Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
double nine
Aug 8, 2013

what's a good way to deal with this? The mountain rubble falling down is a good way for enemies to take cover behind, which I'd rather avoid. Any suggestions beyond moving the defensive position towards the west?

Adbot
ADBOT LOVES YOU

Asimo
Sep 23, 2007


Not much else you can do. Ceilings can only be so far from walls (I think six tiles) before they collapse, and if the ceiling is overhead mountain it creates a rubble block like that which keeps coming back since you can't remove overhead mountain roofs. The only real option is to support it somehow (which will give attackers cover, but using a column would give a bit less than a wall), moving the defensive line so it isn't behind the collapsed ceilings, or downloading a mod that lets you remove overhead mountain ceilings.

Comedy option is putting a column/wall there and an IED trap right behind it to punish anyone who tries to hide, possibly with bonus collateral damage when the ceiling collapses. :v:

BattleMaster
Aug 14, 2000

Beccara posted:

So my first game ever just managed to make me rage quit for the first time ever in a game. Year 1 just made it into winter and bam: Cold Snap -12c outside then bam solar flare within 1 day knocking out my heating AND then bam! man-eating guinea pigs took out all 3 of my pawns, Talk about not being able to make any mistakes in the early game

The game isn't supposed to be this rough, but sometimes events combine in sucky ways.

Early on, enraged animal and manhunter pack events only consist of like 1-3 animals, and usually tiny stuff like rabbits or rats or guinea pigs. These are things that can be fought off pretty easily, but you have to do a little bit of preparation for them. Make sure to have your best shooter equip the bolt-action rifle, have your second best equip the revolver, and have your best melee character (or whoever is left, if no one is good at it) equip the knife. Equip the armour on your best shooter, who you're probably going to use to go out hunting and can probably use the extra protection.

If animals get rowdy, select all your colonists, draft them, and position them together. They should be able to take out a few small animals.

If you don't draft a colonist, the default reaction is to run away - and they won't be able to get away from tiny and fast things like the early manhunters. So they'll just get ankle-bit to death. I prefer people to run, so I don't change that setting. but if they get harassed by something they can easily kill, I draft them on the spot and tell them to kill it. Even a gunner with poor melee can pistol whip or rifle butt a guinea pig to death.

edit: Speaking of events combining in sucky ways, I had a good trade deal quest for a bunch of herbal medicine. I didn't have the stock to spare, so I put a big grow zone down just for it. And then this happened:



Oh okay guess I'm not going to grow anything anytime soon.

The game really goes have some moments

BattleMaster fucked around with this message at 12:29 on May 10, 2020

BattleMaster
Aug 14, 2000

Asimo posted:

Not much else you can do. Ceilings can only be so far from walls (I think six tiles) before they collapse, and if the ceiling is overhead mountain it creates a rubble block like that which keeps coming back since you can't remove overhead mountain roofs. The only real option is to support it somehow (which will give attackers cover, but using a column would give a bit less than a wall), moving the defensive line so it isn't behind the collapsed ceilings, or downloading a mod that lets you remove overhead mountain ceilings.

Comedy option is putting a column/wall there and an IED trap right behind it to punish anyone who tries to hide, possibly with bonus collateral damage when the ceiling collapses. :v:

IMO my answer would be a wooden column with incendiary IED so that anyone taking cover is burned and then the roof collapses on whoever else is there :evilbuddy:

Speaking of fire, I had raiders burrow a cave through a small mountain the first time I got sappers. I tried to seal it back up but for whatever reason the pathing is such that every sapper group ever went through there. So I put a cool treat for them in it.





Realistically I think the traps did more damage than the fire but sometimes I think rule of cool is the most important rule

BattleMaster fucked around with this message at 12:39 on May 10, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Dev mode has an option for deleting a 3x3 of roof tiles including overhead mountain. Fair for mountains you've manually removed imo, but if you build into one then take your infestation spawn chance fair and square. ;)

GaylordButts
Feb 19, 2009

double nine posted:

what's a good way to deal with this? The mountain rubble falling down is a good way for enemies to take cover behind, which I'd rather avoid. Any suggestions beyond moving the defensive position towards the west?



