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Coolguye posted:i also would have accepted "secondary site quarrying operation" Also plunking down a pile of deep Miner devices on a marble floor. Prepare for bugs though.
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# ? Jan 25, 2019 22:02 |
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# ? Jun 10, 2024 04:10 |
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That's just chemfuel on demand.
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# ? Jan 25, 2019 22:07 |
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Exactly! No down side.
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# ? Jan 25, 2019 22:19 |
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boar guy posted:...beyond the task priorities list? Does it let you disable enable skills for all pawns in one click somehow?
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# ? Jan 25, 2019 23:04 |
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I'm still hoping this mod would get updated before I enable infestation again. https://steamcommunity.com/sharedfiles/filedetails/?id=1319614331
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# ? Jan 25, 2019 23:35 |
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jokes posted:Interesting. Is it like 90% wealth/ 10% time or 60/40. I ask because I have limited military strength because Randy is stingy with qualified soldiers this time around so I mostly have had to rely on traps thus far. Don't be too strict on what qualified means. Qualified for me is "can you hold a rifle?" They'll get better at actually hitting with the thing, assuming they survive.
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# ? Jan 26, 2019 20:13 |
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Anyone tried out Simple Slavery yet? Guess it's similar to Prison Labor. https://steamcommunity.com/sharedfiles/filedetails/?id=1635565299
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# ? Jan 26, 2019 21:26 |
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Largejaroalmonds posted:Anyone tried out Simple Slavery yet? Guess it's similar to Prison Labor. Yeah, for an “evil pirate” playthrough. It makes the game hella easy, just keep them shackled and restricted to indoors and they can never escape. Eventually they’ll get Stockholm syndrome and you can use them like any other colonist. Every raid just provides free labor.
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# ? Jan 26, 2019 22:31 |
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Largejaroalmonds posted:Anyone tried out Simple Slavery yet? Guess it's similar to Prison Labor. Oh hey, I missed that mod! IIRC last I got obsessed with RW it was A17 and that hadn't been updated since. Nice! It actually feels a little more humane (other than the collar and broken will stuff) because you can build proper little penal compounds for them and furnish them with recreation. I'll probably uninstall prison labor for this, its overall more robust.
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# ? Jan 27, 2019 03:07 |
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# ? Jan 27, 2019 03:47 |
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Having to schlepp your slaves to the nearest settlement to sell them got boring. I wish you could request regular caravans from friendly settlements like in Dorf Fortress.
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# ? Jan 27, 2019 04:07 |
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The problem I see with the slavery mod is that it's rather overpowered compared to prison labour(Pawns can do any job rather than just a few ones like crafting or mining) Also about caravans, is there a way to increase how much a pawn can carry?(Mod or otherwise)
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# ? Jan 27, 2019 04:31 |
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Nalesh posted:The problem I see with the slavery mod is that it's rather overpowered compared to prison labour(Pawns can do any job rather than just a few ones like crafting or mining) Anything that increases manipulation increases carrying capacity. You're using pack animals too, right? Muffalo are my preferred, due to wool/milk production and one of the faster move speeds among common pack animals (camels and alpacas).
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# ? Jan 27, 2019 04:57 |
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Vengarr posted:Having to schlepp your slaves to the nearest settlement to sell them got boring. I wish you could request regular caravans from friendly settlements like in Dorf Fortress.
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# ? Jan 27, 2019 05:19 |
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HelloSailorSign posted:Anything that increases manipulation increases carrying capacity. I'm in an extreme desert, first animals I saw that weren't sentient cacti or bugs was dromedaries that a trader just sent, of course I snagged em up
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# ? Jan 27, 2019 08:48 |
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ShadowHawk posted:Build a comms console. I forgot that was a feature tbh.
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# ? Jan 27, 2019 09:21 |
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My long running colony died due to 30 manhunting foxes overwhelming them, rip.
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# ? Jan 27, 2019 12:50 |
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Always stack up behind an open door on man hunters. You can get a 3 to one advantage and fight them one at a time.
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# ? Jan 27, 2019 15:08 |
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I have too much poo poo laying around and it's pissing everyone off. Also, 1000+ fecal sludge and endless plant scraps.
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# ? Jan 27, 2019 15:43 |
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Yeah I just installed the 1.0 version of Fertile Fields and yikes that's a lot of bull poo poo plant matter.
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# ? Jan 27, 2019 16:21 |
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There a good way to go slavin'? Something that just knocks out a bunch of strangers for easy capture?
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# ? Jan 27, 2019 16:44 |
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Uranium or plasteel clubs.
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# ? Jan 27, 2019 16:52 |
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FISHMANPET posted:Yeah I just installed the 1.0 version of Fertile Fields and yikes that's a lot of bull poo poo plant matter. Yeah, I turned it waaaaay down. There's a slider in the mod settings that allows you to modify how much plant matter you get per harvest.
