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I'm split on the whole nobles thing. I love the quests but the house of kings style aesthetic doesn't match anything I'd like to do. For example I put all my royal favor into my veteran combat medic. A seasoned cyborg warrior who lost half her face to a megaspider before she pistol whipped it to death and then dismembering it on the butchers table and ate it. Now all of a sudden she's a Dame and she would rather starve to death than eat her field rations which are now icky. She wants fancy clothes, doesn't like her armor. She refuses to do her share of honest work and wants a loving throne to sit on while she can eat grapes all day. There's no room in my Rimworld for throne rooms. This is a world of equals just looking to do some socialist imperialism. I thought the nobles would be more like 40k boots-on-the-ground war nobles. Or at least have the option for it. I had to renounced all her titles to get my fav soldier back to duty and I feel like I'm going to miss a chunk of gameplay options this way.
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# ? Jun 1, 2020 18:11 |
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# ? May 22, 2024 13:52 |
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That is an amazing base, how big are the infestations?
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# ? Jun 1, 2020 18:16 |
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Katt posted:I'm split on the whole nobles thing. I love the quests but the house of kings style aesthetic doesn't match anything I'd like to do. That should only be happening if she has the Jealous or Greedy traits, because all of the job restrictions were removed aside from pawns with those traits. I think clothing requirements still apply but they can wear armor over the fancy stuff.
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# ? Jun 1, 2020 18:18 |
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Gadzuko posted:That should only be happening if she has the Jealous or Greedy traits, because all of the job restrictions were removed aside from pawns with those traits. I think clothing requirements still apply but they can wear armor over the fancy stuff. Still she's going to take a mood hit and she was never a party person to begin with. Plus I need to start making separate fancy food for her
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# ? Jun 1, 2020 18:22 |
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Dont sleep on the kind of equipment nobles can use too. Before the big nobility change I had a count with a mind link monosword who was keeping a good pace with my lightsaber wielding jedi
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# ? Jun 1, 2020 18:23 |
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I really like the inherent commentary the title system provides: it doesn't matter who you are, if you are granted rank above others, you WILL think of yourself as different/better and demand more. There is no "good" noble, there is nothing good about elevating a person above others. Even first among citizens is still a rank that leads to potential corruption. Which is to say, good on your hard-bitten soldier for saying "gently caress you" to the gentry and being true to herself and renouncing her titles.
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# ? Jun 1, 2020 18:28 |
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Katt posted:Still she's going to take a mood hit and she was never a party person to begin with. Plus I need to start making separate fancy food for her The food thing yeah, but I'm sure someone will mod that out if they haven't already. As far as the throne room goes, you don't need a dedicated room that's empty just for the throne. It can be a combined mess hall/rec room/workshop or whatever that just happens to have a throne in it for meditation. Seems pretty socialist to me. You could have it face the wall if you want to reiterate the fact that it's not an authority thing.
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# ? Jun 1, 2020 18:31 |
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Gadzuko posted:The food thing yeah, but I'm sure someone will mod that out if they haven't already. As far as the throne room goes, you don't need a dedicated room that's empty just for the throne. It can be a combined mess hall/rec room/workshop or whatever that just happens to have a throne in it for meditation. Seems pretty socialist to me. You could have it face the wall if you want to reiterate the fact that it's not an authority thing. Still sounds like major BS in my barracks bunker complex. Throne room.... My most seasoned and respected combat medic on a throne.
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# ? Jun 1, 2020 18:35 |
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Katt posted:There's no room in my Rimworld for throne rooms. This is a world of equals just looking to do some socialist imperialism. You should go down the anti-Empire path then. The Imperials are decidedly not socialistic. So, bringing the revolution and capturing nobles to yank out their psy amplifiers to shove into your own sounds like a valid goal, but then they don't have noble titles. Or, if you have any tribals among your pawns, you can have them find an anima tree and start meditating, and eventually, use the anima tree to gain psy powers. Edit: And then once they're not a noble but with psy powers, they have different places they can meditate to gain psy.
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# ? Jun 1, 2020 18:37 |
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Whoops anima tree went in the wood generator. It was bitching at my wall construction and looked vaguely monarchist leaning.
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# ? Jun 1, 2020 18:43 |
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Doomykins posted:That is an amazing base, how big are the infestations? I turned them off because they're annoying But realistically I would have to rebuild half the thing every time I got one. Like I could design around it but honestly I'd rather make the base look nicer and I can't be arsed replacing the furniture all the time.
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# ? Jun 1, 2020 18:45 |
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Infestations is when everyone over 60 collects their shotguns and molotovs. I don't think I ever found a way to truly cheese them. I keep all corridors wide and made preparations to be able to burn out sections if needed but in the end it still comes down to shotguns and rifle butting and then playing Mr Potato head with the survivors and whatever parts I have in storage.
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# ? Jun 1, 2020 18:49 |
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Katt posted:Infestations is when everyone over 60 collects their shotguns and molotovs. Infestations are weighted to areas that are dark, wide, unsmoothed and full of infrastructure. Knowing this, you can hollow out an area, put some meaningless workshops inside and fill the rest of the space with land mines and napalm containers.
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# ? Jun 1, 2020 19:16 |
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I finally figured out why my cyborgs werent wearing gloves and boots, when you install a bionic arm or leg, the hands/feet are considered removed and hidden I guess it doesnt really matter defense wise since they cant lose fingers anymore, but the little bit of bonus insulation helped
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# ? Jun 1, 2020 19:19 |
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Katt posted:Whoops anima tree went in the wood generator. It was bitching at my wall construction and looked vaguely monarchist leaning. Another one will grow eventually, but that one was there first. Interestingly, psychic powers, even if granted by the tree, will still make transhumanists happy.
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# ? Jun 1, 2020 19:26 |
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Keeshhound posted:Another one will grow eventually, but that one was there first. Magic trees are cool
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# ? Jun 1, 2020 19:35 |
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OwlFancier posted:I turned them off because they're annoying Wahahaha, fair enough. I bait them with wooden furniture and walls in my heavy strip mining outskirts, has worked 4/4 times so far. You still have to face the bugs but they're no mechanoids or raiders in late game gear.
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# ? Jun 1, 2020 19:43 |
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I did play with them for a while but after a while even the better infestations mod just make it really tedious. Like spending a week trying to whittle down a hive because they're spawning almost as fast as I can kill them. The colony's like 17 years old so after a while I'm just doing the same thing over and over again. I still get bug raids from the better infestation mod but they come from the outside, not spawning in with piles of hives. I think I might have to switch over to Combat Extended again because if there's one thing that mod is good at it's making combat not boring. Everything is so absurdly lethal if used right that there's almost always a way to resolve fights quickly. Danaru posted:I finally figured out why my cyborgs werent wearing gloves and boots, when you install a bionic arm or leg, the hands/feet are considered removed and hidden I guess it doesnt really matter defense wise since they cant lose fingers anymore, but the little bit of bonus insulation helped Yeah I noticed that too and figured it must be something odd about the anatomy of augmented parts. If you want to solve the insulation problem though you can use Questionable Ethics, Evolved Organs, and Prosthetic Combat Framework and grow better skin to slap on your pawns and also stuff them full of organic arm cannons. OwlFancier fucked around with this message at 20:04 on Jun 1, 2020 |
# ? Jun 1, 2020 19:56 |
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Katt posted:Whoops anima tree went in the wood generator. It was bitching at my wall construction and looked vaguely monarchist leaning. lmao the anima tree is arguably extremely non-monarchist because it provides the people with means to connect to psychic powers and nature that are otherwise only provided by decree of the Imperials.
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# ? Jun 1, 2020 20:33 |
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I last played rimworld more than a year ago, but was thinking off getting the royalty expansion and having another go. I played totally unmodded before, but was thinking this time I’d go all out. Read back a few hundred posts, and I think I’m sorted on QOL mods like deep storage, rim roads, etc., and I’m interested in the way rimworld of Magic sounds. Should I ask for recommendations to go with that mod, or is there already a mod pack/collection on the workshop that I can just download all at once? Basically, I’m looking for a new experience with a lot of stuff, but without having to worry about mod compatabilities or fiddliness so I can just play.
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# ? Jun 1, 2020 21:53 |
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Almost everything is cross compatible except for like, combat extended or whatever. Rimworld of magic goes well with Magical Menagerie and you might also want to pick some medieval themed stuff maybe? It's really just up to you what kind of game you want. Rimworld of magic is easy to break the game over your knee with unfortunately so you might also want to think about something that adds a challenge, Alpha Animals/Biomes might be a good choice there. Or some faction packs that add high tier hostiles.
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# ? Jun 1, 2020 23:41 |
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uhhhhhhh wrong ship sorry!
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# ? Jun 2, 2020 00:57 |
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Mzbundifund posted:
Is that one of the Cthulhu monsters or is did SoS2 also add aliens?
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# ? Jun 2, 2020 01:11 |
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Enola Gay-For-Pay posted:Is that one of the Cthulhu monsters or is did SoS2 also add aliens? SoS2 did add some bug aliens that infest mineable asteroids and wrecked space hulks, but this one happens to be a Tar Guzzler from Alpha Animals.
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# ? Jun 2, 2020 01:25 |
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Vengarr posted:https://steamcommunity.com/sharedfiles/filedetails/?id=1531640632 The straw that broke the camel's back: I had a muffalo named Miller and was somehow still surprised to find it in a drunken stupor. Finally installing this mod because like come on, this is ridiculous. (also making sure to zone new animals properly) (also my warehouse is beginning to be tidied with pallets and shelves)
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# ? Jun 2, 2020 21:36 |
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So with the new meditation system, has anyone found their pawns just aren't meditating? I have a royal pawn who has a throne available with a meditation spot adjacent to it, and I've only ever once seen him use it, despite his focus being at 0%.
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# ? Jun 2, 2020 22:27 |
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Razakai posted:So with the new meditation system, has anyone found their pawns just aren't meditating? I have a royal pawn who has a throne available with a meditation spot adjacent to it, and I've only ever once seen him use it, despite his focus being at 0%. To make my pawns meditate I had to schedule it.
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# ? Jun 2, 2020 22:32 |
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You've gotta schedule meditation in the
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# ? Jun 2, 2020 22:32 |
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That did the trick, thanks.
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# ? Jun 2, 2020 22:35 |
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Gadzuko posted:As far as the throne room goes, you don't need a dedicated room that's empty just for the throne. It can be a combined mess hall/rec room/workshop or whatever that just happens to have a throne in it for meditation. Seems pretty socialist to me. You could have it face the wall if you want to reiterate the fact that it's not an authority thing. Can still be a rec room dining hall though
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# ? Jun 3, 2020 01:06 |
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Throne Rooms double really nicely as barns! Despite the note on the right, that's not the undignified throneroom - the barn is fine. The unfinished throneroom lacking a harp and stuff is not.
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# ? Jun 3, 2020 01:17 |
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I'm forcing myself to build a colony not on a mountainous tile and seriously how do you people LIVE like this. All the roofs are thin, the sun is just everywhere, you actually have to BUILD walls. This disgusts me
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# ? Jun 3, 2020 01:30 |
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Goddamnit, found a weird bug: my muffalos keep trying to eat things, get halfway through, and stop randomly. They're now all starving and exhausted. My humans can eat fine. I'm staring at my modlist trying to think of what could cause this. And rebooting the game now. e: changed the load order of AnimalLogic and then restricted/unrestricted zones and now the muffalos are fine. What a weird situation. StrixNebulosa fucked around with this message at 02:11 on Jun 3, 2020 |
# ? Jun 3, 2020 02:05 |
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Danaru posted:I'm forcing myself to build a colony not on a mountainous tile and seriously how do you people LIVE like this. All the roofs are thin, the sun is just everywhere, you actually have to BUILD walls. This disgusts me caves are for cowards who cannot endure the glorious light of the burning
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# ? Jun 3, 2020 02:46 |
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I'm just getting into mods and well drat this Deep Storage mod really simplifies things.
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# ? Jun 3, 2020 02:58 |
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Wow, that was hugely engaging - had an ice age start in late summer, and I was already having food problems as I wasn't efficient enough. Plus I had a million animals who were happily eating everything. Fall killed off half of them as they either starved or were eaten, I got better at hunting, and my hydroponics I built on a whim became a massive operation, with rice for days. Also emergency parkas for everyone. I also made the decision to link all of my little cabins into one mega-structure with little paths between rooms and was able to pull apart some heaters and coolers for hydroponic parts. Basically it was a delightful stress-test for my colony, as everyone had to pitch in and help streamline things I didn't realize weren't. We had multiple mental breaks, Trucker now has anxiety/PTSD, and yet... we're all alive. We're even thriving now as it begins to warm up and more animals come into the map. For the record I'm on Cassandra Classic Community Builder, which has been about the right difficulty for getting back into the game. Whenever I get to my next game I'll feel more comfortable cranking it up a bit, and in the meantime it's just stressful enough to be really fun.
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# ? Jun 3, 2020 14:41 |
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Danaru posted:I'm forcing myself to build a colony not on a mountainous tile and seriously how do you people LIVE like this. All the roofs are thin, the sun is just everywhere, you actually have to BUILD walls. This disgusts me My very first game (I'm on #2 right now) was on a plain and after I started to get the hang of things I realized I was out of steel. "Huh, I wonder how you're supposed to get more, I'll look it up on the wiki." Nope, turns out I was never going to get steel again.
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# ? Jun 3, 2020 15:15 |
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Moon Slayer posted:My very first game (I'm on #2 right now) was on a plain and after I started to get the hang of things I realized I was out of steel. "Huh, I wonder how you're supposed to get more, I'll look it up on the wiki." Nope, turns out I was never going to get steel again. ahahah yep. Enter either moving, or getting mods. It snaps the game balance in two but getting the camping mod so you can go on short mining expeditions (two armed miners + four muffalo = 500 kg of steel in a day or two) makes building SO much easier.
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# ? Jun 3, 2020 15:28 |
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Dumb question, but how do I put out hay and/or kibble for my animals to eat? Is there a way to do that where a colonist doesn't have to go out and feed them all by hand? I've got a herd of boomalopes to provide steady fuel for my powerplants but they've nearly depleted their grazing area.
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# ? Jun 3, 2020 15:41 |
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# ? May 22, 2024 13:52 |
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For animal food, you just need to stockpile it somewhere that they can reach, they'll wander over to it and eat.
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# ? Jun 3, 2020 15:43 |