Are you willing to run mods? Collapser will solve this problem by removing the overhead roof after it falls and forms a rubble tile once, then you can just mine it back out.

GaylordButts fucked around with this message at 14:10 on May 10, 2020

sharkbomb
Feb 9, 2005
Before some huge battles I'll have all of my colonists eat a lavish meal. I have a lot of pawns so this can be very time consuming to direct each of them to eat.

Any mods to issue mass commands to everyone?

showbiz_liz
Jun 2, 2008

BattleMaster posted:

The game really goes have some moments

I lost most of an extremely productive colony because one guy went on an animal slaughtering spree right after a wild boomalope decided to join us. I hadn't even realized, or I would have restricted its movement, but as it was, he found and killed it in the storeroom. It exploded and set all my poo poo on fire, and almost everyone died in the 1000F heat trying to extinguish it.

OwlFancier
Aug 22, 2013

double nine posted:

what's a good way to deal with this? The mountain rubble falling down is a good way for enemies to take cover behind, which I'd rather avoid. Any suggestions beyond moving the defensive position towards the west?



As others have said, columns. Put a bridge tile down and slap a column on it to hold up the roof, it will provide much less cover than the collapsed rock and also won't block line of sight.

Omnicarus
Jan 16, 2006

Alternatively, if you don't mind using the Dev console, just turn on development mode and select the Delete Roof Option. Turn on the roof overlay and just remove the dark green tiles that keep collapsing.

zenguitarman
Apr 6, 2009

Come on, lemme see ya shake your tail feather


Kinda weird how mech clusters can fire mortars straight into the rooms of my mountain base, wth. Also a pirate raid airdropped right into my hospital.

I'm playing my first mountain base and it's so awesome though, planning it out feels so good, I don't care of I have tons of useless hallways and it's terribly inefficient, give me my cobra commander base.

bird food bathtub
Aug 9, 2003

College Slice

zenguitarman posted:

Kinda weird how mech clusters can fire mortars straight into the rooms of my mountain base, wth. Also a pirate raid airdropped right into my hospital.

I'm playing my first mountain base and it's so awesome though, planning it out feels so good, I don't care of I have tons of useless hallways and it's terribly inefficient, give me my cobra commander base.

It might not be mountain. Turn on roof overlay and look for any areas that have light green covering or no covering, those areas would be either exposed or have thin rock roof which does not count as mountain even though it's buried fifty tiles deep in to the middle of your colony nowhere near your entrance. Raids specifically can drop right on in to the thin rock area and may choose that as a valid landing area for their raid-choosing algorithm based on the rest of your colony layout. Mortars will also aim for those areas but usually miss and hit the mountain rock and just vanish.

I, personally, use a mod that lets you build thick roof tiles (which then have a maintenance cost), remove thick rock tiles and stuff like that. Don't really like the idea that people whose goal is building a cryosleep interstellar space ship can't figure out roofing.

OwlFancier
Aug 22, 2013

Which one is that? I have a couple of weird divots in my mountain that I wouldn't mind patching.

bird food bathtub
Aug 9, 2003

College Slice
https://steamcommunity.com/sharedfiles/filedetails/?id=2026595894

Most of it seems pretty balanced and straightforward. Build thick roofing that needs periodic maintenance. Remove thick roofing because geez why is that not possible? Transparent roofing is pretty powerful for making indoors year-round growing but hell it makes too much sense to not do it, so I'm pretty OK with breaking the back of toxic fallout and volcanic winter events. I have not touched the solar roofing so no idea how much power it makes or what kind of balance impact it may have.

edit: 1.1 version link

bird food bathtub fucked around with this message at 19:51 on May 10, 2020

OwlFancier
Aug 22, 2013

Will give it a look, cheers.

Plek
Jul 30, 2009
FYI if you have hygiene and glass ceilings and think you're being clever; solar heaters under glass don't seem to work :(

OwlFancier
Aug 22, 2013

Plek posted:

FYI if you have hygiene and glass ceilings and think you're being clever; solar heaters under glass don't seem to work :(

Yes I also tried this :v:

I think it just checks whether it's under a roof, alas.

