|
GENUINE CAT HERDER posted:Okay, this makes the numbers that the game gives make a lot more sense since it's not always clear if something is being added or multiplied. afaik there's a random chance of them being used for each attack instead of your melee weapon. Seeing as they tend to be worse than actual weapons, they seem like a poor choice for a melee character. Better for giving a ranged pawn some ability to fight back when engaged up close.
|
# ? Mar 29, 2020 05:16 |
|
|
# ? May 28, 2024 02:02 |
|
Anyone have, or know of on the workshop, any scenario setups that take the standard crashlanded build and just accelerate it? I am thinking of something that allowed me to jump start past the basic initial research (batteries, solar power, autodoors, gunsmithing, etc...) and give enough resources to build a solid starter base (bedrooms, kitchen, storage, a few workshops) without having to start small and harvest a ton manually. I don't have a lot of fun in the early game buildup and just want to jump forward to where I can be looking at the hi-tech/plasteel phase within half an hour.
|
# ? Mar 29, 2020 06:45 |
|
nessin posted:Anyone have, or know of on the workshop, any scenario setups that take the standard crashlanded build and just accelerate it? I am thinking of something that allowed me to jump start past the basic initial research (batteries, solar power, autodoors, gunsmithing, etc...) and give enough resources to build a solid starter base (bedrooms, kitchen, storage, a few workshops) without having to start small and harvest a ton manually. I don't have a lot of fun in the early game buildup and just want to jump forward to where I can be looking at the hi-tech/plasteel phase within half an hour. Have you checked out just cheating in the stuff you want to start with via the dev panel?
|
# ? Mar 29, 2020 07:16 |
|
Cant you just adjust the starting scenario yourself and give yourself the resources and research. You wouldn't even have to cheat poo poo in.
|
# ? Mar 29, 2020 07:21 |
|
I don’t know of any offhand, but its fairly easy to create your own custom scenario with whatever starting resources and research you like. I took the Rich Explorer scenario and added some androids for labor and a bunch of resources, that worked well for an accelerated start. Prepare Carefully lets you bring furniture too. Nothing stopping you if you want to bring a whole base to the Rim.
|
# ? Mar 29, 2020 07:27 |
|
nessin posted:Anyone have, or know of on the workshop, any scenario setups that take the standard crashlanded build and just accelerate it? I am thinking of something that allowed me to jump start past the basic initial research (batteries, solar power, autodoors, gunsmithing, etc...) and give enough resources to build a solid starter base (bedrooms, kitchen, storage, a few workshops) without having to start small and harvest a ton manually. I don't have a lot of fun in the early game buildup and just want to jump forward to where I can be looking at the hi-tech/plasteel phase within half an hour. Check out Prepare Carefully on the workshop it's not like a scenario or anything but combined with the devconsole you can just, essentially start out however you like.
|
# ? Mar 29, 2020 07:27 |
So monuments are just pointless structures after the quest finishes, right? I can deconstruct them and carry on constructing Novaroma?
|
|
# ? Mar 29, 2020 07:50 |
|
Correct. Some monuments can be destroyed immediately, others must be protected for X days and you suffer a bad event if you don't. If you're set up to handle them, deliberately triggering the bad event by destroying the monument can be good, since you can get meat, prisoners, plasteel, etc. if the bad event is something like manhunters, human raiders, or mechanoids. The quest description will tell you if this specific monument has a protection condition.
|
# ? Mar 29, 2020 08:06 |
HiroProtagonist posted:Tropical forests can go even higher. 170-something F average temperature in my current map, tops out over 190F. Gently caress! Thats 104 Celcius. Thats over the boiling point of water! Everything alive should be boiling to death. The air would turn to steam!
|
|
# ? Mar 29, 2020 10:11 |
|
How can I send an animal to attack an enemy? I've got an emu trained up to attack but it's master has the release command greyed out.
|
# ? Mar 29, 2020 14:30 |
|
Have you ticked the "Follow master when drafted" option in the animals tab?
|
# ? Mar 29, 2020 14:32 |
|
HiroProtagonist posted:Check out Prepare Carefully on the workshop Vengarr posted:I dont know of any offhand, but its fairly easy to create your own custom scenario with whatever starting resources and research you like. I took the Rich Explorer scenario and added some androids for labor and a bunch of resources, that worked well for an accelerated start. Captain Monkey posted:Have you checked out just cheating in the stuff you want to start with via the dev panel? Telsa Cola posted:Cant you just adjust the starting scenario yourself and give yourself the resources and research. I'm aware of all this, I was asking to see if someone had already made one up. Not only because I'm lazy but it's also useful to see what others consider an accelerated start that I may not have thought of or may have been creative in balancing it out.
