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Voyeur posted:Can't you just forbid the survival meals? No need to remember to unforbid them when packing for a caravan, pawns will still pick and pack them then, but won't touch them the rest of the time. This and a survival meal stockpile is what I do. Colonists keep their meal restriction set to lavish.
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# ? May 25, 2020 16:48 |
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# ? May 25, 2024 15:52 |
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So dedicated meal stockpile and as meals get added you forbid them? Will they haul them if they are forbidden beforehand? I set up two restrictions, home and travel, and it is drat annoying adding meals and having :0 days of food' because I didn't switch them over yet
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# ? May 25, 2020 21:28 |
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As with most things, there is a mod for that. Don’t remember the name offhand though and I’m not at the computer to check.
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# ? May 25, 2020 22:22 |
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Smarter food selection! It also stops your animals from prioritizing meals, and instead they prioritize kibble or hay on their own. It says it doesn't work properly due to being discontinued but I have yet to have a problem with it.
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# ? May 25, 2020 23:31 |
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I just laid down an rear end ton of hay, and forbade the animals from inside my walls. The hey is between that and the outset wall, so they wander over and gobble it up After I fight off infestation, insect meat and hay male an rear end ton of kibble occasionally someone decided to feed a package meal to muffalo 8 because they have a special connection or some poo poo I might dump this base, all my trading partners (non tribe) hardly have anything I want, and that pirate base way over yonder is also on mountainous terrain. Depends on what this comms console gives me going forward
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# ? May 26, 2020 03:54 |
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The other mod that might help would be Room Food in combination with a storage solution like RimFridge, that way you can stockpile meals you want to be eaten in your dining room and colonists will preferentially go for meals in rooms with tables while you stockpile your caravan meals in your walk in/storage room.
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# ? May 26, 2020 04:19 |
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Gosh A Rimworld of Magic is rediculous. One of my colonists is a blood mage, which I thought would be pretty useless to begin with. Turns out the ability to ignite pools of blood into explosive fireballs is actually incredible for base defence and helped me clear out 3 successive 35-man tribal raids within the space of a day (thanks Randy) by turning my trap maze into literal hell. Giving my Technomancer a duplicated minigun is kind of broken too, since half of his shots turn into various magical explosive death-bolts. I'm sure the melee classes decent as well but I've almost exclusively been using the two I have as coup-de-gras monkeys after the dust settles. Mod is incredibly unbalanced but so much fun! For people playing SoS2 - Do I need to research and implement much weapons tech into my starting ship (shields, space-turrets, etc) to begin with? I'm not sure how much space violence to expect.
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# ? May 26, 2020 09:06 |
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I want to do a fallout-themed run of the game, and I've found a bunch of mods that add things that'd help that, like vault furniture and securitrons and such. Is there anything I can grab that'd basically edit my start to have a rudimentary vault already on the map? Crash landing and building a vault or whatever seems backwards.
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# ? May 26, 2020 09:59 |
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God mode in the dev tools is a thing right?
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# ? May 26, 2020 10:20 |
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Yeah if you grab map reroller and turn on dev mode you could roll maps until you get a cool one and then dig yourself a starter base. Maybe get rimatomics and pawnmorpher too and add a bunch of radioactive/mutagenic/toxic events in the scenario editor.
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# ? May 26, 2020 11:17 |
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w0o0o0o posted:Gosh A Rimworld of Magic is rediculous. Wait til you get raided by factions with mages!
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# ? May 26, 2020 19:16 |
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I havent gotten to play with SOS2 too much yet but apparently you can land your ship again, so dont dismantle all your engines in orbit like I did The change to heating and power is interesting enough for me to use the base SOS2 reactors instead of loving around with a Rimatomics set up. They put an incredible amount of work into this E: also you can put floors down on ship hull now for all your landing pad/orbiting throne room needs Danaru fucked around with this message at 22:06 on May 26, 2020 |
# ? May 26, 2020 22:03 |
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Is there a way to prevent your colonists from mutating in Pawnmorpher? They are eating normal food but they keep randomly getting mutations without any seeming cause. I like the random mutants coming by and one of my mutants turned into a weird rear end cat thing that's pretty amusing, but I don't want all my people to mutate.
