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OwlFancier posted:I dunno but unless they're really skilled surgery has a decent chance of just they get in the room, grab the scalpel, and jam it in one end of the body and drag it to the other end hitting everything in the way, and then just go "welp, sorry, dunno what went wrong there also I stabbed the replacement organ into hamburger in the process sorry dude" There's so much stuff removed comparing a Rimworld surgery to a standard surgery that I can't help but picture the idiot surgeon grabbing a handful of that "heal root" and jamming it down someone's throat, followed by fumbling the surgical tools because they're too dumb to keep their hands relatively clean of blood/fat, and whacking the tray full of instruments into the air to fall randomly across the patient. Also note they didn't do any eye protection for the patient and let their corneas desiccate. Not to mention patient monitoring, maintaining the anesthetic plane, etc.
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# ? Jun 5, 2020 23:12 |
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# ? Jun 8, 2024 09:21 |
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You're descrbing surgeon simulator.
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# ? Jun 5, 2020 23:20 |
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I suspect my layout is going to make some people angry, and I can see all kinds of inefficient things, but.... for now it's a cool home, and I'm thriving in it. In fact, I'm thriving too much! I didn't realize the storyteller AI would give me so many colonists!
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# ? Jun 6, 2020 00:07 |
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I'm impressed how compact your base is given that many people. I sprawl a lot more.
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# ? Jun 6, 2020 00:09 |
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Here's my terribly babby's first base layout a few hours before we said "gently caress you" to this lovely planet. A few parts of it were wrecked and not rebuilt in the leadup to the ship coming online but most of it is still here. I learned a few things from it: -Hallways exist for a reason; I had a hard time keeping the kitchen clean because my terrible layout made it into a common throughway. -I don't think the "side-on" fortification for the killbox was such a bad idea but my implementation of it was a bit lacking. Also, I lost several supply shelves due to explosives so shelves of meals, single-shot or specialty weapons, and combat drugs should be better protected. -The angle of attack of attackers needs to be highly limited or they will be able to snipe at turrets with little or no retaliation. I gradually tweaked my killbox layout over the years to correct this -I built wooden structures to save stone - mostly warehouses, barns, and temporary prisoner huts (places where they could be stabilized before being let go or moved to better places) and these mostly just not surviving attacks. I never had a bad warehouse fire because I used firefoam poppers, and I replaced them with stone as it became available, but the prisoner accommodations did not survive the rough fighting of the final days. Which I guess didn't matter because i was done taking prisoners by that point... -I had ammo and fuel cookoff accidents. At one point I lost all of my fuel and a few batteries and chemfuel generators due to a zzt event; the firefoam didn't engage in time to prevent a detonation. I also had a similar accident with my mortar firebase where an incoming incendiary shell took out my ammo stockpile before the firefoam triggered - this also took out my prisoner medical huts, which I didn't rebuild in the final days. The lesson - firefoam alone does not protect fuel and ammo stockpiles. They should be stored less densely, with stone walls between sections to limit how much can explode in one event. Electric lines should not be run near the stockpiles. Fuel and ammo storage should be far enough away from facilities which use it that explosions will not take out them as well. -I took too long to start giving my colonists psychoid tea, which helps mood a lot with no risk of addiction if properly scheduled. -I made a freakish number of packaged survive meals before I decided I was going to finish a ship and exit the planet that way instead of convoying to the free ship. I need to make decisions like this earlier to keep the colony's wealth down a bit -Coolers should be walled off to protect them from raiders, who seemed to be eager to prioritize them as targets for property damage. They only need a single roofless space each for their exhaust heat, which I covered in concrete and provided a door for access, since I occasionally had drop pods leave items inside these areas. -8 hospital bets cut it a lot closer than I had anticipated -Just build double beds for every bedroom, upgrading to royal beds eventually - don't bother with singles because it just makes more work later. Most of my colonists ended up hitched in the end -I was too slow to upgrade