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KirbyKhan
Mar 20, 2009



Soiled Meat
I thought I had FemaleBB in my modpack, but it was limited to the modded Kijin ogreladies.

Today I installed FemaleBB without any of the race mods. HOLY poo poo I never realized how much of a thirst trap it was till I looked through the PrepareCarefully clothing options. Lolol I love that the 'SLab spirit touches every moddable game. Get the gently caress outta here there's a slooty conversion to make it the default for human female bodies.

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Danaru
Jun 5, 2012

何 ??
Yeah FemaleBB is :cripes: as hell and I really wish there was a regular body version of the Kijins

The worst part is i actually found and watched the anime the Kijin are from, and they don't even look like that. One of them shows off cleavage sure but everyone else wears normal clothes. It doesnt even have the flimsy ~accuracy~ excuse. Just wear a normal shirt dammit

Theotus
Nov 8, 2014

So is it suggested for micromanagement purposes that you queue up a small amount of orders? For instance, I had a building sketched out, trees zoned for chopping and another thing or two. There was a tree blocking my wind generator, but instead of going after that immediately my pawns were doing pretty much everything else.

Is that to encourage players to keep a close eye on what their pawns are doing, or am I doing something wrong?

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
I have no idea what they did or if maybe its because i dont have 200 mods active but everything is runnibg so much faster now its insane.

bobtheconqueror
May 10, 2005

Meridian posted:

So is it suggested for micromanagement purposes that you queue up a small amount of orders? For instance, I had a building sketched out, trees zoned for chopping and another thing or two. There was a tree blocking my wind generator, but instead of going after that immediately my pawns were doing pretty much everything else.

Is that to encourage players to keep a close eye on what their pawns are doing, or am I doing something wrong?

Usually pawns will take down stuff like that without much issue, but if they have higher priority jobs, it might not happen quickly. The work tab is handy for specializing folks, especially as your colony gets bigger.

Because of how work priorities are set up, you absolutely can give your guys too much to do if you don't have specialists.

FairyNuff
Jan 22, 2012

KirbyKhan posted:

I thought I had FemaleBB in my modpack, but it was limited to the modded Kijin ogreladies.

Today I installed FemaleBB without any of the race mods. HOLY poo poo I never realized how much of a thirst trap it was till I looked through the PrepareCarefully clothing options. Lolol I love that the 'SLab spirit touches every moddable game. Get the gently caress outta here there's a slooty conversion to make it the default for human female bodies.

I think more than just their spirit has touched it as there is a proper adult mod, with a very obvious punny name.

Asimo
Sep 23, 2007


New colonies tend to be significantly faster too, you just don't usually notice them slowing down until you've run one for a while and suddenly start fresh. More loaded mods don't help though no.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
I skipped the royal mission to save the noble from the chicken, does anyone know if I'll have more opportunities to engage with that content? I figured it would be one of many but maybe that was a poor assumption.

Leal
Oct 2, 2009
My favorite thing about the Kijiin mod, besides the completely balanced ability to set people on fire with a punch, was there were 2 versions of the mod. 1.0 had the art of a dangerous looking big titted demon, the second version went full anime and made her a uguu waifu in a medieval style bar wench outfit.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Playing a vanilla run. One of my pawns has gotten Fibrous Mechanites and will not get out of bed. They don't have any other illnesses and it's only moderate pain. They've been laying in bed forever, is there anything I can do?

boar guy
Jan 25, 2007

Popete posted:

Playing a vanilla run. One of my pawns has gotten Fibrous Mechanites and will not get out of bed. They don't have any other illnesses and it's only moderate pain. They've been laying in bed forever, is there anything I can do?

set their 'bed rest' priority to 2 instead of 1?

Danaru
Jun 5, 2012

何 ??

Popete posted:

Playing a vanilla run. One of my pawns has gotten Fibrous Mechanites and will not get out of bed. They don't have any other illnesses and it's only moderate pain. They've been laying in bed forever, is there anything I can do?

