jar quote:Sacrifice people to boost research speed! Bioreactor - Living Battery quote:Feature Danaru fucked around with this message at 20:22 on Dec 22, 2018 |
# ? Dec 22, 2018 20:20 |
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HelloSailorSign posted:I think you need both animal armor mod bits to make it work - one adds the functionality, the other the basic armors. This was it, thanks!
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# ? Dec 23, 2018 00:48 |
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Warmachine posted:I'm vain, so here's a timelapse of my base during the last year of game time. I love this mod! (https://steamcommunity.com/sharedfiles/filedetails/?id=1438693028) I've had it set to 5-day intervals rendering the entire map. Here's the first 5 years of my current mountain home playthrough:
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# ? Dec 23, 2018 01:24 |
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Does caravan distance / trade frequency matter? I have both outlander factions connected fairly closely by road to my colony. I just continue alternating visits between the two factions for my trade. If I send a caravan to a more distant location will I get more favorable trade? Also, does anyone have any sense about how long it takes for other factions' colonies to replenish their goods for trading? My two trading partners are seriously 0.5 days connected by road - I've been sending single sword-wielding paws with a couple of simple meals, and can do it very frequently.
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# ? Dec 24, 2018 13:52 |
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sharkbomb posted:Does caravan distance / trade frequency matter? I have both outlander factions connected fairly closely by road to my colony. I just continue alternating visits between the two factions for my trade. If I send a caravan to a more distant location will I get more favorable trade?
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# ? Dec 24, 2018 22:45 |
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Herb Dington posted:I've had it set to 5-day intervals rendering the entire map. How do you build a mountain base without any worry of infestations? I know it's not a problem at sub-Arctic temperatures, but is there a better way for more tropical biomes?
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# ? Dec 25, 2018 00:50 |
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You know you can just disable the incident if you really don't want to deal with them right
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# ? Dec 25, 2018 01:50 |
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You can end pretty much any infestation with a strong melee guy with a personal shield clogging a doorway and a whole bunch of guns behind them. People really oversell how bad infestations are in this thread
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# ? Dec 25, 2018 02:41 |
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FreshFeesh posted:How do you build a mountain base without any worry of infestations? I know it's not a problem at sub-Arctic temperatures, but is there a better way for more tropical biomes? Keep the whole base sub-zero using coolers?
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# ? Dec 25, 2018 02:51 |
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My last base had two infestations, both completely contained within my dining hall. So I set about a new project, swapped my dining room and guest barracks, rebuilt the walls out of plasteel-reinforced concrete with occasional embrasures, and set up remote-detonated incendiary explosives. Never got another infestation again, but I promise you my visitors knew their loving place.
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# ? Dec 25, 2018 02:51 |
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Flesh Forge posted:You know you can just disable the incident if you really don't want to deal with them right This is what I do. Merry Christmas, everyone! (except the bugs)
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# ? Dec 25, 2018 06:21 |
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Danaru posted:You can end pretty much any infestation with a strong melee guy with a personal shield clogging a doorway and a whole bunch of guns behind them. People really oversell how bad infestations are in this thread My underground bases have 3 wide hallways with many junctions. I set up 3 melee and 10 ranged at a junction point and the bugs are cleared fairly easily. The burrowing time removed a lot of the, “this is poo poo” of infestations. Friendly fire mod makes it much simpler too - the front row of ranged are often directly supporting the melee while back row is firing at the back row of bugs. Get a pair of chain shotguns and let er rip! I like infestations for the kibble meat and insect jelly (just about to make sirenium in current game, I’ll see how it manages the hunter who lost their daughter in a recent raid). I find infestations much less bullshit than 45 pirates with 8 doomsday rocket launchers.
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# ? Dec 25, 2018 18:40 |
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HelloSailorSign posted:My underground bases have 3 wide hallways with many junctions. I set up 3 melee and 10 ranged at a junction point and the bugs are cleared fairly easily. The burrowing time removed a lot of the, “this is poo poo” of infestations. Friendly fire mod makes it much simpler too - the front row of ranged are often directly supporting the melee while back row is firing at the back row of bugs. One of my mods apparently comes with automatic mortars. So I'm excited to see how that works.
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# ? Dec 25, 2018 19:50 |
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Since when have mortars been able to fire stone chunks or was that an unintended thing from one of the mods I have installed.
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# ? Dec 26, 2018 04:54 |
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Telsa Cola posted:Since when have mortars been able to fire stone chunks or was that an unintended thing from one of the mods I have installed. Do you have something that adds catapults? Because my guess is that whatever is implementing that changed the chunks to be considered ammo, rather than making the catapult consider chunks as ammo. Gonna go ahead and check this myself though to make sure I'm not missing something obvious.