the living quarters with carpet, art, and better quality beds. I had grown complacent and it got to a point where I nearly had a mutiny as my wealth grew and expectations rose. -Chocolate seemed like a waste of time and storage space that was rarely eaten by anyone -Mass graves for raider corpses seem amusing until you have to deal with "seen body x8" moods from people who wander by for whatever reasons -Due to granite shortages I started patching up walls with wood, which when augmented with concrete firebreaks seemed essentially as good as stone for funneling raiders to the killbox Here's the current layout of my Rich Explorer+Royalty run that I'm incorporating what I've learned into, although it is very early so far The remaining wooden structures are out of necessity so far and will be replaced ASAP. The room with the blue carpet and the adjacent two rooms will be the dining hall and rec room eventually, and I will incorporate a way of grabbing food from the fridge that doesn't involve going through the kitchen. BattleMaster fucked around with this message at 01:00 on Jun 6, 2020 |
# ? Jun 6, 2020 00:44 |
poo poo, you do better than me. I'm fukkin bad at designing buildings or areas. Which is weird. I used to be super minecraft level autistic where I could build and build and build. Just... don't have that spark anymore. Age? Depression? Dunno. Most I can do now is improve existing designs. Add on to other people's work or refine things. Still, I appreciate the pictures you guys put up, as it does stir ideas in my head even if you claim they're bad.
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# ? Jun 6, 2020 01:15 |
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Danaru posted:And the opposite too, a truly skilled surgeon can excise a kidney from 200 ft with a good enough rifle Game IS missing the ability to put optics and accessories on weapons, and thus the opportunity to mod in a ‘remote surgery’ optic.
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# ? Jun 6, 2020 01:15 |
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LonsomeSon posted:Game IS missing the ability to put optics and accessories on weapons, I was actually thinking about this the other day and it would be a really nice option. There's already a mod that lets you pick shooting stances for pawns which do things like extra range, accuracy, longer aim time, or extra rounds per burst but wildly inaccurate. It'd be cool if there was some way to just modify guns like that, so you could make them for specific tasks but with drawbacks.
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# ? Jun 6, 2020 01:27 |
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OwlFancier posted:I'm impressed how compact your base is given that many people. I sprawl a lot more. I like to sprawl except that I've had an Ice age for a year and then global warming hasn't let up for 2+ years and I NEED to keep things kinda compact just for temperature reasons.
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# ? Jun 6, 2020 01:39 |
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Strix, I strongly recommend Deep Storage to address that floor-based warehouse in the upper right corner. Otherwise I really like that base, it is very homey. Likewise to Battlemaster who made my thick-headed self realize how easy it is to actually keep grazing animals with a safe grazing area like that. You guys reminded me that I should share Snake Heads current final form. My feralisk jungle playthrough has stabilized nicely and I'm teching up rapidly and beginning to do more adventurous geothermal station expansions. I wonder if it is possible to actually build a safe passage to map edge(god mode lets you ignore the usual no build zone) but that might just royally break spawning behaviors. Also it feels appropriate that all these idiots visiting the reclusive hideaway of the crazy snake cult surrounded by giant man eating spiders get what nature intends. Once I get the next base design going(hydra heads) maybe I can wall off the nature spawns and funnel them to somewhere less "travelers come through here" while leaving doors the traders and visitors will use.
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# ? Jun 6, 2020 01:41 |
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I have Deep Storage! I've just been lazy about installing more skips/shelves/pallets, haha. I need to stop stripping attackers, I never use or sell their clothes anymore and it's too much space.
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# ? Jun 6, 2020 01:52 |
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Dubs has a really easy to use washing machine(after research), transforms tainted into regular because clothing doesn't actually have permanent death aura on it in reality. Bulk wood cutting session, slam 10 clothing racks down, clean halls and better moods and lots of traders buy clothing. My trick atm is I have to sneak out at night to loot stuff idiot travelers drop when they die. Once I get a few interim buildings up I intend to strip the corpses too. Waste nothing, gonna need mad silver to buy late game goods.