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# ? May 26, 2020 23:04 |
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w0o0o0o posted:Gosh A Rimworld of Magic is rediculous. The most fun thing about this post is that Blood Mage and Technomancer are genuinely low to mid-level on the "broken" scale in Rimworld of Magic. Just wait until you get Necromancer, Druid, Priest, Summoner or Geomancer and trivialize huge parts of the game with a single spell.
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# ? May 26, 2020 23:21 |
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FuzzySlippers posted:Is there a way to prevent your colonists from mutating in Pawnmorpher? They are eating normal food but they keep randomly getting mutations without any seeming cause. I like the random mutants coming by and one of my mutants turned into a weird rear end cat thing that's pretty amusing, but I don't want all my people to mutate. I think you can turn off the events in the Mod Options screen, but you can easily craft or buy Mutaserum Stabilizers (~$350, permanently stop the current mutation and provide 5 days of mutation immunity) or Mutaserum Reverters (I forget the price but I think also ~$350, completely remove all mutation effects and revert pawn to their base state) deep dish peat moss fucked around with this message at 01:21 on May 27, 2020 |
# ? May 27, 2020 00:44 |
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That mod really forces you to micro around it. There's like 20 different mutation triggers from mutagenic meteors, mutagenic drop pods, five or six different kinds of mutagenic weapons which are used by raiders, mutating diseases that hit you at random, mutating weather conditions, etc. One of the worst is the several kinds of mutagenic foods that start enabled by default in your food restrictions, and which also count as drugs and need to be manually disabled in both the food AND drug policies before your colonists will leave them alone. Since these count as drugs raiders will sometimes be addicted to them and like all addicted pawns will spawn with 4-5 units of the stuff in their inventories. Once you shoot the raiders they will drop the stuff and since your colonists can easily whisk them away into your stockpiles without you noticing. If any of your pawns have the ascetic (prefer to eat raw food) or chemical interest (ignore drug restrictions) traits they will probably eat these and mutate themselves. I'm not sure if the mutagenic ingredients act like insect meat and keep their effects if your colonists use the things as ingredients to cook with, but if so you'll probably have to throw out entire stacks of cooked meals if they cooked something mutagenic into them. Someone spent a lot of effort on the mod but it's really needy for player attention and not something you can install unless you really want your playthrough to focus around it.
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# ? May 27, 2020 01:39 |
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Lt. Lizard posted:The most fun thing about this post is that Blood Mage and Technomancer are genuinely low to mid-level on the "broken" scale in Rimworld of Magic. Just wait until you get Necromancer, Druid, Priest, Summoner or Geomancer and trivialize huge parts of the game with a single spell. Start hacking off limbs because you have a glut of regrowth seeds, that's when you've hit peak Rimworld of Magic. That or when you start building your lich's mansion of horrors.
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# ? May 27, 2020 04:16 |
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Harvey Baldman posted:I want to do a fallout-themed run of the game, and I've found a bunch of mods that add things that'd help that, like vault furniture and securitrons and such. Is there anything I can grab that'd basically edit my start to have a rudimentary vault already on the map? Crash landing and building a vault or whatever seems backwards. there's a fallout megamod in development right now that im doing some art for, and separately a guy is making a kind of 'toxic wasteland' biome Mzbundifund posted:That mod really forces you to micro around it. There's like 20 different mutation triggers from mutagenic meteors, mutagenic drop pods, five or six different kinds of mutagenic weapons which are used by raiders, mutating diseases that hit you at random, mutating weather conditions, etc. One of the worst is the several kinds of mutagenic foods that start enabled by default in your food restrictions, and which also count as drugs and need to be manually disabled in both the food AND drug policies before your colonists will leave them alone. Since these count as drugs raiders will sometimes be addicted to them and like all addicted pawns will spawn with 4-5 units of the stuff in their inventories. Once you shoot the raiders they will drop the stuff and since your colonists can easily whisk them away into your stockpiles without you noticing. If any of your pawns have the ascetic (prefer to eat raw food) or chemical interest (ignore drug restrictions) traits they will probably eat these and mutate themselves. I'm not sure if the mutagenic ingredients act like insect meat and keep their effects if your colonists use the things as ingredients to cook with, but if so you'll probably have to throw out entire stacks of cooked meals if they cooked something mutagenic into them. the foods are the biggest issue. cowmorph milk and chookmorph eggs. the mutating diseases are pretty rare, and everything else tells you pretty clearly when something 'mutagenic' is going on. i've not had too much trouble with pawnmorpher-enabled runs that aren't themed around pawnmorpher, i don't think raiders get the mutagenic weapons any more, and there's no morph raider faction at the moment. juggalo baby coffin fucked around with this message at 10:09 on May 27, 2020 |
# ? May 27, 2020 10:00 |
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OwlFancier posted:What happens if you destroy rimatomics drums of nuclear waste? Little late but my plutonium finally finished and I had some waste to mess around with, turns out nothing special happens it just disappears like any other item. I had to use dev mode to damage them since for some reason none of my colonists were willing to shoot at the keg of nuclear sludge. cowards
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# ? May 27, 2020 15:00 |
New update is out. Tynan’s review video. Patch notes: quote:This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it's what got major focus on the content side. This update is the add-on we promised back on March 2.
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# ? May 27, 2020 20:17 |
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Danaru posted:Little late but my plutonium finally finished and I had some waste to mess around with, turns out nothing special happens it just disappears like any other item. I had to use dev mode to damage them since for some reason none of my colonists were willing to shoot at the keg of nuclear sludge. cowards Huh, ok, weird. As far as I can tell they're basically chunks, like stone/slag etc. So I guess they don't deteriorate when outdoors. Otherwise I would absolutely throw all my used nuclear waste into the ocean, being as it is perfectly legal. Anno posted:New update is out. And the tribal stuff sounds super cool! Definitely helps make the royalty expansion distinct from mod offerings. OwlFancier fucked around with this message at 20:46 on May 27, 2020 |
# ? May 27, 2020 20:41 |
maybe makes it worth a purchase now as someone who has not purchased
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# ? May 27, 2020 21:12 |
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OwlFancier posted:Huh, ok, weird. I like to send mine to the nearest raider outpost. Wait why isn't there a dirty bomb side mod for rimatomics yet?
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# ? May 27, 2020 21:12 |
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Psycasts sound actually useful now, I dont think I've ever used a psycast besides the pain blocker one once or twice despite having a count faffing around. A drat good set of changes overall
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# ? May 27, 2020 21:47 |
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Man psycasting was always incredibly useful. Berserk and Berserk pulse are wave-enders, blind and vertigo pulse are big force multipliers as well. Skip is incredible for pulling enemy rocketeers directly into a melee line before they can fire, and the smoke call trivializes lots of mech clusters. The tier 1 stuff is whatever but it was always worth it to get a high level noble. My main complaint with it is that the implants were unfindably rare if you weren't progressing down the nobility tree, and it sounds like that's being changed a lot in this new patch.
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# ? May 27, 2020 22:08 |
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I really like playing tribals and this new tree worship business sounds pretty sweet. Was there an Avatar mod already? If not I'm sure someone is working on it now
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# ? May 27, 2020 22:19 |
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I had loads of people giving me them as quest rewards.
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# ? May 27, 2020 22:30 |
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Mzbundifund posted:Man psycasting was always incredibly useful. Berserk and Berserk pulse are wave-enders, blind and vertigo pulse are big force multipliers as well. Skip is incredible for pulling enemy rocketeers directly into a melee line before they can fire, and the smoke call trivializes lots of mech clusters. The tier 1 stuff is whatever but it was always worth it to get a high level noble. My main complaint with it is that the implants were unfindably rare if you weren't progressing down the nobility tree, and it sounds like that's being changed a lot in this new patch. Blind and vertigo pulse on a hallway of bugs means they die and barely touch power armor wearers.