Is it tended? They might be waiting for a doctor to rub some herbs on their face

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Yeah I've been tending it for days now. I'll try the bed rest priority. Perhaps it's a pawn trait that causes them to never get out of bed with any illness?

Zotix
Aug 14, 2011



Can royalty be turned on for a game in progress? Or is it something that's turned on before the game starts?

Keeshhound
Jan 14, 2010

Mad Duck Swagger

Popete posted:

Yeah I've been tending it for days now. I'll try the bed rest priority. Perhaps it's a pawn trait that causes them to never get out of bed with any illness?

Fibrous mechanites causes a moderate amount of pain. If they're a wimp (the trait), or if they have pain from other sources (scars, other diseases) it can be enough to render them immobile for the duration of the disease.

In vanilla, the duration of parasitic infections (mechanites, gut worms and muscle parasites) aren't affected by tend quality, but I believe it can lessen the pain. If they're completely bedridden it might be worth it to set them to doctoring without medicine until it runs it's course if you don't have a steady supply of meds set up yet.

Keeshhound fucked around with this message at 18:13 on Feb 26, 2020

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
I had a mission to clear out a raider camp. I managed to sneak in and blow up their batteries to take down their turrets and in the end was left with one downed raider. I couldn't heal her or capture her so I reformed the caravan and added her and she showed up at my settlement anyway. Because I am not a monster I released her after harvesting a lung for my poor damaged weeble.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Keeshhound posted:

Fibrous mechanites causes a moderate amount of pain. If they're a wimp (the trait), or if they have pain from other sources (scars, other diseases) it can be enough to render them immobile for the duration of the disease.

In vanilla, the duration of parasitic infections (mechanites, gut worms and muscle parasites) aren't affected by tend quality, but I believe it can lessen the pain. If they're completely bedridden it might be worth it to set them to doctoring without medicine until it runs it's course if you don't have a steady supply of meds set up yet.

Thanks, yeah I have to check her traits but she might be a wimp. Sucks cause I'm almost to my first winter and have yet to get another pawn in my settlement. All the royalty quests I've received so far are way too difficult and my pawns are a bunch of weaklings who get knocked down and bed-ridden for days by a rabid squirrel so I can't really take risks with them, hoping a random straggling makes their way to my base.

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Dick Trauma posted:

Because I am not a monster I released her after harvesting a lung for my poor damaged weeble.

In real life this would make you a monster.

HelloSailorSign
Jan 27, 2011

Dick Trauma posted:

I had a mission to clear out a raider camp. I managed to sneak in and blow up their batteries to take down their turrets and in the end was left with one downed raider. I couldn't heal her or capture her so I reformed the caravan and added her and she showed up at my settlement anyway. Because I am not a monster I released her after harvesting a lung for my poor damaged weeble.

Capturing off settlement tile either involves taking over/making a quick fab structure, laying a sleeping spot, and calling it a prison for the moments it takes to capture someone, or forming the caravan and picking them, effectively taking them prisoner on the go.

I had a mod that would allow you to capture pawns that were downed and provide medical care right there and then, but I deleted my mod subscriptions for a good ol' purge so I forget what it was called.

Dealing with raids vanilla style with a trap corridor is easier than using embrasures and doing firefights, but just feels wrong. Also, I guess sappers are gonna wreck my day eventually.

And I keep forgetting to make orders, "Drop on Floor" smh.


KirbyKhan posted:

Just finished with my vanilla run. The amount of space vanilla requires is BANANAS after living the Deep Storage / OgreStack life. Holyshit pawn, 5X5 is your base line for your bedroom?! Ahhhhhh, I mined this wall of components and it just gave me TWO?!?

It was enlightening, like going camping with rental gear. I now fully appreciate the changes I made when I complied my mod megapack.

