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Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

FuzzySlippers posted:

How do I make someone less hideous? I reunited one of my best soldiers with her husband and the rear end in a top hat always make her unhappy since she's "hideous" and doesn't like her. Is it because she's half cyborg? She doesn't have any ugly traits or anything. Otherwise I guess her hubby has to accidentally die in the next firefight.

Aesthetic Nose or Aesthetic Shaper

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Keeshhound
Jan 14, 2010

Mad Duck Swagger

FuzzySlippers posted:

How do I make someone less hideous? I reunited one of my best soldiers with her husband and the rear end in a top hat always make her unhappy since she's "hideous" and doesn't like her. Is it because she's half cyborg? She doesn't have any ugly traits or anything. Otherwise I guess her hubby has to accidentally die in the next firefight.

Probably disfigured (missing eye/nose/ears) or maybe a body purist thing. Disfigured can be fixed with prosthetics or bionics of the right persuasion.

cugel
Jan 22, 2010

FuzzySlippers posted:

How do I make someone less hideous? I reunited one of my best soldiers with her husband and the rear end in a top hat always make her unhappy since she's "hideous" and doesn't like her. Is it because she's half cyborg? She doesn't have any ugly traits or anything. Otherwise I guess her hubby has to accidentally die in the next firefight.

There is a mod for that: Plasteel Surgery. I used it for my count and countess couple with the nose & shaper. Didn't want an ugly breakup.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

In my current game, somehow it worked out that (apart from the droid who is now my T5) the colony was a married couple and their two children. The husband caught an eye scar early on, and because he was the surgeon, it took so long before one of the other humans could learn enough medical skill to pop in a new eye. Because the wife was my primary noble (holy crap, high-tier nobles spend so much time on the throne) and I had installed the psychic harmoniser in her, I was so worried for the first few years that the disfigured penalty was going to lead to a tantrum spiral lol.

I really appreciate that nobles with psychic sensitivity and a full set of psycast gear are a lot of fun to use. The healing bionic is also absolutely fantastic and really cuts down on the time you need to spend in hospital. Really, all of the Royalty bionics (except for the specialised limbs stuff I haven't touched yet) are pretty great, and almost all of my silver is going on more advanced components to turn into more bionics for the cybercountess.

The leading couple have all the beauty mods, but their daughter has physically hideous. I feel like kind of a bad person for it, but I'm considering her as a candidate for the stoneskin implant.

HiroProtagonist
May 7, 2007

FuzzySlippers posted:

How do I make someone less hideous? I reunited one of my best soldiers with her husband and the rear end in a top hat always make her unhappy since she's "hideous" and doesn't like her. Is it because she's half cyborg? She doesn't have any ugly traits or anything. Otherwise I guess her hubby has to accidentally die in the next firefight.

If you can figure out a way to fix that, there's probably a lot of Reddit posters that could use tips

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


the king of space got buried in the spider cave mass grave and i can't imagine the empire is very happy about that. i exhumed him to steal his crown

deep dish peat moss
Jul 27, 2006

Suddenly in Android Tiers, I can't perform operations on androids. I can bill them up, they go lay in a medical android pod, I select a doctor/crafter with more than enough skill, I have all the android research completed - but no one ever operates and if I right click the patient with the doctor selected "Rest until healed" is the only option.

I'm assuming it's a conflict with another mod because my mod list is enormous and I installed a ton of new ones before this started happening. Does anyone have any ideas at what might be causing it? For now I've just disabled android rusting in the mod options


Also does anyone have a basic newbie guide to Rimatomics? I'm finally taking the time to figure out all these major mods like Hygeine, Rimefeller, etc. but I can't for the life of me figure out Rimatomics, I don't even know where to start, and I couldn't find anything on the workshop page.

deep dish peat moss fucked around with this message at 03:59 on Apr 25, 2020

Asimo
Sep 23, 2007


Rimatomics is absurdly self-explanatory. Once you do the basic research it gives you a research table with its own unique research options, and most of them involves multiple steps that effectively walk you through the construction of stuff while you research it. The special UI makes it look way more intimidating than it actually is.

Danaru
Jun 5, 2012

何 ??
Honestly one of my very few complaints with Rimatomics is that you basically have to play the 'tutorial' every time you start a new map. I understand why but sometimes I wish I could just start with the basics already unlocked.

HiroProtagonist
May 7, 2007

deep dish peat moss posted:

Suddenly in Android Tiers, I can't perform operations on androids. I can bill them up, they go lay in a medical android pod, I select a doctor/crafter with more than enough skill, I have all the android research completed - but no one ever operates and if I right click the patient with the doctor selected "Rest until healed" is the only option.