|
# ? Mar 29, 2020 14:48 |
|
Is there a way, mods or otherwise, to set up a "put out fires" zone that isn't a Home Area? I want my colonists to put out fires between my complex and my outer walls, but I don't want them running around cleaning dirt off the dirt. Or is this just where I suck it up and lay down concrete everywhere?
|
# ? Mar 29, 2020 14:55 |
|
Dirt doesn't get dirty except from vomit and blood. Flooring an area actually increases the cleaning it requires because you can track dirt onto concrete but not onto dirt.
|
# ? Mar 29, 2020 15:18 |
|
Blood, coolant, vomit, bug guts and so on after a raid can get on dirt and then you have cleaners running around staring at every corpse ever and getting sad from it. I generally end up having to draw and redraw home zones down to the individual tiles on the edge of the base because of it. If there's a mod like described above that would be neat. Oh also trails of blood etc going through crop lands. It's home zone so everyone fights fires but I really don't care if the corn fields are dirty. Easiest way to me would be to program a separate zone for cleaning. Not a pawn restriction zone though. Roof zone, home zone, cleaning zone.
|
# ? Mar 29, 2020 15:42 |
|
Broken Cog posted:Do open doors count as free passage for raiders so they don't start attacking walls? Yes, raiders can path through open doors.
|
# ? Mar 29, 2020 15:53 |
|
deep dish peat moss posted:Is there a way, mods or otherwise, to set up a "put out fires" zone that isn't a Home Area? I want my colonists to put out fires between my complex and my outer walls, but I don't want them running around cleaning dirt off the dirt. Kanos posted:Dirt doesn't get dirty except from vomit and blood. Flooring an area actually increases the cleaning it requires because you can track dirt onto concrete but not onto dirt. Specifically, you can pack the dirt to stop things growing on it and I believe it still counts as dirt for the purposes of cleaning. So make packed dirt firebreaks.
|
# ? Mar 29, 2020 16:04 |
|
The easiest solution to "help my pawns are running around cleaning blood off dirt patches" is to just install the "rain washes away filth" mod, which should honestly be a vanilla feature.
|
# ? Mar 29, 2020 16:11 |
|
deep dish peat moss posted:Is there a way, mods or otherwise, to set up a "put out fires" zone that isn't a Home Area? I want my colonists to put out fires between my complex and my outer walls, but I don't want them running around cleaning dirt off the dirt. Setting up a separate cleaning zone, turning off cleaning entirely and then manually having "cleaning days" when you crank cleaning up to highest priority and restrict all pawns to only the cleaning area until it's all done. If there's a more elegant method I'm not able to come up with it, but that would be the way I would go about hitting all your particulars. In reality I usual just opt for the latter out of laziness and general disinclination towards micro
|
# ? Mar 29, 2020 16:12 |
|
Kanos posted:The easiest solution to "help my pawns are running around cleaning blood off dirt patches" is to just install the "rain washes away filth" mod, which should honestly be a vanilla feature. I think it does happen eventually by itself.
|
# ? Mar 29, 2020 16:14 |
|
deep dish peat moss posted:Is there a way, mods or otherwise, to set up a "put out fires" zone that isn't a Home Area? I want my colonists to put out fires between my complex and my outer walls, but I don't want them running around cleaning dirt off the dirt. Install the Cleaning Area mod. Pawns will only clean inside the set cleaning area, so you can set the home zone for fire/repair as needed.
|
# ? Mar 29, 2020 16:20 |
|
Cease to Hope posted:Yes, raiders can path through open doors. Cheers, that's good to know. Figured I'd use it so I could lock down the base in case of nasty manhunter packs earlygame.
|
# ? Mar 29, 2020 16:24 |
|
Broken Cog posted:Cheers, that's good to know. Figured I'd use it so I could lock down the base in case of nasty manhunter packs earlygame. Make a choke with traps, that pulverizes both raiders and manhunters early on.
|
# ? Mar 29, 2020 16:32 |
Kanos posted:The easiest solution to "help my pawns are running around cleaning blood off dirt patches" is to just install the "rain washes away filth" mod, which should honestly be a vanilla feature. Doesn't help if it rains like twice a year though.