I kinda wish hygiene had just a flat heat exchanger, so you could hotbox a steam vent or use other mod gimmicks to capture heat.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


So, I am getting back to RimWorld after a long while away, is the Royalty DLC needed for current mods or should I just get it if I am interested in its own content?

Mzbundifund
Nov 5, 2011

I'm afraid so.

ZearothK posted:

So, I am getting back to RimWorld after a long while away, is the Royalty DLC needed for current mods or should I just get it if I am interested in its own content?

99% of the mods don't require it. There is of course a few mods that affect the royalty stuff specifically (usually the empire faction, or psychic powers), but apart from those you just need the base game for mods.

boar guy
Jan 25, 2007

ZearothK posted:

So, I am getting back to RimWorld after a long while away, is the Royalty DLC needed for current mods or should I just get it if I am interested in its own content?

the new music alone was worth the price for me

HelloSailorSign
Jan 27, 2011

bird food bathtub posted:

https://steamcommunity.com/sharedfiles/filedetails/?id=2026595894

Most of it seems pretty balanced and straightforward. Build thick roofing that needs periodic maintenance. Remove thick roofing because geez why is that not possible? Transparent roofing is pretty powerful for making indoors year-round growing but hell it makes too much sense to not do it, so I'm pretty OK with breaking the back of toxic fallout and volcanic winter events. I have not touched the solar roofing so no idea how much power it makes or what kind of balance impact it may have.

edit: 1.1 version link

Note that the transparent roofing doesn't get you to 100% light, only like 90% or so, so indoor growing is hampered somewhat.

The solar roofing is really useful because of the significantly decreased footprint of the ground based bits (solar controller's only a 2x2 building) as compared to a regular solar array, while also being able to be used as roofing for something, somewhere.

You'll be able to run a sunlamp off a solar controller and the entire overhead turned into solar roofing.

BattleMaster
Aug 14, 2000

The cruelest thing I've seen in the game so far is this

Danaru
Jun 5, 2012

何 ??
The most confusing one I had was a bio coded kunai from god knows which anime race mod I have installed. How does that even work :psyduck:

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

Danaru posted:

The most confusing one I had was a bio coded kunai from god knows which anime race mod I have installed. How does that even work :psyduck:

I've seen a biocoded club

OwlFancier
Aug 22, 2013

Extremely ergonomic handle.

Vengarr
Jun 17, 2010

Smashed before noon

Danaru posted:

The most confusing one I had was a bio coded kunai from god knows which anime race mod I have installed. How does that even work :psyduck:

Piell posted:

I've seen a biocoded club

Some sort of anti-tampering system that shocks you if you try to wield it, I suppose.

OwlFancier
Aug 22, 2013

Vengarr posted:

Some sort of anti-tampering system that shocks you if you try to wield it, I suppose.

That's a cattle prod and you're holding the wrong end.

BattleMaster
Aug 14, 2000

The hostile outlanders killed one of my guys during a raid so I went to their base and nuked it and gunned down everyone and walked off with a few hundred kilograms of nice loot.



Obviously not the best use of an antigrain warhead but it sure was satisfying.

It didn't land dead-center on the barracks where everyone was hanging out but at least it didn't blow up one of the warehouses.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

BattleMaster posted:

The hostile outlanders killed one of my guys during a raid so I went to their base and nuked it and gunned down everyone and walked off with a few hundred kilograms of nice loot.



Obviously not the best use of an antigrain warhead but it sure was satisfying.

It didn't land dead-center on the barracks where everyone was hanging out but at least it didn't blow up one of the warehouses.

Given the damage nukes from mods can do the picture was very anticlimactic compared to what I was expecting until I read it was an antigrain warhead.

The proper response is to run one dude in with one of those orbital bombardment markers.

BattleMaster
Aug 14, 2000

Telsa Cola posted:

Given the damage nukes from mods can do the picture was very anticlimactic compared to what I was expecting until I read it was an antigrain warhead.

The proper response is to run one dude in with one of those orbital bombardment markers.

