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Got the new ending, it was very rough at the end there had nonstop pod drops on my base the last few days. Near the end there I only had a handful of pawns left, my lord and the one I was protecting were stuck in a bunker together I had a psychic harmonizer on my lord to help keep the other happy while everyone died outside. I was worried for a bit when my lord's wife died but I had a stash of emergency drugs on hand to help him through that.
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# ? Mar 10, 2020 16:26 |
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# ? Jun 10, 2024 01:37 |
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Can you implant a joywire in the stellarch?
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# ? Mar 10, 2020 16:29 |
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I was reading about armor values and how they are one of the best items that scale with quality. I didn't look at the numbers myself because I'm still in the crafting bionic arms and legs for everyone phase. But your pictures showed it pretty well.
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# ? Mar 10, 2020 16:35 |
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Speaking of power armor, all three levels of power armor are reasonably useful. Heavier armor has larger move penalties and higher material costs. Recon, in particular, has no move penalty whatsoever. However, for the helmets, only build the heaviest power helmets you can. Every power armor helmet uses only one advanced component, and there are no penalties for using heavier helmets.
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# ? Mar 10, 2020 16:45 |
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Broken Cog posted:Figured that was the "Cold Bog" or whatever that wet cold biome was. Cold Bog is the equivalent to the uh "Tropical Swamp" biome, where Boreal Forest is the equivalent to Tropical Jungle. Temperate Forest is the middle between them. I guess I was thinking of flu/plague though based on Flesh Forge, and not malaria specifically.
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# ? Mar 10, 2020 16:54 |
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Yeah those swamp/bog areas have a higher incidence of diseases in general, while the drier biomes have a lower frequency, but the specific diseases are set for each biome (not always in a realistic way but there you have it)
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# ? Mar 10, 2020 17:02 |
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Do mechanoids wake on their own if you go too close? I got a cluster that was basically only turrets with a timed activator, so I figured I'd try to wall them in, but they woke up as soon as I started building around them.
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# ? Mar 10, 2020 19:28 |
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They wake up if you build to close. Just like thrumbos, trying to pen them in while sleeping.
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# ? Mar 10, 2020 19:36 |
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Welp I started running out of insect meat for my runaway bear breeding program, time to start chopping up these tribals and feeding the bears.
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# ? Mar 10, 2020 19:38 |
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Tenzarin posted:Welp I started running out of insect meat for my runaway bear breeding program, time to start chopping up these tribals and feeding the bears. you don't need to chop them, just give them access to the bodies. I was happy to find another Animal Food Restriction mod because I get annoyed when the horses break into the Fine meal storage. Now they respectfully go back to their hay, nutrient paste, or simple meals. If you're using the deep storage mod, the meat hooks are a great place to stack bodies for the animals. You can create a relatively small freezer, stock it with animal fodder, and check them now and again to see if something's gonna rot soon (and forbid the others). This avoids the social malus on the butcher and the colony-wide mood hit from butchering humanlike.
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# ? Mar 10, 2020 19:44 |
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But then you'd miss out on their fine Corinthian leather
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# ? Mar 10, 2020 19:50 |
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Tenzarin posted:Welp I started running out of insect meat for my runaway bear breeding program, time to start chopping up these tribals and feeding the bears. In terms of actual nutrition efficiency you're probably better off just having someone mass produce simple meals and giving the bears access to a freezer full of them.
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# ? Mar 10, 2020 19:51 |
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Got a prisoner watch quest that came with 6 "champions", basically pawns with high melee stats, heavy armor and various decent melee weapons. Now my entire map is free of mechanoid clusters, infestations, and some random predators. Definitely gonna try and set up some melee pawns for the future. Fun to play around with.
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# ? Mar 10, 2020 20:04 |
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I love how deep minerals patches are no longer limited. I may be a few patches behind, I only played again cause of the dlc.
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# ? Mar 10, 2020 20:04 |
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Anyone know what's going on here? As you can see in the top right I have a pretty decent supply of medicine, so that shouldn't be the issue. Do shelves not count as stockpiles?
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# ? Mar 10, 2020 20:14 |
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I was thinking of going back to the mod that stuck a button on nutrient paste dispensers that allowed dispensing of 1 or 5 meals at an immediate cost of power, so you could actually have stacks of nutrient paste without the draft/forbid trick. Animals have no issue with paste. You then have something that all animals can eat (rather than haygrass [maybe turned into kibble] for herbivores and something else for the carnivores), and with haygrass being a 8 day grow for 18 hay (or 0.9 nutrition worth) compared to corn being a 11.3 day grow for 22 (or 1.1 nutrition) that then turned into paste (0.9 nutrition for 0.3 worth of input) puts corn (or rice/potatoes/strawberries) far ahead of hay for feeding animals, if you feed them nutrient meals made out of it and you have larger animals eating it. If I've done my rough math right, you need animals utilizing around 0.5 nutrition of the paste meal for corn usage to equal haygrass usage. However, the storage ability of haygrass remains a nice bonus and paste meals spoil fast, though I don't think there'd be huge issue waiting for the first animal starvation pop up to throw out a few stacks that your haulers bring over. It also means you are growing something your colonists can eat should you need it.
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# ? Mar 10, 2020 20:15 |
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Broken Cog posted:
Prisoners have lower medical item usage restrictions on default, check which one is allowed on the individual prisoner.
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# ? Mar 10, 2020 20:16 |
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HelloSailorSign posted:Prisoners have lower medical item usage restrictions on default, check which one is allowed on the individual prisoner. You're right, cheers! Wasn't aware that restriction also applied for operations.