:same:

boar guy
Jan 25, 2007

Rimworld: No Man's Vis(count)

HelloSailorSign
Jan 27, 2011

I think I'm not going to purchase the DLC because I want it, but because I've got 1600+ hours in this game and why not throw the developer more money.

boar guy
Jan 25, 2007

HelloSailorSign posted:

I think I'm not going to purchase the DLC because I want it, but because I've got 1600+ hours in this game and why not throw the developer more money.

that's what i did, in spite of my kids' name not being in game even though i paid for it :/

as a bonus, the new content is good and fun and the way they repackaged 'events' is worth it for the $20 alone

Grapplejack
Nov 27, 2007

I'm kind of surprised this thread is so positive on the dlc.

Cool Dad
Jun 15, 2007

It is always Friday night, motherfuckers

Grapplejack posted:

I'm kind of surprised this thread is so positive on the dlc.

I've got like a thousand hours in this stupid game, if the dlc were literally horse armor I'd still feel like I should buy it.

Not until all the mods I want are updated, though.

Der Kyhe
Jun 25, 2008

Cup Runneth Over posted:

In real life this would make you a monster.

In Rimworlds this makes you a saint; he still could have taken several other organs without killing that dude, and any other critical plus use the body to make kibble, or feed him to other prisoners. Or for poo poo and giggles (and training for your doctor) amputate and replace all limbs with low-quality prosthetics and sell the remaining gimp to slavery.

And that's just the option available in the vanilla.

EDIT: Regarding DLC, they should also just bite the bullet and buy the Hospitality mod team out from Patreon and release it as an official DLC or free update.

OwlFancier
Aug 22, 2013

Grapplejack posted:

I'm kind of surprised this thread is so positive on the dlc.

I'm not picking it up yet because I'm skint but it seems well thought out, Rimworld has far more capacity for building stupid vanity projects than it uses in the vanilla game, so the idea of having stupidly picky pawns is a good idea, and the royalty/guest system is a very good way of opting into it and making it a goal of the gameplay. It expands upon existing game elements and encourages you to built neat stuff, and also gives you a neat visual theme too.

It also adds some nice systems which could be expanded on further with mods and comes with some very nice UI and functionality upgrade for the base game. About the only thing "against" it I guess is that it isn't as good as a million mods, but it couldn't realistically be because that's work done by shitloads of people for a lot of time, there's far more labour hours that goes into a big modded game than the devs could realistically do themselves, because that's the power of cooperative work.

Mzbundifund
Nov 5, 2011

I'm afraid so.
The new event and quest types are really neat. I got one where four people had pissed off a mechanoid AI somehow, and they wanted protection for 2 days until a shuttle would come to pick them up. I agreed and I got 4 temporary colonists that I could control just like a normal colonist, but as long as they were in the colony these new mechanoid cluster attacks hit on the regular. I got 3 cluster attacks in those 2 days, so it was like a mini version of the waves of attacks you used to only get while doing the endgame spaceship bootup sequence.

The mechanoid clusters themselves are really cool, instead of mechanoids just dropping in like a normal raid, or crashing in a psychic drone ship chunk, they drop these little mini mech bases that can have turrets, sleeping mechanoids, facilities that do other stuff like create psychic drones or produce another mechanoid every few days. Since I was early in the game the clusters attacking me were pretty small, consisting of two turrets, one of the new pikeman mechanoids, and a proximity sensor. The turrets and pikeman have long ranges, but start dormant until someone attacks them or trips their proximity sensor, so I was able to build some nice granite wall cover just at the edge of the proximity sensor and open the fight by focus firing one of the turrets to death, which exploded, damaging the pikeman. Pikemen themselves are like squishy lancers, they have a big slow accurate long range gun, but are inaccurate at close range, and really bulky and easy to hit with bad armor values, so meleeing them is absolutely the way to go, even with wooden clubs. I ran the temporary colonists into melee and beat the pikeman down while the rest of my real colonists took out the turret. The temporary crew took some slugs to the torso, but their escape shuttle came right then so I just bundled them into it while they were still bleeding, and they escaped, clearing the quest.

I got a painstopper bionic as a reward for clearing it, which is a big deal now that having illegal psykers forces you to either endure the ire of the empire faction or else install a black market psionic silencer mod, which prevents detection but also causes constant pain. Masochist pawns are also probably prime candidates for illegal psyker implants.

I also really want to know what happens if I arrest one of the temporary colonists to recruit permanently. I'm sure I would fail the quest and forego the reward, but would the rest of the temporary colonists turn hostile? Would the mechanoids that hate the temporary colonist continue to launch attacks even after you recruit them?

boar guy
Jan 25, 2007

OwlFancier posted:

It also adds some nice systems which could be expanded on further with mods and comes with some very nice UI and functionality upgrade for the base game.

yeah like this, I love (room stats baked in to the UI):

OwlFancier
Aug 22, 2013

I also thought I saw, in the trailer, that colonists can now use the mechanoid sniper gun?

Mzbundifund
Nov 5, 2011

I'm afraid so.
Not sure about the new needle gun the pikemen use, but you could always use the charge lance. It was (rarely) buyable from exotic traders or you could fabricate your own with advanced components after researching pulse-charged munitions.

OwlFancier
Aug 22, 2013

Huh, I never ran into one. Weird.

Paramemetic
Sep 29, 2003

Area 51. You heard of it, right?





Fallen Rib
Waiting for Children, schools, and learning to update, which the creator suspects will be done by the end of the week. Once that happens I'll be fine, it'll be neat to do a run without Rimefeller and some others.

Are there any new start scenarios? If not I saw Prepare Carefully is done so I'll probably make my own accelerated start. The very initial food loops and so on are very rote to me now so I usually skip them and devmode in a very basic base I can expand on.


Edit: lmao holy moly there's a Monster Hunter mod now

I'm stoked to start responding to raids with a tamed loving Bazelgeuse lmao

Mzbundifund
Nov 5, 2011

I'm afraid so.

OwlFancier posted:

Huh, I never ran into one. Weird.

I didn't use 'em much. They don't compare well to the sniper rifle. Their range is only 37 tiles compared to a sniper rifle's 45, so you're much less safe using them to pick off seigers or attacking enemy colonies. Sniper rifles one-shot plenty of body parts as is, so that extra damage is usually just wasted as overkill. In a killbox scenario you're not going to be shooting at 37 range, so you're much better off using a charge rifle, chain shotgun, or minigun.

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.

OwlFancier posted:

Huh, I never ran into one. Weird.

If you used CE, it removed it.

OwlFancier
Aug 22, 2013

Nalesh posted:

If you used CE, it removed it.

I did sometimes but even without it I never ran into it. CE removes the minigun too as a usable weapon (as far as I know)

Yngwie Mangosteen
Aug 23, 2007
How are y’all playing mods if hugslib and the other basic mod tools one that I can’t remember right now aren’t updated yet?

Also any word on when Androids+++++ will work again?

Sunday Morning
Apr 7, 2007

Easy
Smellrose
Illnesses that don't have an immune race do get benefits from tend quality. You need 300 total tending to cure them. The better the tending the faster they are cured.

Keeshhound
Jan 14, 2010

Mad Duck Swagger

Sunday Morning posted:

Illnesses that don't have an immune race do get benefits from tend quality. You need 300 total tending to cure them. The better the tending the faster they are cured.

Did that get updated? There was a mod that changed the behavior to be that way but I didn't hear about it being adopted for vanilla.

Cease to Hope
Dec 12, 2011

Keeshhound posted:

Did that get updated? There was a mod that changed the behavior to be that way but I didn't hear about it being adopted for vanilla.

yeah. i wanna say it was a change in 1.0, but it wasn't always that way in vanilla.

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Sunday Morning
Apr 7, 2007

Easy
Smellrose
Just checked the wiki. Mecanites have a hidden timer. Others have the 300 tend to cure.

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