Honestly I was hoping for more than that, too. It seems like it would be good at erasing a group of raiders or a mechanoid ship chunk but not wiping out a base.

I'm going to check out the DLC and mods on my next playthrough but I'm so close to the end of this one tat I want to see it through first. Though I want to make a backup of my save and try both building a ship and traveling to the other one, just for the experience.

edit: given how much I'm enjoying making caravans and attacking bases, I hope the next expansion or big update or whatever focuses on more types of raids, bases, more things to do with friendly visitors, more types of ship to communicate, more types of settlements, etc.. I like the gameplay enough that I like raiding enemy bases but it doesn't really have any consequences beyond removing a marker from the map and some reputation changes.

BattleMaster fucked around with this message at 22:23 on May 11, 2020

zenguitarman
Apr 6, 2009

Come on, lemme see ya shake your tail feather


My ranks are pretty thin after a dozen raids, whats the best way to get new people? Are prisoners the only option?

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Black market dealers(travelers and ships via comms) will sell slaves. You can capture peaceful visitors but the faction will auto hostile you. Sometimes quests and events toss you people in great need. These involve a lot of rng and penalties so raids are the bread and butter.

Had a shuttle wreck with four people, one died instantly, three bleeding out. Pyro, Sickly, Slothful. Saved the Sloth because they had 10s in both fight stats. Uhh, there were no other survivors.

HelloSailorSign
Jan 27, 2011

With the hospitality mod and a crew of fast talking colonists, you can recruit visitors who come to partake in your mountains of space weed.

BattleMaster
Aug 14, 2000

HelloSailorSign posted:

With the hospitality mod and a crew of fast talking colonists, you can recruit visitors who come to partake in your mountains of space weed.

I felt like it was weird that you can't interact with non-trader visitors, even if they're someone's family member.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

HelloSailorSign posted:

With the hospitality mod and a crew of fast talking colonists, you can recruit visitors who come to partake in your mountains of space weed.

How does this work? I've just been running guest barracks for 10 silver a head that double as very convenient pre-made new recruit rooms.



Tongue looks a lot better with the new perspective and steel tiles to pop. Began relocating my stuff, outlining warehouses and workshops. Need to refine the back of the head and add cobra hood separation to account for differences in tile appearances: I started building into the water with a heavy stone bridges mod, but can't lay new hex/scales tiles on those bridges, so I set up a split by adding the planning tiles to add cobra hood lines later. I also wanted the head to be large enough to open into the beach. I think tiling the floors around the eye properly for shading will improve it significantly too but one step at a time.

The upside to spending an in game year making an insane snake cult base is that the storyteller had two trained anacondas wander onto the base and a bunch of naga launch a dangerous raid that went swimmingly and netted us a snake person. Obviously some sort of reptile deity is pleased by my works.

Doomykins fucked around with this message at 00:49 on May 12, 2020

Danaru
Jun 5, 2012

何 ??
Anyone got any mods to make labs cooler? I was running High Tech Laboratory Facilities which was rad, but suddenly nobody can use any of the fancy consoles for some reason :smith: also I already have the brain harvesting mod but it's a little too overpowered so as to make research trivial

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!

Doomykins posted:

How does this work? I've just been running guest barracks for 10 silver a head that double as very convenient pre-made new recruit rooms.
You can click a visitor's visitor tab and set them to be recruited by your social-enabled pawns, but they have to have enough friends in the colony already. It's all in the panel there.

juggalo baby coffin
Dec 2, 2007

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


have your wedding at the Claw Canyon hotel and casino suites!



featuring luxury pool and hot tub facilities, air conditioning, and a clothing shop that isn't full of stuff taken from the dead bodies of human sacrifices and then put in the washing machine!



only mild rates of toxic fallout, and top notch pest control

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
My stay at Claw Canyon was great, there was only blood some of the time and enough oxygen in every room!

Adbot
ADBOT LOVES YOU

Danaru
Jun 5, 2012

何 ??
I ran into some bad luck at the roulette table, but Claw Canyon has a very generous 0% interest single installment payment plan for those down on your luck! Their surgeons were very professional and made the whole process easy as can be!

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply