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i wish there were a few more bits of tribal tech so you could play tribals long term. the lack of food preservation is the big problem.
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# ? May 28, 2020 12:23 |
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# ? May 22, 2024 09:35 |
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I'm deep into triple digits played and I've never had a vanometric cell show up. I just want to give my tribe a megascreen
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# ? May 28, 2020 12:34 |
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juggalo baby coffin posted:i wish there were a few more bits of tribal tech so you could play tribals long term. the lack of food preservation is the big problem. Get Rimworld of Magic, there's a freezer spell! Also then your cultivators and wizards can fight alongside each other!
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# ? May 28, 2020 13:12 |
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I just slow hunt animals until I stock up enough veg. Then it's pemmican all the way. I change my simple meals to be meat only, 2 meals per person.. and pemmican I do forever. What kills my last tribal is I stupidly accepted a royal title to get higher psycaster stuff, and I had to build all kinds of stuff I had no tech for But starting near a couple non tribal friendly places I trade into bigger weapons almost right away. But electricity takes soooo long to research. You can also take over an existing base (pirate) with solar panels, etc and use them, just not make more or repair them.
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# ? May 28, 2020 13:17 |
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The quests are throwing uranium at me at ridiculous rates. I've already replaced all walls with uranium, and I'm using it for spike traps and whatnot. Getting a bunch of plasteel is nice, since I'm going through that at a big rate, but I have no idea what to do with all this uranium.
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# ? May 28, 2020 16:26 |
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Rimatomics and shove it all into a reactor to make nukes.
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# ? May 28, 2020 16:37 |
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Also, like a third of my colonists are missing a kidney. Is there some weird mechanic that calculates kidney failure, or just a bunch of lucky kidney shots?
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# ? May 28, 2020 16:57 |
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You may be experiencing the same thing that was noted in the second world war, whereby engineers tasked with repairing aircraft noted a peculiar pattern in regards to where the bulletholes were located on returning aircraft. They were almost never located near the engines, cockpit, or tailplane. The reason, of course, was that aircraft which were shot in the engine, cockpit, or tailplane, did not make it back to base for repairs. Similarly the kidney is a small organ located in the torso and you only need one of them to live, thus, surviving colonists will display a disproportionate number of lost kidneys, as ones that take a hit to the heart, liver, or stomach, are more likely to become dead colonists.
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# ? May 28, 2020 17:12 |
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juggalo baby coffin posted:i wish there were a few more bits of tribal tech so you could play tribals long term. the lack of food preservation is the big problem. Tribal starts are my favorite and I always just make sure to plant berries and have someone whose full-time job is making pemmican. I also keep herds so I have a living meat store that doesn't need to be refrigerated.
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# ? May 28, 2020 17:16 |
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I am super stoked about the ranching change. For refrigeration, the super long shelf life of corn and rice generally gets me through most winters when I can get at least one full corn harvest done (i.e. not working on really cold maps). Planting a giant field of corn means there's huge inventory space needs which is a definite downside, though if you want to be micro-y you could try leaving it on the plant as long as possible until temperatures start reaching the killing plants level. Oh, just had an idea, you make a gigantic warehouse where your huge corn crops are. During grow time, you take down the roofs and get planting. When harvest is done, you replace the roofs.
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# ? May 28, 2020 17:22 |
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HelloSailorSign posted:I am super stoked about the ranching change. I have done the warehouse field thing a few times. It works well. I would just disable corn on the main freezer stockpile to keep pawns from running the crops in to the freezer, then delete the growing zone and replace it with a corn only stockpile.
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# ? May 28, 2020 17:29 |
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OwlFancier posted:You may be experiencing the same thing that was noted in the second world war, whereby engineers tasked with repairing aircraft noted a peculiar pattern in regards to where the bulletholes were located on returning aircraft. They were almost never located near the engines, cockpit, or tailplane. That actually makes a lot of sense. I've been replacing lost limbs with bionics over time, so most of the colonists are robocops by now. Still, nobody is missing any lungs yet. Just a big backlog of kidneys that needs replacing.
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# ? May 28, 2020 17:51 |
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fyi i put about 30 hours ito Space Haven this past holiday weekend to compare it to RW and it holds up okay but only until you figure out how to survive the start, then the current gameplayloop is pretty boring. there's a distinct disconnect from your pawns, also, but i'm still not mad i checked it out. it'll get there but you can probably hold of on buying it for now
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# ? May 28, 2020 18:30 |
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juggalo baby coffin posted:i wish there were a few more bits of tribal tech so you could play tribals long term. the lack of food preservation is the big problem. Well, in the summertime you should be farming constantly, preferably rice so that you have quick harvest cycles so food should be a constant thing coming in. During the winter, if it's too cold to farm you can just put all your food outside under a roof or in a room with a vent. Meals don't keep as long as raw vegetation, so just build up a store of rice/corn. As far as keeping poo poo fresh during the summertime, your options are limited but RimWorld of Magic is fine, or I think medieval times allows for a labor-intensive way to make ice/iceboxes, so you stuff your larder deep inside a cave system with some iceboxes.
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# ? May 28, 2020 19:10 |
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Just, do what people used to do, really. Have your long term store of corn/rice, when meat comes in cook some of it into fine meals and eat it, what you can't eat before it would spoil make into pemmican.
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# ? May 28, 2020 19:12 |
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There's mods you can use too which add more options. I quite like Rimcuisine for its meat drying and pickling mechanics, but it was unfortunately a major cause of chug in my game so I had to drop it. Something about the system it uses for its fermentation mechanism. But yeah you can totally get by with a seasonal food supply using dry grains and stuff, but you will be susceptible to seasonal famine if your crops fail, just like real life.
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# ? May 28, 2020 19:38 |
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Why can't you just pickle the vegs and salt the meat, or something. It's not like people starved to death every winter before electricity. e: in vanilla, i mean
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# ? May 28, 2020 19:53 |
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boar guy posted:fyi i put about 30 hours ito Space Haven this past holiday weekend to compare it to RW and it holds up okay but only until you figure out how to survive the start, then the current gameplayloop is pretty boring. there's a distinct disconnect from your pawns, also, but i'm still not mad i checked it out. it'll get there but you can probably hold of on buying it for now Yeah it's definitely come a long way, but it's a little content sparse right now. I'm eager to see what it'll be like later in the year though
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# ? May 28, 2020 20:04 |
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Setting up a warehouse with shelves that lets in cold air during winter makes corn deteriorate super slow, I threw one up with a dumb giant corn field when I had 1-2 years of loving up my good growing rhythm relative to adding lots of new colonists and animals. Not too labor intensive to have one massive harvest a year as the emergency food, no electricity committed.
Doomykins fucked around with this message at 20:27 on May 28, 2020 |
# ? May 28, 2020 20:25 |
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Is there a way to build a base at the start of a game using Dev mode, populate it with some NPCs, set them to hostile, then give that base and those assets to the NPCs and refog everything? I want my start on this new game I'm playing to be basically taking over an enemy base from scratch.
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# ? May 28, 2020 21:51 |
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OwlFancier posted:There's mods you can use too which add more options. I quite like Rimcuisine for its meat drying and pickling mechanics, but it was unfortunately a major cause of chug in my game so I had to drop it. Something about the system it uses for its fermentation mechanism. Oh poo poo, really? I love Rimcuisine, but that'd suck if it was one of the things keeping me from my giant colony goals. Harvey Baldman posted:Is there a way to build a base at the start of a game using Dev mode, populate it with some NPCs, set them to hostile, then give that base and those assets to the NPCs and refog everything? I want my start on this new game I'm playing to be basically taking over an enemy base from scratch. I know you can add hostile NPCs, but because it'd be tagged as "your" world map tile, I don't know if that'd function as you'd like it. Instead, what about making your landing site as close to a pirate base as possible and caravanning over to it?
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# ? May 28, 2020 22:07 |
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Time to escape to the ONE PLACE NOT CORRUPTED BY CAPITALISM god this stuff needs so much plasteel I'm sure having no weapons on this thing will be fine
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# ? May 28, 2020 22:09 |
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As far as I know, space battles are gated behind a pretty generous wealth factor, so you'll be fine for quite some time What are those things surrounding the bed?
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# ? May 28, 2020 22:16 |
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HelloSailorSign posted:I know you can add hostile NPCs, but because it'd be tagged as "your" world map tile, I don't know if that'd function as you'd like it. Instead, what about making your landing site as close to a pirate base as possible and caravanning over to it? In this particular case I have a base I designed in dev mode that I thought would be fun to try and take over. Your idea would work otherwise, I'm just trying to find out if there's a way to 'give' this to the raiders I've populated it with.
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# ? May 28, 2020 22:19 |
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HelloSailorSign posted:Oh poo poo, really? I love Rimcuisine, but that'd suck if it was one of the things keeping me from my giant colony goals. It eats a lot of tick time if you use dubs performance monitor with the fermentation thing specifcally. Danaru posted:What are those things surrounding the bed? Uh, unstable power cells, which is enough explosive potential to vaporize most of the ship It's like a small vanometric power cell except it goes off like an antigrain warhead if you break it. Also I guess someone loves to sleep with their gonads right next to the mechanoid vacuum foam siphon. OwlFancier fucked around with this message at 22:29 on May 28, 2020 |
# ? May 28, 2020 22:25 |
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Harvey Baldman posted:In this particular case I have a base I designed in dev mode that I thought would be fun to try and take over. Your idea would work otherwise, I'm just trying to find out if there's a way to 'give' this to the raiders I've populated it with. This may be a completely stupid idea, but what about jury rigging Real Ruins mod to do this? https://steamcommunity.com/sharedfiles/filedetails/?id=1552146295 If you provide it with 1 blueprint, then after landing Dev Mode trigger a Pristine Ruin event, then caravan over to that site (or with dev mode... instantly), it should populate it with enemies and use your blueprint while also still having fog of war around. Danaru posted:What are those things surrounding the bed? Small vanometric generators. Edit: Not necessarily the unstable mechanoid ones - I think Vanilla Power Expanded adds a small version of the vanometric generator that does 450?
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# ? May 28, 2020 22:27 |
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HelloSailorSign posted:Small vanometric generators. It does, but they look like this: Unstable ones look like this, and have a sizeable explosive radius, which is why mine are in shielded bunkers. OwlFancier fucked around with this message at 22:33 on May 28, 2020 |
# ? May 28, 2020 22:30 |
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Oh, it includes a flared base.
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# ? May 28, 2020 22:32 |
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It's fine it's fine I'm sure nothing will happen. What do you expect me to generate my power with solar? Like a peasant? ...can ship capacitors trigger a zzzt?
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# ? May 28, 2020 23:00 |
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Well, I installed one in my base, and it absolutely did trigger a zzzt. But ships have those special walls that function as power conduits, so I'm not sure, because it's specifically the conduit that goes zzzt, if you don't build conduit you don't get one as far as I know.
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# ? May 28, 2020 23:05 |
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I do enjoy the Rimworld experience of using a cluster of unstable mechanoid power generators to power a spaceship.
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# ? May 28, 2020 23:13 |
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There is a specific "re-fog the map" command in dev mode. Phone posting so no idea what the command name is at the moment but it exists.
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# ? May 29, 2020 00:09 |
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I think it's literally "refog map" though I don't actually know what it does. E: OK so I pressed it and it literally fogs the map and you have to rediscover all the rooms by opening the doors.
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# ? May 29, 2020 01:10 |
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Harvey Baldman posted:Is there a way to build a base at the start of a game using Dev mode, populate it with some NPCs, set them to hostile, then give that base and those assets to the NPCs and refog everything? I want my start on this new game I'm playing to be basically taking over an enemy base from scratch. this is actually how I play almost every new colony. There's not a way to unclaim the territory but I just build it, fill it with some hostile NPCs, then equip my own pawns and send them in. The base already belongs to me before the fight starts, but I still have to win the fight to lock things down. You just have to enforce the rule of "kill everyone" yourself instead of the game enforcing it for you Bonus: Sometimes I forget enemies in fogged rooms until later on when I'm moving in and starting to partake in everyday life and my chef will get capped by a bandit hiding in the freezer or something
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# ? May 29, 2020 02:15 |
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Does giving your population some recreational weed and beer still turn them into irredeemable chem fiends with massive organ failure? I got kind of alarmed that a few beers after work meant my whole colony needed rolling liver transplants.
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# ? May 29, 2020 18:19 |
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Katt posted:Does giving your population some recreational weed and beer still turn them into irredeemable chem fiends with massive organ failure? Beer is a lot less reliable than weed where you can set weed to be restricted to every 2 days or some such and avoid all problems (other than hunger/sluggishness).
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# ? May 29, 2020 18:27 |
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Katt posted:Does giving your population some recreational weed and beer still turn them into irredeemable chem fiends with massive organ failure? Although drugs still come with drawbacks, the game tells you the safety limit as well as not triggering downsides based solely on seeing tolerance.
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# ? May 29, 2020 18:42 |
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Drugs give you a lot more information now, including just flat out telling you what (if there is one) the safe dosing interval is.HelloSailorSign posted:Although drugs still come with drawbacks, the game tells you the safety limit as well as not triggering downsides based solely on seeing tolerance. Except for Psychite tea, which is still all upsides as long as you stick to the dosing guidelines.
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# ? May 29, 2020 18:44 |
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No drug should be allowed to be used for recreation, the colonists will basically use it at random and will inevitably get addicted, and once addicted will use the drug frequently enough that they'll get cirrhosis (or asthma or whatever) in a year. You can set drugs to be automatically taken at safe intervals for mood management, but I rarely find it worth the effort, even for psychite tea. Tea gives you some tiredness back, but not enough to recoup the time spent making the stuff to begin with. The amount of time needed to plant, harvest, haul, and process the drugs is not trivial, and I find mood is better managed in ways that don't require so much upkeep. That said, beer is great for selling because it requires the least crafting time and almost every kind of trader loves to buy beer.
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# ? May 29, 2020 18:59 |
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# ? May 22, 2024 09:35 |
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Mzbundifund posted:You can set drugs to be automatically taken at safe intervals for mood management, but I rarely find it worth the effort, even for psychite tea. Tea gives you some tiredness back, but not enough to recoup the time spent making the stuff to begin with. The amount of time needed to plant, harvest, haul, and process the drugs is not trivial, and I find mood is better managed in ways that don't require so much upkeep. It makes more sense with mods. There are a lot of mods that add little mood-improving "drugs" like (regular) tea and coffee and tobacco and so on. With a little investment, you can keep your colonists insanely happy. Mzbundifund posted:That said, beer is great for selling because it requires the least crafting time and almost every kind of trader loves to buy beer. It's nice to keep some Yayo around for the same reason: it sells for a lot and it can wipe out huge morale penalties in a pinch. Lover just died? Try some cocaine, it's a hell of a drug.
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# ? May 29, 2020 19:08 |