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# ? Jun 6, 2020 01:55 |
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Doomykins posted:Dubs has a really easy to use washing machine(after research), transforms tainted into regular because clothing doesn't actually have permanent death aura on it in reality. Bulk wood cutting session, slam 10 clothing racks down, clean halls and better moods and lots of traders buy clothing. As far as I can tell, Dubs' washing machine goes with his hygiene mod and I don't want to add that to the game, so instead I just added: HolyWasher (Continued) MendAndRecycle which are more in line with what I want from the game. Thanks for giving me the idea to look 'em up!
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# ? Jun 6, 2020 02:04 |
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Doomykins posted:Strix, I strongly recommend Deep Storage to address that floor-based warehouse in the upper right corner. Otherwise I really like that base, it is very homey. Likewise to Battlemaster who made my thick-headed self realize how easy it is to actually keep grazing animals with a safe grazing area like that. I love this so much; please do a tour of it when it's finished!
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# ? Jun 6, 2020 02:46 |
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Oh gosh, thank you. I did move on with it mostly finished. The size of the initial head made it hard to design a matching body on the same scale and I did feel the starting site(temperate plain) was a bit simple. I started a new with Royalty and even more late game mods to try out. I'll definitely do a tour though, and I want to refine that scale and make a map porn worthy base in spider jungle land.
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# ? Jun 6, 2020 02:49 |
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OwlFancier posted:I dunno but unless they're really skilled surgery has a decent chance of just they get in the room, grab the scalpel, and jam it in one end of the body and drag it to the other end hitting everything in the way, and then just go "welp, sorry, dunno what went wrong there also I stabbed the replacement organ into hamburger in the process sorry dude" https://www.youtube.com/watch?v=TAx1_CsJc1k
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# ? Jun 6, 2020 07:33 |
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I wish there was a way to export maps and then make 'em a little ruined so I could use them as special landing sites for future games. Three colonists crash-land on a failed? abandoned? settlement and instead of moving adopt it as their home. That'd be a cool way of checking out other people's cool builds.
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# ? Jun 6, 2020 10:57 |
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StrixNebulosa posted:I wish there was a way to export maps and then make 'em a little ruined so I could use them as special landing sites for future games. Three colonists crash-land on a failed? abandoned? settlement and instead of moving adopt it as their home. That'd be a cool way of checking out other people's cool builds. You check out the Real Ruins mod or whatever it's called yet?
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# ? Jun 6, 2020 11:37 |
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StrixNebulosa posted:I wish there was a way to export maps and then make 'em a little ruined so I could use them as special landing sites for future games. Three colonists crash-land on a failed? abandoned? settlement and instead of moving adopt it as their home. That'd be a cool way of checking out other people's cool builds. Real Ruins.
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# ? Jun 6, 2020 11:46 |
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God drat, there really is a mod for everything!
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# ? Jun 6, 2020 11:50 |
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# ? Jun 6, 2020 15:28 |
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What quality of life mods (i.e. UI changes or similar changes that in no way affect the substance of the game) or really helpful or nearly essential now that Royalty has had a little time to settle out? Basically, I'm asking, now that Royalty has been out for a while, I know it incorporated some of the old mods for user experience - what mods are still needed/good that don't alter the gameplay itself?
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# ? Jun 6, 2020 16:19 |
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SlyFrog posted:What quality of life mods (i.e. UI changes or similar changes that in no way affect the substance of the game) or really helpful or nearly essential now that Royalty has had a little time to settle out? Gimme a bit and I'll post an overview/list of my mods that I'm using now with a royalty runthrough. Some are vanilla friendly some are very much not, so mix and match as you please.
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# ? Jun 6, 2020 17:11 |
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Don't you just hate a brain itch.