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# ? Jan 27, 2019 17:12 |
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Using the hygiene mod too and it gives sprinklers that create a zone of fertile soil, which is easier to manage. Or... could disable plant matter and also make the chance to lose fertile 0%. Hmm.
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# ? Jan 27, 2019 17:32 |
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FISHMANPET posted:Yeah I just installed the 1.0 version of Fertile Fields and yikes that's a lot of bull poo poo plant matter. I built a biofuel refinery and have infinite chemfuel just thanks to my fields set the bill to use plant matter only and still can't use all of it.. Besides chemfuel generators, how do you use chemfuel? I have like 1500 cans of fuel now and growing
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# ? Jan 27, 2019 17:51 |
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I turn poo poo into chemfuel and plant scraps into compost. Even if you dont care about upping soil fertility, fertilizer sells for a decent price.
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# ? Jan 27, 2019 18:59 |
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Chemfuel is fuel for transport pods and is an ingredient for mortar shells. You might also have modded vehicles into the game; those typically take chemfuel too.
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# ? Jan 27, 2019 19:09 |
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My favorite vehicle mod is Trading Economy Enhanced, which uses animals skinned as vehicles that can be ridden with Giddy-Up. I once had two hoverbikes self-tame. (Don't actually use this mod, it's terrible poo poo)
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# ? Jan 27, 2019 19:17 |
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Just leave random piles of chemfuel around the map. Spice the experience up a bit for your raiders.
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# ? Jan 27, 2019 19:19 |
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Enola Gay-For-Pay posted:My favorite vehicle mod is Trading Economy Enhanced, which uses animals skinned as vehicles that can be ridden with Giddy-Up. I once had two hoverbikes self-tame. The machine spirits chose you! The Omnissiah regulates your circuits!
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# ? Jan 27, 2019 19:30 |
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What IS a good vehicle mod? I've never actually looked but until Dropships gets an official release, I could use some better transportation than just sending chemfuel and components along with my dudes to rebuild a new launcher
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# ? Jan 27, 2019 20:22 |
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Danaru posted:What IS a good vehicle mod? I've never actually looked but until Dropships gets an official release, I could use some better transportation than just sending chemfuel and components along with my dudes to rebuild a new launcher I'm using this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1536615776
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# ? Jan 27, 2019 20:34 |
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Pharnakes posted:Uranium or plasteel clubs.
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# ? Jan 28, 2019 02:24 |
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I learned AFTER toxic fallout that really was a bit of a disaster that plant scraps have a nutritional value, but I'm also using WM Smarter Food Selection and Plant Matter gets classified as a planted plant by Food Selection and planted plants aren't in any of the default diets, so your animals won't eat it unless you set their diet to Unrestricted.
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# ? Jan 28, 2019 03:43 |
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I got a tillable soil mod and it's really great. Y'all are gonna be happy pretending humanity never figured out a better way to farm poo poo than just putting a seed in the ground and coming back after a couple weeks/months? Please. If anything tillable soil should be in the base game with a minor wood cost. Anyways I got a shitload of wooden clubs and bashed up all over a little bandit camp with a doctor joining the raiding group. All but one of them got captured. Neat!
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# ? Jan 28, 2019 06:03 |
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I was running into an issue where the crafted rich soil and tilled soil was being undone by the "wet soil" tile change from Nature's Pretty Sweet, so I opted to use the sprinklers to raise the growth instead of tilling.
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# ? Jan 28, 2019 06:40 |
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cugel posted:I'm using this one: I tried using that one and it seemed cumbersome and finicky, even more so than the dropship mod. (which I am still using a beta version of and it works just fine, except you have to manually refuel it unless there is nothing, and I mean nothing else for your pawns to do, and if you land it before a scout pod there is always a pirate base underneath you, so always send a scout pod)
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# ? Jan 28, 2019 07:04 |
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I've played enough games now that I'm getting a lot of repeat names and I have so many colonists that I can't remember if my current Sam is a melee dude or if that was the Sam from my last game and now he's a pacifist. Is there a mod that will let me modify the colonist icons at the top of the screen so I can easily ID melee/shooting/pacifists? I've got everyone in marine armor and they all look the same now. I think I remember seeing a mod that even might have put weapon icons on the colonist icons? That would be even better. Also a mod that gives me more different colonist names would be nice...
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# ? Jan 28, 2019 07:41 |
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Have you tried assigning them nicknames? They should take priority over the regular names at the top.
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# ? Jan 28, 2019 07:57 |
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# ? Jun 10, 2024 04:10 |
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Guess I should have searched a bit more... gonna try out the Colonist Bar [KF] and NamesGalore mods.
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# ? Jan 28, 2019 08:34 |