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I put it in their bedroom and named their pet squirrel Nipz.
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# ? May 21, 2019 02:37 |
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# ? May 24, 2024 14:20 |
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Hit me with some storage mod suggestions. I REQUIRE SPACE!
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# ? May 21, 2019 13:21 |
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I use Ogrestack and rimfridge.
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# ? May 21, 2019 13:23 |
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Thyrork posted:Hit me with some storage mod suggestions. I've always just used Extended Storage; pallets, skips, baskets, shelves, cabinets, tray racks, radioactive waste bins, etc.
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# ? May 21, 2019 13:29 |
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Voyeur posted:I've always just used Extended Storage; pallets, skips, baskets, shelves, cabinets, tray racks, radioactive waste bins, etc. It can be buggy as gently caress at times though, I suggest Rimfactory: https://github.com/spdskatr/ProjectRimFactory
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# ? May 21, 2019 13:43 |
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Nalesh posted:It can be buggy as gently caress at times though, I suggest Rimfactory: Oh I thought that was still pre 1.0?
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# ? May 21, 2019 17:40 |
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I get all my mods from the workshop. Are there other good mods off-steam I should be aware of?
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# ? May 21, 2019 17:57 |
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Thyrork posted:Oh I thought that was still pre 1.0? Only the workshop version, the github version is up to date.
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# ? May 21, 2019 20:42 |
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Someone made a version of Extended Storage that works much better, using the same graphics : https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896 It can even stack clothes, which is really handy.
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# ? May 22, 2019 07:47 |
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Extended Storage sounds good until you realise it only stores one version of one type of thing at once. That was the problem I was trying to solve!
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# ? May 22, 2019 15:03 |
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Sillybones posted:Extended Storage sounds good until you realise it only stores one version of one type of thing at once. That was the problem I was trying to solve! Still lets me compact the massive stockpiles of basic materials like wood and chunks so it's better than nothing. Just wish the descriptions would list what item types the containers allow so I don't have to spend resources building them to find out for sure.
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# ? May 22, 2019 16:05 |
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Sillybones posted:Extended Storage sounds good until you realise it only stores one version of one type of thing at once. That was the problem I was trying to solve! The mod I linked allows multiple type of items in the same storage.
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# ? May 22, 2019 18:19 |
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Yeah I don't mind the default stack sizes for things that stack, I never bothered with quantum stockpiles in DF. Puttering around optimizing storage is part of the game to me. They only want to stack the lumber and bricks knee high? Well it's probably safer that way. That said, the situation with clothing drives me up the wall. If a dude wearing a full set of clothing takes up one space, then removing the dude shouldn't make the clothing suddenly take up 4 spaces. I just want a closet that can hold like 10 things. Unfortunately the only way to do that is if your closet is actually a muffalo.
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# ? May 22, 2019 21:46 |
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Facebook Aunt posted:Unfortunately the only way to do that is if your closet is actually a muffalo. brb making a mod I still like the Extended Storage clothes racks even if they only store one type, because with big colonies and churning out lots of clothing for exp and trading, having 10 shirts, 10 pants, 10 dusters, etc., still can get tidily stored away in a dressing room.
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# ? May 22, 2019 21:53 |
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Storage just isn't fun and certainly not easy to micro anyway.
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# ? May 22, 2019 22:46 |
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Psychepath posted:
Also, from my experience stripping people in Rimworld, and how slavers usually end, I don't think Mac is "having relations" with Nipz. Unless... No, no. I prefer to think Mac just REALLY likes looting bodies. Thyrork posted:Hit me with some storage mod suggestions. Have you considered building a space ship? There's lots of space outside of your Rimworld's gravity well.
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# ? May 22, 2019 23:05 |
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Sillybones posted:Extended Storage sounds good until you realise it only stores one version of one type of thing at once. That was the problem I was trying to solve!
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# ? May 23, 2019 07:28 |
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so i started a crashlanders game the people the game rolled for me were Gavril Maldonado, an inventor who's got two flames in crafting, one each in cooking and plants, and decent skills in those; Vasilisa Mohme, his wife, a machine collector with also-good crafting, good medical, and good mining/plants; and Adrian "Narices" Mohme, their son (stepson in Gavril's case). Adrian is: - 55 years old, making him biologically older than either of his parents - literally only good at mining, construction, and hitting people with things, but very good at the first two of those and decent at punching - endowed with the Bloodlust and Misogynist traits - a giant fat gently caress naturally, I laughed my loving head off and rolled with this e: like, if the game gives me two badass space people and a fat incel who also conveniently fits the skill gaps in the colony, that's not a situation I'm going to turn down WeedlordGoku69 fucked around with this message at 21:26 on May 23, 2019 |
# ? May 23, 2019 21:23 |
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I mean mining or construction are your highest in demand skills for the first 6 months so yeah why not.
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# ? May 23, 2019 22:17 |
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I think I am learning that shooting is fundamentally limited whereas melee allows you to create cyborg killing tornado of death machines. I want to move half my fighters to melee but training them up is no good. It is like you have to be born with good melee skill.
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# ? May 24, 2019 02:45 |
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Theres a mod that adds training dummies for shooting and melee, but even with those it's pretty brutal to get them leveled up.