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# ? Jun 6, 2020 17:32 |
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Strix's Mod List - for the most convenient/fun playthrough of this game. HugsLib + Harmony - required for mods to work, set them at the top of the load order. QoL - overall focus on stuff that should be in the game imho Prepare Carefully - so popular I'm not linking it. Lets you customize your pawns before starting the game. Psychology - linked because it's the 1.1 unofficial version. Makes your pawns more interesting, BUT trigger warning, it adds a mental break called "self-harm" where your pawns will snap and harm themselves. It's gross and out of place, but rare enough that I put up with it for the rest of the mod. Interaction Bubbles - lets you actually see what your pawns are talking about instead of having to open the social tab, honestly this one should be in the base game it's so good and flavorful Camera+ - because zooming in is fun Allow Tool - useful UI buttons that remove tedium. Animals Logic - Adds a bunch of useful functionality to animals that just makes sense - like animals owning beds Pharmacist - tells doctors to use the right meds for the job; i.e. no glitterworld meds for a papercut. also sets global restrictions on who gets what meds so your prisoner doesn't get glitterworld meds. Damage Indicators - makes what's invisible visible so you can see numbers flying out when damage is done. Home Mover - lets you move things. It also links to Minify Everything, which lets you move walls as well. This is basically more QoL stuff. Quality Builder - force pawns to rebuild furniture if it's not up to snuff. While You're Up - fixes/adds to hauling so pawns are better about moving stuff around, especially if it's important. Share the load - multiple pawns can deliver to a blueprint I Clearly Have Enough - because come on, just because it's not in storage doesn't mean it's not available Where is my weapon - Downed pawns will go get their weapons when they can walk again. sometimes. GreenRim - makes green biomes have more growth in 'em. A forest should be full of trees, after all! Beautiful Outdoors - Works hand in hand with GreenRim - makes outdoor stuff prettier. It's not OP either imho. I put these two under QoL because going outside IRL is one of the most beautiful things I can do for myself and I want my pawns to have that experience too. Dubs Minimap - I can't play without it now Faction discovery - if you add any factions to the game, use this to integrate them - even for in-progress saves. Added items/interactions - because more is better. Vanilla Expanded - a collection that adds vanilla friendly stuff, to the point that one of the mods from this set is now in the base game. There are also factions and weapons and all kinds of neat things that fit right in. Note that you need to make sure to remove the redundant 1.0 one - animals I think - that's now in the base game. Bird Up - adds more birds to the game. They're regular birds so I think they're relatively balanced/vanilla-friendly Animals Are Fun - Your pawns can fetch/walk pets! It's cute and makes sense - why have a dog if you can't play with it? Utility Columns - pretty useful columns RimFridge - fridges! A Dog Said - animal prosthetics Gamebreaking/twisting mods - add these to get away from vanilla Stabilize Here - okay it should be in the base game but since it messes with difficulty I'll put it here. Lets a pawn heal a downed one on the spot. Snap Out - your pawns can try to snap a pawn who is mental breaking out of it. Balanced, but it definitely changes from vanilla. Expanded Prosthetic and Organ Removal - unsure how vanilla it is, haven't done much with it yet Scar Removal Plus - using glitterworld meds, remove scars and other problems! This feels broken in the later game when you have access to glitterworld meds as then you can get rid of all those little debuffs you've picked up from combat. Set up Camp - basically makes tiles enterable, and then you can mine or hunt or whatever. It makes thematic sense, but it also makes it super super easy to get steel and other minerals. MendAndRecycle + HolyWasher - lets you repair, unmake, and wash taint off of clothes Autocleaner Misc Robots - these two add roombas and similar to the game. They're balanced in that they're expensive to research and build, but once you get one they're SO handy they belong in this category Better Infestations 1.1 - messes with infestations! Hospitality - makes it so you can toggle beds as guest beds, and then guests will arrive on a regular basis and use your rec area and eat your food and befriend your pawns. If they had a good time they'll leave behind goodies. I like the flavoring but it messes with balance and what you need to build - I have a guest barracks now. BE SURE TO LOAD IT LAST. Realistic Rooms - shrinks the room size so a smaller room doesn't make a pawn unhappy. Mad Skills - Tweaks to how skills decay/gain, adjust to what you like Alpha Animals - adds weird sci-fi/magic critters, some are extremely dangerous, adds fun challenge and flavor Magical Menagerie Dinosauria Megafauna GouRIMet - adds new food options that I think are OP now that I've used them. They're pretty and add flavor but yeah, they fill up pawns too much. I'll go without it next time I think. Warehousing - storage mods Stack XXL Deep Storage - best balanced, best looking imho
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# ? Jun 6, 2020 17:48 |
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oh and general rule of thumb: if you're playing the game and discover that you hate how [mechanic] works or think that this game would be better with toilets, in 99% of cases there's a mod for that. Go to the workshop and search for related keywords and you'll find neat stuff.