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# ? May 27, 2020 22:39 |
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Pharnakes posted:I like to send mine to the nearest raider outpost. Wait why isn't there a dirty bomb side mod for rimatomics yet? Love this idea, and technically speaking probably not impossible to make a drop pod with a waste cost and hook an event to it launching, but what exactly that would do when you’re just shooting a thing at a map you can’t see to poison the land and people there, and if you use it as call-in artillery strikes for a raid map the effects of a dirty bomb don’t really have time to set in. Off-map mutagenic strikes from that Pawnmorpher mood, though, which cause instant effects? Or mutagenic mortar rounds? Same vein, faster idea. Maybe rimatomics/pawnmorpher crossover to dump some nuclear waste into alt recipes for offensive mutagenic tech. e: also Skip is absolutely dope for throwing brawlers from hiding into contact, and pulling wounded pawns off the line to collapse of pain in safety
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# ? May 27, 2020 22:41 |
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OwlFancier posted:I had loads of people giving me them as quest rewards. Wish I had your questgivers. All I get is dozens of elbow blades.
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# ? May 27, 2020 22:43 |
I’ll probably start a new map with this update, and I haven’t looked at expanding my mod list in awhile. Is there anything people recommend for enhancing the overworld part of the game specifically? I think I have but wasn’t using Go Explore.
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# ? May 27, 2020 22:52 |
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Simple Search Bar. It's a little thing, but adding a search bar to the caravan packing screen is such a timesaver. Never scroll through 500 items trying to find your survival meals or bedrolls again.
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# ? May 27, 2020 22:55 |
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I like Roads of the Rim for letting you build overworld infrastructure, definitely worth spending some time with a couple of colonists to build at least a dirt road to your nearest road network if you want to go abroad a lot. There's also Set Up Camp if you want to be able to switch to a small map for foraging and other tasks without leaving permanent ruins everywhere.
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# ? May 27, 2020 22:58 |
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The Witcher Monster Quest Mod. Making Witchers is a completely separate mod, so you get quests to go hunting nasty beasties now and again. There are a number of different beasties with different nasty things, so you generally got to come well equipped and numbered, with different loadouts for different beasts. Some are hulking tanks, some are dozens of infection causers, some cause massive, lingering mood problems, some summon packs of animals. Then you can haul the beast corpse back and turn it into an art sculpture that’s about that fight which is neat, you can line your throne room with your nasty beast trophies. I had More Faction Interaction too.
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# ? May 27, 2020 22:58 |
Thanks, folks. I’ll give those all a try.
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# ? May 28, 2020 00:38 |
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Anno posted:Patch notes: Best change.
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# ? May 28, 2020 03:02 |
Man I'm not sure how these anima trees work. I put a meditation spot within range on it, and I get my guy over there to meditate but anima grass is still at 0% after like 5 meditations. Do you HAVE to be a tribal start. Because I think naked brutality is technically a colonist start.
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# ? May 28, 2020 06:47 |
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Hihohe posted:Man I'm not sure how these anima trees work. I put a meditation spot within range on it, and I get my guy over there to meditate but anima grass is still at 0% after like 5 meditations. Do you HAVE to be a tribal start. Because I think naked brutality is technically a colonist start. The pawn needs to have a tribal backstory or be recruited from a tribal faction. If your colony starts as tribals than all of your starting pawns will qualify for obvious reasons.
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# ? May 28, 2020 08:29 |
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Does this mean that playing tribals is now a cultivation sim?
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# ? May 28, 2020 08:41 |
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# ? May 25, 2024 15:52 |
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Yeah that was my first thought too, Tynan has been reading cultivation novels.
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# ? May 28, 2020 09:05 |