I'm assuming it's a conflict with another mod because my mod list is enormous and I installed a ton of new ones before this started happening. Does anyone have any ideas at what might be causing it? For now I've just disabled android rusting in the mod options


Also does anyone have a basic newbie guide to Rimatomics? I'm finally taking the time to figure out all these major mods like Hygeine, Rimefeller, etc. but I can't for the life of me figure out Rimatomics, I don't even know where to start, and I couldn't find anything on the workshop page.

You need the repair kits

It's the "medicine" for androids functionally

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

HiroProtagonist posted:

You need the repair kits

It's the "medicine" for androids functionally

Which, confusingly, is different from nanokits which work the same as medicine. The repair kits aren't actually used in mending wounds, just in surgery.

deep dish peat moss
Jul 27, 2006

HiroProtagonist posted:

You need the repair kits

It's the "medicine" for androids functionally

I have these too :( When a resource is missing like repair kits it will say what's preventing it in the right-click context menu, in this case the "prioritize operating on..." option doesn't even appear, like the operation bill isn't getting created as a job.

HiroProtagonist
May 7, 2007
Oh hmm that's weird then. Were you missing a qualified surgeon?

E: never mind you said you had one

Suggest that you set up a 3x3 dedicated room and figure it out. Could be that wherever you're keeping the kits is inaccessible for some reason by the surgeon

HiroProtagonist fucked around with this message at 04:30 on Apr 25, 2020

HiroProtagonist
May 7, 2007
In all of my "experimental surgeries" experiences, inability to operate is always due to very specific zoning restrictions

boar guy
Jan 25, 2007

Danaru posted:

Honestly one of my very few complaints with Rimatomics is that you basically have to play the 'tutorial' every time you start a new map. I understand why but sometimes I wish I could just start with the basics already unlocked.

rimworld itself is very much that way. i'd love a script to automate the first twenty minutes of the game since i always do the same thing with that time

deep dish peat moss
Jul 27, 2006

I think I've double checked everything, so my only guess is a mod conflict.

I have 6 qualified surgeons (this is just painting an android, it requires 0 skill, I have 6 colonists with both Doctor + Crafting enabled, 2 of which have 14+ crafting)
The room I'm in is a 6x5 room with an Android Pod and Android Upgrade Station both set to Medical (and the problem happens in either one of them) - there's also an Upgrade Cabinet next to the Upgrade Pod
There are 50 repair kits, 25 intermediate nanokits, and 25 android upgrade kits sitting on the floor and not disallowed in the same room
I don't use area restrictions on any of my colonists
My androids are all set to allow Best Quality Medicine

This also happens with all treatment of androids, one of them got shot and had a coolant leak and I had to use the dev tools to heal them after they laid in the android pod for a week with no one stopping by to operate


(The bill is of course not pictured here because I have the doctor selected, not the patient, but the same thing happens with literally any bill on an android)

Edit: Oh yeah, the pod isn't pictured either because I moved it to the hospital to see if that would help, but it didn't.

deep dish peat moss fucked around with this message at 04:47 on Apr 25, 2020

deep dish peat moss
Jul 27, 2006

I'm dumb, I had "Repair Androids" toggled off for everyone

HiroProtagonist
May 7, 2007
Almost certainly some kind of mod conflict then, sorry. I've used android tiers extensively and never run into this issue

Use dev mode to add/remove Hediffs and heal thorax and feel no shame about it

Edit: welp

Danaru
Jun 5, 2012

何 ??
Do you have quality surgeon or whatever the mod is that only let's the colonist with the highest success rates do surgery? I've had a couple times where due to bionics or mechanites, the person with the best surgery chance is someone who doesnt have medicine active, so no surgeries ever happened. It should be easy to check who's got the best android upgrade chance if you have the numbers mod installed

E: oof, at least it's fixed:v:

Complications
Jun 19, 2014

deep dish peat moss posted:

I'm dumb, I had "Repair Androids" toggled off for everyone

Once, between saves, I added a couple new factions and a shiny new guns mod to a save. When I loaded in, the next set of guests from the Hospitality mod came by and promptly refused to notice their beds. Half of them were stuck in the restroom standing until they collapsed and half were sleeping in beds, and all of them were complaining that there weren't enough when I had three times the number available. I must've spent six hours that weekend breaking the four mods into smaller and smaller pieces trying to run down the problem in between running tests on other saves which turned out to be perfectly functional. Turned out that I'd forgotten to expand the guest zone when I'd remodeled the place just before I saved.