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# ? Mar 10, 2020 20:18 |
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Are there any zone restrictions so no one can access the medicine? Does the prisoner have a restriction on what medicine is allowed?
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# ? Mar 10, 2020 20:18 |
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Side note, shelves and boxes are very good because they hide the ugly stat on things like, uh, human corpses
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# ? Mar 10, 2020 20:22 |
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Anyone tried shoving prisoners/people you are supposed to protect into cryochambers for the duration?
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# ? Mar 10, 2020 20:26 |
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I almost just wanna see how many it spawns.
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# ? Mar 10, 2020 20:51 |
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Tenzarin posted:I almost just wanna see how many it spawns. do it. save and roleplay that countess baby
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# ? Mar 10, 2020 20:55 |
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They spawned in the throne room, the research lab, and the hospital. Those rooms had no chance. The first wave comes. I pushed them back. More come. Even more come. Then my game crashed. The lost of the throne room is most likely too much to bear.
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# ? Mar 10, 2020 21:04 |
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Man I just can't get behind that base layout. Infestations don't really bother me at all once I get some basics done although I don't think I've ever had more than about 40 hives worth before e: Oh gosh. Well my sympathies to any invaders from the Manosphere Flesh Forge fucked around with this message at 21:24 on Mar 10, 2020 |
# ? Mar 10, 2020 21:16 |
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lmao got a quest to babysit a bunch of malaria-ridden, good combat stat refugees for a few weeks and decided to sit on the quest for a few days while I build them somewhere to sleep, and right before I went to trigger it I got a quest to draw the attention of some raiders and take on a few waves of them s y n e r g y
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# ? Mar 10, 2020 21:31 |
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Ahahaha this is hilarious Were psychic ship parts gender-specific before? I don't think they were
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# ? Mar 10, 2020 21:51 |
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No not that I'm aware of, they were everyone on the map. Running a monogender colony based around a crashed ship part that just screams at people constantly is a fun idea
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# ? Mar 10, 2020 22:23 |
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Psychic female/male has been a thing for a long time.
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# ? Mar 10, 2020 22:24 |
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socialsecurity posted:Psychic female/male has been a thing for a long time. Yes, but not as ship parts. Ship parts, as far as I am aware, have hitherto affected everybody on the map, whereas the map condition ones are gendered.
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# ? Mar 10, 2020 22:25 |
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Right, and the incident is aware of colonist gender and never, ever gives you one for the opposite gender if you have all boys/all girls. This is a new situation.
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# ? Mar 10, 2020 22:27 |
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Using these new physic ships as a weapon for mono gendered colonies is a very interesting move.
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# ? Mar 10, 2020 22:27 |
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Finished cobbling together a modpack for 1.1, started running my customary Randy Savage. Did the Deserter as soon as it popped for the extra colonist, figuring I'd mend relations with the Empire later and really how bad could pissing off the Empire be??? A season later my dirthole with 6 colonists, wooden walls, and a trap corridor for defenses gets hit by a siege consisting of 10 power armored pawns, 7 of which have shield belts and monoswords and the 3 ranged ones have charge lances and charge rifles. I try the ol' "bait them into charging through my trap corridor" trick, which works on about half of them - the rest go straight for my wooden wall and punch through it with trivial ease. My desperate militia, armed with some old bolt actions, SMGs, and carbines, has no loving chance of even hurting one of these dickheads. They start carving my defenders up like Christmas ham and only the fact that half of them died in the trap corridor causes the raid to break - they carry off my hi tech research bench and half of my weapons from my downed militia(because, you know, they need the weapons). Somehow, no one died, but I lost several limbs. I'm living in terror of the Empire right now in a way that no raid faction has really made me fear before. Their average soldier is geared like an endgame player colonist and the raid builder will eagerly outnumber you with this caliber of troop. Low tech gunfire splashes off them like rain and they have the best weapons possible. Kanos fucked around with this message at 22:39 on Mar 10, 2020 |
# ? Mar 10, 2020 22:37 |
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Sillybones posted:Does it still work? Yes its been updated. Also today I learned the bloodlust trait also lets you wear human skin clothing for bonus mood.
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# ? Mar 10, 2020 22:46 |
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Leal posted:Using these new physic ships as a weapon for mono gendered colonies is a very interesting move. A while back someone mentioned purchasing as many psychic foil helmets as they could and just leaving psychic ship parts on the map as their defense against raids.
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# ? Mar 10, 2020 22:50 |
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Telsa Cola posted:Yes its been updated. Twice the Lord I got for the final quest in the royal questline had bloodlust, made him very fancy royal human skin clothes was easy to keep him happy.
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# ? Mar 10, 2020 22:57 |
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Telsa Cola posted:Yes its been updated. Bloodlust is super powerful, it's one of the most beneficial traits in the game. e: e.g. you can finish off a downed enemy or unfortunate pod crasher for a huge lasting mood buff
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# ? Mar 10, 2020 23:04 |
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Telsa Cola posted:Yes its been updated. Thanks for that. It was news to me and it was my old mod.
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# ? Mar 10, 2020 23:18 |
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Monuments are getting really really dumb at this point.
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# ? Mar 11, 2020 00:18 |
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# ? Jun 10, 2024 01:37 |
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I love how the throne room is considered a social space, so you often get people getting drunk by the harp or lighting up a blunt on the throne.
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# ? Mar 11, 2020 00:28 |