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# ? May 24, 2019 02:57 |
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I think if you double the dummies training speed it would still be balanced. I kind of like how those work as they are. Instead I have decided to allow melee to be hunters. Only the strong may survive.
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# ? May 24, 2019 04:37 |
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Can colonists hunt with melee? That's basically how you level shooting. But yeah, I've also only just realised how important it is to have some melee fighters rather than just a wall of guns. I think I was just put off by how fragile colonists can be.
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# ? May 24, 2019 07:35 |
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I mean, you can hunt with melee, but I wouldn't advise it on anything larger than a rabbit before you have absurd upgrades and such. (Draft somebody, tell them to stab a critter, hey look you got meat!)
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# ? May 24, 2019 11:45 |
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With mods, sorry. Melee hunting seems to work fine as long as you have full covering armour. They still rest to heal between kills though, but hitting things is the only way you are really getting experience anyway. Do hunt little bunny-like things as you say. I guess you also want to use the weakest possible weapon so you get some good hits in. And with the mod, set them to attack-response mode. RIP individual fingers and toes.
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# ? May 24, 2019 12:08 |
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Melee is pretty awesome in a raid. For hunting you're almost guaranteeing yourself hospital time after every hunt with the likelihood of slowly removing pieces of your pawn over time one fingat at a time.
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# ? May 24, 2019 12:10 |
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Melee pawns are pretty undeniably extremely deadly, but with regard to raid defense I've always found that setting up melee-friendly defenses isn't actually worth the trouble. If you're constructing a doom corridor to bait people into a melee beatdown you could just extend the corridor a little bit, add another couple traps, and funnel them into a bunch of guns instead and not risk the injury. Additionally, once raids get big enough it's a lot nastier to try to pick out all the explosives-wielding fuckers before one of them can snap off a shot before your guys gut him with a melee-based setup. My colony defenses are pretty much always configured in such a way that direct danger to my colonists is the last resort - I'll deploy trap corridors, I'll put my turrets in front of my draftees, anything to avoid potential injury because injuries are permanent and/or very expensive to fix and they have a deleterious effect on productivity.
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# ? May 24, 2019 12:37 |
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Melee pawns aren't the best for defending your own bases. Where they do excel is raiding other's bases.
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# ? May 24, 2019 12:45 |
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Melee pawns have a use in defending against the raiders that get through your hellbox.
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# ? May 24, 2019 12:54 |
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Melee pawns are also great for underground bases because you can park them in a doorway whenever an infestation hits and have your gunmen shoot over their shoulders
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# ? May 24, 2019 13:29 |
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I've found a heavily armored and shielded melee pawn does a good job of pinning raiders down while my gun people shoot them.
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# ? May 24, 2019 13:31 |
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What are you're go to tactics for sappers? I think the best I have found is a minefield
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# ? May 24, 2019 13:36 |
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Incoming Chinchilla posted:What are you're go to tactics for sappers? I think the best I have found is a minefield Here's my current mountain base after a couple of years: I built out my walls to the point where sappers consistently only tunnel through the path marked in red to avoid my defenses. This is fine with me because I built a sally port door from which I can launch rockets at them from cover. My first level of minefield and collapsing roof defenses does a good job of softening them up. If they're preparing for an assault, I'll hit them with mortars or call in military aid from allied factions (make sure they're far enough to engage away from your defenses or you'll lose a lot of relation if they get caught in your crossfire).
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# ? May 24, 2019 17:15 |
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Mountainhomes dont seem right to me, a sunshine and nature loving war criminal.
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# ? May 25, 2019 00:01 |
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man, sometimes when it hits, it hits I had a really good family of construction people, both Lottie and Mac had 19 construction, the kids Scarlet and Zakhar had 12. The psychic ship landed and Lottie was dumb and bumped it, got killed. Mac took a bunch of bullets from a centipede and bled out in the hospital. Scarlet took the "shortcut" to the emplacement I'd set up, and got her arm and leg blown off. She bled out in the hospital too. Zakhar's the last decent construction guy I have and I think I might put him on Home restriction until I can find some new construction people.
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# ? May 25, 2019 05:23 |
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in reply to the earlier questions about good animals, if you can get your hands on them, elephants are pretty good.
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# ? May 25, 2019 05:24 |
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Horses are great for their speed and carry weight. I don't know if there are other animals that are better.
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# ? May 25, 2019 07:12 |
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Sillybones posted:Horses are great for their speed and carry weight. I don't know if there are other animals that are better. ?? That's a mod I think? I was just talking about vanilla.
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# ? May 25, 2019 07:54 |
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mauman posted:?? Hah, I honestly thought they were vanilla. My bad. I think it has been a while since I have played without mods then. sorry i am dumb Sillybones fucked around with this message at 08:34 on May 25, 2019 |
# ? May 25, 2019 08:14 |
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# ? May 24, 2024 14:20 |
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Sillybones posted:Hah, I honestly thought they were vanilla. My bad. I think it has been a while since I have played without mods then. Understandable, Horses seem like the kind of animal that should be all over the rim, so thinking they're vanilla is pretty rational.
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# ? May 25, 2019 20:57 |