The moral of the story is that you are in good company for dumb.

:shobon:

Peachfart
Jan 21, 2017

I'm trying Rimatomics and I can't figure out how to make the nuclear reactor work. I built everything and made fuel rods but it won't accept them or something. Oh well.

GodspeedSphere
Apr 25, 2008

deep dish peat moss posted:

I'm dumb, I had "Repair Androids" toggled off for everyone

Personally, this feels better than when an all wooden base Burns to the ground. Also I've made similar mistakes pretty much nonstop since I got on Rimworld.

TOOT BOOT
May 25, 2010

One time I realized pretty late into the early game that I forgot to set up any growing zones.

OwlFancier
Aug 22, 2013

nessin posted:

Since Combat Extended dropped a couple days ago I rebuilt a modlist around what worked with it (mostly, I left in Genetic Rim which I'm assuming won't work properly for the mech units) and I can see why people enjoy it but man is it obtuse. I'm assuming that's because they're trying to make the system work as best possible with what Rimworld offers. However the biggest problem I'm having is how to figure out gun + ammo stats, is there any way to do so? Like what's the armor penetration value of a AK-47 with AP ammo versus FMJ? Can't tell if it's worth it to always run FMJ or actually keep both AP and HP ammo on hand and swap as needed.

Firearms have their stats with their various ammo types listed in their info box, select the damage stat and it should give you a list of the different types on the right.

Unless they changed it recently.

As a general rule all ammo types are worth it. FMJ works on most things but will struggle against heavy armour, AP is an absolute necessity to fight things with power armour or armoured mechanoids and some bugs (centipedes are flat out impervious to anything other than high caliber AP) but does slightly less damage per shot, so it will take a bit more fire to down a target. While HP does a lot more damage to unarmoured targets but can be substituted for more volume of fire in most cases, HP is best for like, a panic pistol to deter hostile wildlife, when killing something as fast as possible is important.

Generally if you can only make one, especially for low caliber firearms or pistol cartridges, I would suggest AP ammo because it works on the most things, but you can transition into FMJ if you're using high powered weapons like full size rifles (or possibly intermediate calibers too) and HP is more of a specialist thing when you know you're gonna be fighting unarmoured targets. So tribal raid, hunting, that sort of thing.

OwlFancier fucked around with this message at 07:06 on Apr 25, 2020

Vengarr
Jun 17, 2010

Smashed before noon

Peachfart posted:

I'm trying Rimatomics and I can't figure out how to make the nuclear reactor work. I built everything and made fuel rods but it won't accept them or something. Oh well.

Have a pawn operate the console. It’ll bring up a screen where you can designate how many fuel rods to put in the reactor. You remove rods, activate/deactivate the reactor and adjust the power level from the same screen.

Asimo
Sep 23, 2007


More specifically you click the grid on the left side of the menu and tell it specifically where to put the rods. The more than are closer together the more power it makes, but the faster they burn out. A basic reactor in a honeycomb pattern can produce like 25k power basically indefinitely (~40 years), but it scales down rapidly as you start filling in the gaps. There's no real reason not to though besides limited resources or crafter time since you can throttle down the output (and reduce the heat produced, make the rods last longer, etc.) with the sliders on the right.

misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:
Oh my god I've been playing rimworld of magic and I just found out that you can set arcane mage's blink to autocast and they'll use it to get around on their own. I can't believe I wasted so much of their time on walking.

OwlFancier
Aug 22, 2013

That works with a lot of abilities, especially movement ones.

It's also one of the reasons arcane mages are so good, because they train super fast with that move. Combined with the shadow ability just one of them can massively enhance colony output.

FeculentWizardTits
Aug 31, 2001

Is there a way (or a mod) to keep pawns out of other people's rooms? Or a way to set furniture ownership for things other than beds? In my last game I gave every colonist a sizeable house with a personal fridge and furniture that included a table and chairs. The end result is that random colonists drop into each others' houses at random hours just to sit at someone else's table, resulting in disrupted sleep mood penalties for the occupant. I could set up a zone for each home and adjust the permissions accordingly, but I don't want to have to fiddle with that every time I need to get a construction pawn in there for renovations, or have someone deliver new meals to the fridges.

Vadoc
Dec 31, 2007

Guess who made waffles...