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# ? Jun 6, 2020 18:12 |
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The game actually IS better with toilets, despite what you'd expect.
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# ? Jun 6, 2020 18:15 |
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Really? Really???
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# ? Jun 6, 2020 18:22 |
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Dumping the contents of my latrine into the prisoner cell to assert dominance.
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# ? Jun 6, 2020 18:29 |
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Moon Slayer posted:Really? Surprisingly yes. It’s more the whole water mechanic in general though. It integrates well with a bunch of other mods and ends up feeling like a base feature rather than a mod.
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# ? Jun 6, 2020 18:30 |
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Once you are established in the mid game it's pretty easy to set up automated toilets, septic tanks and power showers that make colonists moods better overall because who doesn't feel better in space hell after cleaning themselves. Also it is deceptively simple to start if you want to focus on other priorities. Make 1-2 private latrines, set a dump zone out of line of sight for fecal waste barrels and let them accumulate, build 2-3 wells, you can convert poo into chemfuel with the burner later. Poo burner is slow and makes a sickness zone but maybe you could use that to assert dominance against raiders on your map edges. Strix: if alpha animals interests you look at alpha biomes sometime, really high quality mod. And thanks for the list, some of those slipped my grasp. My personal favorite QoL is Haul+, which adds a work category and command for getting the entire base to drop their current tasks and put the harvest in the storehouse! Doomykins fucked around with this message at 18:49 on Jun 6, 2020 |
# ? Jun 6, 2020 18:44 |
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Doomykins posted:Strix: if alpha animals interests you look at alpha biomes somwtime, really high quality mod. I will, thanks! And this is a perfect segway into: are there any mods I should be looking at? Stuff that adds to the game - like I want to try the cthulhu and zombies mods, but they're kind of new games on their own. I want stuff that's more in line with my list, that enhances and adds to the game without changing it massively.
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# ? Jun 6, 2020 18:47 |
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BadHygiene is a simple yet well realized needs and luxury system that feels like it was missing from the base game. I started my last base to force myself to build with plumbing fixtures in mind and learned the entire system quickly. Save our Ship and RimAtomics/RimOil are my next big mods to learn, as well as my start being in an AlphaBiomes area, many of which are hard mode terrains but uniquely alien and interesting. Snake Head hit 30+ colonists and was self sustaining so I need to start putting resources into an away team to do naughty stuff like raid those hoity toity royals. Hospitality is really good and can throw balance off but adds a great new base feature to build for. I also think even the off balance stuff fits the game perfectly. I was trying a Naked Solo Brutality start for kicks and actually barely survived my first rice harvest loop. Then some people came to visit(what!) and were carrying great guns. I kept things going and gave them my shacks bed, walled them off and waited for them to die so I'd finally be able to hunt and control my food income better. Horrible and amoral. So, Rimworld. I'm also a fan of the end game crafting and faction mods like RimArsenal, as the base game before Royals caps out on tech a little fast for my liking. Balances itself in that when you can make/get advanced gear raiders will be using it too. Doomykins fucked around with this message at 19:03 on Jun 6, 2020 |
# ? Jun 6, 2020 18:54 |
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Doomykins posted:BadHygiene is a simple yet well realized needs and luxury system that feels like it was missing from the base game. I started my last base to force myself to build with plumbing fixtures in mind and learned the entire system quickly. Once I got Hospitality working (HugsLib loading order at the TOP and Hospitality at the BOTTOM) I really love it for the flavor. I'm planning to build my own ship and win the game with my current base, then next run do alpha biomes (they sound so cool) and Save Our Ship. I'm not as interested in the factorio-esque sounding Atomics/Oil mods, but I'll look at 'em anyways! Thank you so much! I'm almost tempted to skip to a new game but no no I need to get this colony off the planet, I've put too many hours into it to stop now.
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# ? Jun 6, 2020 19:04 |
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Been playing a Fallout-flavored run and I'm having a blast with this dumb game. Combined with a bunch of faction mods and RimCities, my dudes are periodically leaving the Vault to go out and scavenge toxic or abandoned urban areas for resources. I kinda ruined the game for myself a little bit because I got lucky and got a lot of power armor from a failed Enclave raid on my base (they burned out the defenses in my vault entrance, then all collapsed from heat stroke, so I captured and stripped a bunch of them), but... I don't care, man, having my power armored guys jumping out of a Vertibird to sweep a city for resources rules. Also the Protectrons/Mr. Handy/Securitrons rule because they're tireless. They can't do a lot (Securitron won't do anything but shoot stuff, including hauling, unless he's bringing back a kill he hunted) but it's great as a baseline 'keep the vault running' kind of measure.
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# ? Jun 6, 2020 19:06 |
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Harvey Baldman posted:Been playing a Fallout-flavored run and I'm having a blast with this dumb game. Could you post which mods you're using for this? That sounds awesome!
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# ? Jun 6, 2020 20:05 |
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Harvey Baldman posted:Combined with a bunch of faction mods and RimCities, my dudes are periodically leaving the Vault to go out and scavenge toxic or abandoned urban areas for resources. I kinda ruined the game for myself a little bit because I got lucky and got a lot of power armor from a failed Enclave raid on my base (they burned out the defenses in my vault entrance, then all collapsed from heat stroke, so I captured and stripped a bunch of them), but... I don't care, man, having my power armored guys jumping out of a Vertibird to sweep a city for resources rules. That's baller! Also I can't knock anything that's "cheating" because I save-load literally all the time. I like pursuing balance and not having TOO OP mods, but also like come on I can't let my faves die
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# ? Jun 6, 2020 20:17 |
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Is any weapon an upgrade to the assault rifle? I mean the assault rifle has decent range as well as AOE damage from the bullet bursts. So it works well against everything from raiders to manhunter packs. I tried the charge rifle and charge lance but my pawns often end up firing the whole volley into the first target which wastes a ton of damage. The Assault rifle on the other hand gently sweeps the area with relatively accurate fire. The LMG and Minigun both have abysmal accuracy and range last time I tried them.
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# ? Jun 6, 2020 20:52 |
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I just had the "psychic wave enrages animals" event. It chose thrumbos, with 3 of them in my base directly next to my colonists.
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# ? Jun 6, 2020 21:12 |
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# ? Jun 8, 2024 09:21 |
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Largejaroalmonds posted:Could you post which mods you're using for this? That sounds awesome! It's a big fuckin' mess, but here's the list of what I have active right now. I bolded the things that are inimical to the Fallout playthrough - the rest are usually Quality of Life things or optional.
For the purposes of my game, 'androids' are basically just synths, and I treat android raids like they're coming from The Institute. A few of the mods facilitate better underground food-growing or alternative options to farming on the surface. Ruins and cities mods give you places to go. Robots, ghouls, and the other factions add a bit more thematic flavor to the world. I made a start on this world by building a much smaller 'starter' vault in devmode. Then I went and saved the file, opened it in Notepad++, and re-assigned faction ownership of each piece (every wall, every door, etc) to an enemy faction, and finally re-fogged the map, which mostly accomplished what I wanted. I started the game with a Lone Wanderer and a German Shepherd, and then eventually was able to carefully retake the vault from a bunch of ghouls and an infestation. Then I started building out. Edit: With Prepare Carefully, I gave my starter Lone Wanderer the 'Bionic BrainPal' upgrade to represent a Pip-Boy and VATS, which I think is very on-point. (Enhances manipulation, sight, consciousness minorly). Harvey Baldman fucked around with this message at 21:25 on Jun 6, 2020 |
# ? Jun 6, 2020 21:20 |