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HelloSailorSign posted:Play completely vanilla for your first few play throughs. There are so, so many mods and every one has individual tastes/what they want to get out of the game. There are some who are 700+ hours in and are still playing vanilla. There are some who have 200-300 mods that have created a significantly different game who have 700+ hours. Thanks.
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# ? Jan 9, 2019 17:02 |
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# ? May 22, 2024 09:18 |
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McGiggins posted:I've never tamed one. They would be cool if you tame them easily. I've only seen one wander onto my map, and I don't recall if I tamed them or just threw them in a jail cell. I know when my pawns get a mental break to run wild, I usually have no issue taming them right back.
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# ? Jan 9, 2019 18:44 |
Warmachine posted:I've only seen one wander onto my map, and I don't recall if I tamed them or just threw them in a jail cell. I know when my pawns get a mental break to run wild, I usually have no issue taming them right back. Wildpawn the creature not a wild pawn.
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# ? Jan 9, 2019 19:21 |
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Warmachine posted:I've only seen one wander onto my map, and I don't recall if I tamed them or just threw them in a jail cell. I know when my pawns get a mental break to run wild, I usually have no issue taming them right back. http://alpha-animals-rimworld-mod.wikia.com/wiki/Wildpawn
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# ? Jan 9, 2019 21:08 |
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Alpha Animals has been known to cause issues with Lords that can prevent some things from working properly in your game, fyi.
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# ? Jan 9, 2019 21:36 |
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Welp. Found the one mod I don't play with.
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# ? Jan 9, 2019 23:28 |
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I have a wild pawn in my prison, and it highlights an overarching bug in the job assignment system. The wild pawn being forced to work by prison labour alongside actual imprisoned enemy pawns, is able to use workbenches and the like at the same time as regular and prisoner pawns.
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# ? Jan 10, 2019 00:38 |
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That sounds more like a bug in the prison labor mod...?
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# ? Jan 10, 2019 01:22 |
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I just installed a septic system and it vroke my water system. Before I had an overflow and it worked fine, but now I just get over full clogged septic systems all the time. Shouldnt the excess go out my overflow?
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# ? Jan 10, 2019 03:52 |
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I can't remember actually... How are they connected? If it's in sequence then I don't know if it will flow through the septic tank to the outflow. TBH though the main reason to make a septic system is to actually harvest sludge so you want them to fill up and you pump them out.
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# ? Jan 10, 2019 04:03 |
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It should work the way you want as far as I know, but yeah you want to keep that pop and turn it into chemfuel. I'm 99% sure the pipes work like power cables in that it doesnt matter HOW its connected, just as long as it Is connected.
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# ? Jan 10, 2019 04:09 |
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I have a vague memory actually of them not working that way but I'm not sure. Either way if nothing else you can either build more septic tanks to increase their passive absorbtion rate, or you can add a valve to cut them/the outflow off. But otherwise there really isn't a reason to use septic tanks if you aren't filling them, they exist to be filled, basically.
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# ? Jan 10, 2019 04:21 |
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Ahh, I thought they were a step between dumping raw sewage and making a treatment plant.
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# ? Jan 10, 2019 06:46 |
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The pipes are just like power, same in Rimefeller with the oil pipes. To have more complex piping, you basically have to do what Rimatomics does and make a separate pipe type for each flow (coolant, steam, cold water). And yeah, click "Empty" on the septic tank and choose what level your pawns want to empty it at. Set up some biosolid composting barrels, and reap the bonus fertility. You can spread biosolids over any terrain type; it works like his irrigation stuff where it multiplies whatever is already there.
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# ? Jan 10, 2019 06:48 |
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I'm eagerly rubbing my hands for the dropship mod to be stable again so I can dive back in with a giant modpack again.
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# ? Jan 10, 2019 09:45 |
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Kanos posted:I'm eagerly rubbing my hands for the dropship mod to be stable again so I can dive back in with a giant modpack again. It's been fine for me, for whatever that's worth. Also I've had two wild man pawns show up on my door. One I tamed and brought inside, he seemed good on paper and did work like everyone else, but he refused to go sleep in a bed unless I drafted him, sent him to his room, locked the door, and undrafted him. No path to another job meant he went to bed and slept normally. That's totally unacceptable so I assured him in a cryptopod. Dude #2 showed up a day or two later, so I tried to experiment with the system and I arrested him instead of taming. Then I decided I didn't really want him after all, so I released him, but it turns out they stick around your base when you do that, so he was hunting squirrel and rats for sustenance. Which of course nearly killed him. So I rescued him, patched him up, and he joined in gratitude. Now, he was in the hospital bed across two gaming session so I did restart the game during this process, but dude #2 uses a bed like a normal pawn no problem. So I'm thinking maybe I should pull dude #1 out of the pod and see if he's fixed now or still broken. Anyone else seen this behavior? It wasn't a work priority thing, I checked it like five times. Slung Blade fucked around with this message at 16:33 on Jan 10, 2019 |
# ? Jan 10, 2019 16:24 |
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Slung Blade posted:Anyone else seen this behavior? It wasn't a work priority thing, I checked it like five times. Have you checked the dev console logs for error messages yet? When I had pawns refusing to do things automatically (eating meals in my case) the logs showed that the object searching was broken thanks to certain modded objects and I ditched that mod. Yours isn't the exact same situation but it's a place to start.
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# ? Jan 10, 2019 16:48 |
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That looks pretty bad mate...
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# ? Jan 11, 2019 02:22 |
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They look like a charcoal brisquette.
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# ? Jan 11, 2019 02:38 |
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Telsa Cola posted:They look like a charcoal brisquette. Racist. That's a drow. They always look like charcoal.
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# ? Jan 11, 2019 02:39 |
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that is "holy gently caress just let me die" levels of damage right there
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# ? Jan 11, 2019 02:52 |
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Why is he still there, just to suffer?
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# ? Jan 11, 2019 02:55 |
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Jesus christ, when my foster mom got a puppy like that, you just took it out back with a shovel, give the pixels some dignity man.
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# ? Jan 11, 2019 02:57 |
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We CAN rebuild her but god drat should we?
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# ? Jan 11, 2019 03:02 |
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I like how her pain is only severe.
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# ? Jan 11, 2019 03:06 |
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Science says yes. Turn them into a bionic murder machine.
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# ? Jan 11, 2019 03:06 |
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On a related note, what race mods do you guys use? I got androids, elder things, argonians, and crystalloids and wouldnt mind even more sapients stopping by
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# ? Jan 11, 2019 03:10 |
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Telsa Cola posted:I like how her pain is only severe. I mean, it was only two hands and a leg. The jaw was a long time ago. In fact, her hydraulic replacement had recently been shot off by a charge lance in a different battle, and I hadn't gotten around to replacing it. A couple of days and a few surgeries later, and she's right as rain. Maybe a beer for the trouble. She's no Adam Jensen though.
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# ? Jan 11, 2019 03:22 |
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...has nobody noticed the doctor is wearing a chefs hat?
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# ? Jan 11, 2019 03:23 |
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Still not entirely sure why the character looks like a lump of rock.
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# ? Jan 11, 2019 03:33 |
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I THINK it's a vest? They might not have a laying down animation, Elder Things do something similar
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# ? Jan 11, 2019 03:35 |
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OwlFancier posted:Still not entirely sure why the character looks like a lump of rock. Danaru posted:I THINK it's a vest? They might not have a laying down animation, Elder Things do something similar Close. It's a "Tactical Helmet" from Rimsenal.
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# ? Jan 11, 2019 03:36 |
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Oh I see it now I was looking at it 90 degrees off
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# ? Jan 11, 2019 03:38 |
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Danaru posted:On a related note, what race mods do you guys use? I got androids, elder things, argonians, and crystalloids and wouldnt mind even more sapients stopping by Right now I'm using LOTR Elves, Dwarves, Drow, Beastmen Tribes, and Androids. Since installing the LOTR races, though, I really find myself wishing there was a Shadowrun race pack. Sixth World Elves, Dwarves, Trolls, and Orks would be perfect for what I'm looking for, since I want races that I can explain away as Glitterworld-Gone-Wild experiments.
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# ? Jan 11, 2019 05:53 |
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isndl posted:Have you checked the dev console logs for error messages yet? When I had pawns refusing to do things automatically (eating meals in my case) the logs showed that the object searching was broken thanks to certain modded objects and I ditched that mod. Yours isn't the exact same situation but it's a place to start. The log didn't pop up (I play in Dev mode most of the time to watch for red errors) but I can't say I was watching it stream at the time. And yeah I had a similar problem to yours with trading a few months ago. Trade would fail because it couldn't handle an object that didn't actually exist so I had to manually delete a 'thing' sitting in the warehouse that technically was impossible.
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# ? Jan 11, 2019 06:40 |
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Man I’m playing a lord of the rims run, so it’s only medieval tech. Running a mostly elf colony and with Rivendell bows they destroy most raiders in randy savage, but I had four separate groups of tribal sappers burrowing in and wreaking havoc on my animal herds. Can’t use the unpowered turret trick so I’m digging moats and walling up.
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# ? Jan 11, 2019 08:47 |
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Danaru posted:On a related note, what race mods do you guys use? I got androids, elder things, argonians, and crystalloids and wouldnt mind even more sapients stopping by There's the Arachne mod which is nice in that they have big visible spider butts to differentiate them easily at a glance, but they might be slightly OP since they have natural regeneration, usually "weak" which just bandages wounds but sometimes "strong" which can regenerate limbs. When a transport pod crashes with one of them they're basically back on their feet before I can get a colonist over to rescue them and they walk off the map on their own power. Makes them good melee tanks since they probably won't bleed out if they go down in a dragged out fight.
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# ? Jan 11, 2019 09:05 |
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I fell on my first lovely mod - the Sidearms mod. Great idea, but my pawns randomly disarm themselves in combat and just stand there getting their asses shot off. The dev comments explain that this happens and it's "not a big deal, just pick your weapon back up!"
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# ? Jan 11, 2019 13:28 |
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robotsinmyhead posted:I fell on my first lovely mod - the Sidearms mod. Great idea, but my pawns randomly disarm themselves in combat and just stand there getting their asses shot off. Took two minutes to find this dev post "This is by design. You can disable this behaviour by changing the dropping mode in the settings." Also remind me, are there problems when switching where you get a mod from(For example non workshop to workshop, workshop to different workshop ID etc), save wise. I kinda want the dropship mod right now but I'm lazy so I want auto updating as soon as it gets on the workshop
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# ? Jan 11, 2019 14:12 |
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# ? May 22, 2024 09:18 |
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I think they drop their primary for their sidearm if they get melee attacked. It's a bit weird when they're just non drafted and a wild squierrel bites them and they drop their battle rifle and run, but it works when they're drafted and the enemy runs up in your face and your pawns just sigh and draw their katanas.
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# ? Jan 11, 2019 14:34 |