|
|
# ? Mar 29, 2020 16:33 |
|
Black Griffon posted:Doesn't help if it rains like twice a year though. Sounds like you need to light enough fires to trigger the game's "rain if there's too much fire on the map" effect.
|
# ? Mar 29, 2020 16:37 |
|
Cease to Hope posted:Make a choke with traps, that pulverizes both raiders and manhunters early on. I kinda don't like using too many traps, I place a few around the entrance to thin out waves, but I like having a line of pawn defense rather than relying on traps and turrets. As a bonus, it also skills up my pawns for when the inevitable sapper or drop-in raid comes.
|
# ? Mar 29, 2020 16:39 |
Kanos posted:Sounds like you need to light enough fires to trigger the game's "rain if there's too much fire on the map" effect. that's a solution that's very much in the spirit of Randy if nothing else
|
|
# ? Mar 29, 2020 16:45 |
|
Piell posted:Install the Cleaning Area mod. Pawns will only clean inside the set cleaning area, so you can set the home zone for fire/repair as needed. Welp looks like someone had the exact same thoughts I had, so consider that one problem solved. In payment I offer this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2038409475&searchtext=yayo+combat I don't know that I'd install it because of the mechanics changes it makes but those animations are amazing and I'd install a pack that had just them alone without a second thought.
|
# ? Mar 29, 2020 16:59 |
|
Piell posted:Install the Cleaning Area mod. Pawns will only clean inside the set cleaning area, so you can set the home zone for fire/repair as needed. This is exactly what I needed, thank you! My previous solution has been just cheating in a low tier android from Android Tiers, restricting them to inside the base, making them do nothing but clean and then turning off cleaning for everyone else I also use the mod that lets me place dumpsters and trash cans that auto-clean in a radius around them but it takes a while to get to that research
|
# ? Mar 29, 2020 17:21 |
Are there mods to 1) make bills default to "Drop on the Ground" 2) Add a "smelt/break down at appropriate table" button onto items for those exceptions that escape my level of fucks when i set up smelter destruction bills.
|
|
# ? Mar 29, 2020 18:29 |
|
So because I'm getting weird stuck inside I started a new colony. Doing nothing special yet with 'em they got named Corona Kids and they live in Quarantine City. Very first quest we get from Randy is for us to hold a prisoner for 16 days. Some noble is in a sex scandal and blah blah. The prisoner has the plague. Of course I accept this, the Corona Kids mission is now clear. Aside from a large ICU gonna build a bigass prison. With it's own bigass ICU. I think we might need it.
|
# ? Mar 29, 2020 19:04 |
|
Tristesse posted:So because I'm getting weird stuck inside I started a new colony. Doing nothing special yet with 'em they got named Corona Kids and they live in Quarantine City. This is wildly inappropriate and you should mod in covid-19. You Blackheart.
|
# ? Mar 29, 2020 19:13 |
|
The mod exists, though even I feel that may be a step too far. My plague prisoner tried to jailbreak, and wound up getting her middle finger punched off for her efforts. This is some kind of metaphor and I can only hope art will be made referencing that moment.
|
# ? Mar 29, 2020 19:26 |
|
It's almost a shame that they can't be recovered to be placed on display.
|
# ? Mar 29, 2020 19:33 |
|
I already had my best researcher get the plague AND malaria at the same time. The game doesn't need more illnesses.
|
# ? Mar 30, 2020 14:42 |
|
I will be having bronto steaks for years.
|
# ? Mar 30, 2020 15:12 |
|
Arrath posted:Are there mods to 1) make bills default to "Drop on the Ground" Better Workbench Management allows you to set bills to drop on floor by default. There was a mod that added buttons to items for smelting designations but it looks like it's not being updated for 1.1 (author has technical issues). isndl fucked around with this message at 17:38 on Mar 30, 2020 |
# ? Mar 30, 2020 16:31 |
|
jokes posted:You can manually force them to level up shooting with some creative construction. Does darkness still affect shooting? I thought that was taken out a long time ago.
|
# ? Mar 30, 2020 16:32 |
|
Manager Hoyden posted:Does darkness still affect shooting? I thought that was taken out a long time ago. It was removed a while ago, yeah. It was a thing for so long that a lot of people take it for granted though, myself included.
|
# ? Mar 30, 2020 16:38 |
|
|
# ? May 28, 2024 02:02 |
|
Vengarr posted:It was removed a while ago, yeah. It was a thing for so long that a lot of people take it for granted though, myself included. gently caress. Well, whatever.
|
# ? Mar 30, 2020 16:57 |