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# ? Dec 26, 2018 06:15 |
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Telsa Cola posted:Since when have mortars been able to fire stone chunks or was that an unintended thing from one of the mods I have installed. Medieval Times, I think.
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# ? Dec 26, 2018 06:56 |
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Yeah thats it. I was all smug thinking I was fine when a siege ran out of ammo only to watch horrifed as they started lugging boulders to the mortars and begining punching more holes into my base.
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# ? Dec 26, 2018 07:36 |
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I mean that's loving hardcore and cool.
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# ? Dec 26, 2018 07:41 |
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I had that nail me too. I have to admit it's weird, but I don't mind it too much.
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# ? Dec 26, 2018 15:34 |
Telsa Cola posted:Yeah thats it. I was all smug thinking I was fine when a siege ran out of ammo only to watch horrifed as they started lugging boulders to the mortars and begining punching more holes into my base. Feature not bug imo
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# ? Dec 26, 2018 15:48 |
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The Vampire mod is very fun. Makes me want a new vtm game
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# ? Dec 27, 2018 19:54 |
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Average Bear posted:The Vampire mod is very fun. Makes me want a new vtm game All of Jecrell's mods are absolutely fantastic. I'm currently running all of them except the Lord of the Rings related ones since there was a lot of build menu clutter for hobbit houses that I didnt want to build
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# ? Dec 28, 2018 20:16 |
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His mechanics are good, but the overall mods could use a couple balance passes.
Keeshhound fucked around with this message at 20:26 on Dec 28, 2018 |
# ? Dec 28, 2018 20:23 |
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The bone component is definitely very over powered. After doing all the bone refining research, you can start turning bones into bonecrete and ash that's inflammable and has more durability and beauty that most other materials. Oh, and can also be transformed into plasteel.
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# ? Dec 28, 2018 23:30 |
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moot the hopple posted:The bone component is definitely very over powered. After doing all the bone refining research, you can start turning bones into bonecrete and ash that's inflammable and has more durability and beauty that most other materials. Oh, and can also be transformed into plasteel. inflammable means "very flammable"
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# ? Dec 28, 2018 23:31 |
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Yeah the bone mod I've been considering taking out, and I'm generally not one to care for balance. I haven't even done the research stuff but having 7000 of a pretty good building resource lying around at all times sure makes things less interesting.
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# ? Dec 28, 2018 23:42 |
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The main issue I had with the bone mod was just that you get so much of the goddamn stuff. If they cut it by a factor of maybe 10 it'd be a lot better, cos a lot of the refined products are really good. Maybe cut the refining efficiency a bunch.
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# ? Dec 29, 2018 00:09 |
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There's an option in the mod menu to reduce it to whatever % you like. Still, I agree with y'all with its a bit overpowered. Food that stores forever and makes great furniture. Oh hey if you ran into an Antediluvian in your travels how would you go about sucking its soul or taking it home? It's got 80 damage soaking
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# ? Dec 29, 2018 00:34 |
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If they're based on VTM vampires, uh, you don't. You run because it's the end of the world.
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# ? Dec 29, 2018 00:48 |
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what generation is that? I've never seen anyone older than Methuselah
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# ? Dec 29, 2018 00:53 |
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Who even shipped the Antediluvians to this lovely rimworld?
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# ? Dec 29, 2018 00:54 |
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If I discovered a vampire's crypt you better believe I'd rather put it in a rocket and fire it off into space than go the traditional route and open it, they ALWAYS wake up and get you before you can stake them. Always.
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# ? Dec 29, 2018 00:59 |
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Antedilluvian is 3rd gen and I reloaded that encounter. Seemed a little buggy that the Nesferatu antedilluvian was chilling on a Rimworld with a... 4th gen sire??? And her name was Sarah not Absimiliard Now its a 4th gen and well lets see what happens
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# ? Dec 29, 2018 01:00 |
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"Hey this fat bitch has been around since before Noah built his lovely boat and survived that long, but I bet nobody ever thought to give him the ol' Wake and Stake!" --me, a brain genius vampire hunter seconds before getting done like a capri sun
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# ? Dec 29, 2018 01:02 |
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Cool side note: When your Vampire gets a high enough melee skill through Potence, their swings can cause small explosions on high dice rolls.
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# ? Dec 29, 2018 01:02 |
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Perhaps there should be an option to build a drilling rig on top of the coffin to kill the vampire that way
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# ? Dec 29, 2018 01:04 |
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# ? May 23, 2024 08:48 |
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Danaru posted:If I discovered a vampire's crypt you better believe I'd rather put it in a rocket and fire it off into space than go the traditional route and open it, they ALWAYS wake up and get you before you can stake them. Always. Good point. Though if you're going to all that trouble, wouldn't it be better to just aim for the sun?
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# ? Dec 29, 2018 01:05 |