Click on the table, unselect making it a gathering location.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Communist Walrus posted:

Is there a way (or a mod) to keep pawns out of other people's rooms? Or a way to set furniture ownership for things other than beds? In my last game I gave every colonist a sizeable house with a personal fridge and furniture that included a table and chairs. The end result is that random colonists drop into each others' houses at random hours just to sit at someone else's table, resulting in disrupted sleep mood penalties for the occupant. I could set up a zone for each home and adjust the permissions accordingly, but I don't want to have to fiddle with that every time I need to get a construction pawn in there for renovations, or have someone deliver new meals to the fridges.

There's a Locks mod to set movement permissions through doors, but that will hit the same problem as zoning for construction work. Rimworld just doesn't recognize individual lifestyles, really.

Danaru
Jun 5, 2012

何 ??

Vadoc posted:

Click on the table, unselect making it a gathering location.

People will still koolaid into the room in the middle of the night to eat someone else's food and watch their tv :(

Actually if you've got the space, you could use wall fridges for people to deliver food to, and just click the unlock button whenever you need your builders in there. If you have roombas or a pawn you can stick on cleaning duty full time, you can just set them to be able to open the door too

Danaru fucked around with this message at 12:26 on Apr 25, 2020

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

misguided rage posted:

Oh my god I've been playing rimworld of magic and I just found out that you can set arcane mage's blink to autocast and they'll use it to get around on their own. I can't believe I wasted so much of their time on walking.

Just be careful if you use the addon that allows you to restrict rooms to specific colonists by locking doors, because blinking mages will sometimes try to shortcut through locked rooms and be unable to leave, probably because the locked door blocks pathfinding and they're not smart enough to blink out without it.

Vengarr
Jun 17, 2010

Smashed before noon

Asimo posted:

More specifically you click the grid on the left side of the menu and tell it specifically where to put the rods. The more than are closer together the more power it makes, but the faster they burn out. A basic reactor in a honeycomb pattern can produce like 25k power basically indefinitely (~40 years), but it scales down rapidly as you start filling in the gaps. There's no real reason not to though besides limited resources or crafter time since you can throttle down the output (and reduce the heat produced, make the rods last longer, etc.) with the sliders on the right.

Also the sooner the rods burn out, the sooner you can refine them into plutonium for your nuclear arsenal.

deep dish peat moss
Jul 27, 2006

What's the best way to make sure colonists without radiation suits don't go into my rimatomics reactor room? Do I just need to create a zone that includes every area except the reactor and restrict the people who aren't wearing a rad suit to that area? Or should I just stick everyone in rad suits?

Danaru
Jun 5, 2012

何 ??
Rods produce less energy the more depleted they are, so there's no real reason not to bust them into the plutonium thinger as soon as they hit 50 unless you're having uranium supply problems and cant replace them. Even the smallest reactor fully loaded will supply a power hungry base for a few years before you need to think about supplementing with solar

E:

deep dish peat moss posted:

What's the best way to make sure colonists without radiation suits don't go into my rimatomics reactor room? Do I just need to create a zone that includes every area except the reactor and restrict the people who aren't wearing a rad suit to that area? Or should I just stick everyone in rad suits?

I dont know if it's new or a separate mod added it, but my work tab has a separate "nuclear" job for replacing rods, you should be able to just pick one schmuck hero to put on the suit when it's time to replace rods and do his thing

Danaru fucked around with this message at 16:41 on Apr 25, 2020

deep dish peat moss
Jul 27, 2006

Okay cool, I have the Nuclear work job. I'm worried about other colonists running in to maintain the doors or whatever but I suppose it's not a big deal as long as my doors are distant from the reactors?

Danaru
Jun 5, 2012

何 ??

deep dish peat moss posted:

Okay cool, I have the Nuclear work job. I'm worried about other colonists running in to maintain the doors or whatever but I suppose it's not a big deal as long as my doors are distant from the reactors?

I want to say reactors themselves are jacketed enough that theres no appreciable radiation (at least with uranium rods, MOX might be different) The main dangers of radiation are during the unloading of used rods, and with the toxic waste byproduct from plutonium creation. I definitely remember sticking a radiation detector in the reactor room and not seeing it go off.

Before it was split into it's own job, I had haulbots straight up fall apart hauling spent rods because the radiation fried them :gonk:

Cool Dad
Jun 15, 2007

It is always Friday night, motherfuckers

That probably answers the question I had, are androids susceptible to radiation?

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nessin
Feb 7, 2010
Is there a way to increase the size of just the work tab? I'm using the Work tab addon and expanding out the detailed priorities, even for just a single task, is painfully small to read.

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