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Katt posted:Is any weapon an upgrade to the assault rifle? I haven't tried it but I read minigun is very good for defending a killbox from hordes of enemies since the inaccurate spray will end up doing a lot of damage to other targets even when most of it inevitably misses what you were shooting at. I'm using Simple Sidearms which let your pawns carry a sidearm and automatically swap from ranged to melee so I've gotten pretty good use out of a couple guys with chain shotguns & either mace or gladius (sidearms have to be under a certain weight, configurable if you want) which lets them tear into charging enemies and then help my dedicated melee guys if too many get through. Dunno if its optimal but its working well for me so far. One other mod I really love is Armor Racks. A pretty simple mod that adds armor racks you can store equipment in and then order your pawns to equip themselves from in a single click. You can set a pawn to own a specific rack so they always get the same gear if you want too. It has researchable upgrades that let you equip faster and one that will slowly repair the equipment stored in it. Makes managing equipment a lot less of a pain.
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# ? Jun 6, 2020 21:23 |
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# ? Jun 8, 2024 09:06 |
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I liked LMGs for crowd control against densely packed lightly-armoured melee rushes (usually from a tribal faction) because unlike miniguns a burst from an LMG would be enough to down several enemies while not spraying and destroying my fortifications with many missed shots. Other than that I mostly just used assault rifles and sniper rifles for the whole game as my standard weapons. Also don't be afraid to keep shelves of the real premium poo poo like triple or doomsday rocket launchers in your strongpoints for when you really need to kill a lot of fuckers really fast in an emergency. Whoever equips it will drop their gun next to the shelf and can pick it up again when the weapon is spent.
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# ? Jun 6, 2020 21:26 |
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Katt posted:Is any weapon an upgrade to the assault rifle? The assault rifle is overrated. Its range is only four tiles more than the LMG, and it has bad armor penetration, and mediocre damage. The LMG's damage and armor penetration are identical, but it fires twice as many shots and has enough stopping power to stagger a human, which the assault rifle does not have. Rimworld is a defensive game. 90% of the time you choose what the engagement terrain looks like, and there's no reason why you should be engaging at assault rifle ranges when you can force the enemy to close with you and rip them to shreds with stronger weapons. Enemies frequently attack in such numbers that low accuracy is irrelevant. It doesn't matter if you "miss" if there's 20 other targets around that your missed shot is almost certain to hit one of them. Which weapon is BEST depends on your killbox design and your targets, but the minigun and chain shotgun are basically the kings, with the minigun requiring a more specific killbox layout (you're going to have to replace walls regularly as the minigun blows chunks out of them). Charge rifles are ok for field work vs. mechanoids where their superior armor penetration gives them an edge. Assault rifles suck super bad vs. mechanoid armor. Or imperial armor. Or just general raiders with their flak and (in late game) marine armor. If you need long range to harass a siege or something, use a sniper rifle or charge lance. For more details, and recommendations, here's a madness post. CHOOSING GUNS ON THE RIMWORLD.
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# ? Jun 6, 2020 21:29 |
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gently caress's sake, raiders. what were you thinking? dropping 5 people on my roof so they could crash down into ONE bedroom where I could shoot you like fish in a barrel while my royal zapped you into vomiting constantly was... not great anyways you're all getting recruited asap I want to see how many colonists I can stuff into this colony before the game explodes
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# ? Jun 6, 2020 21:33 |
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"psychic rain will make your colonists age if they're caught out in it, and it will last anywhere from a season to several years" motherfucker!!!
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# ? Jun 7, 2020 00:38 |
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The purple events like that from the events expanded mod are woefully unbalanced and meant to dramatically change things, presumably for long time players. You can stop it with dev mode and fiddle with the mod settings in game. I learned my lesson after 3 years of a global warming event.
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# ? Jun 7, 2020 00:52 |
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Doomykins posted:The purple events like that from the events expanded mod are woefully unbalanced and meant to dramatically change things, presumably for long time players. You can stop it with dev mode and fiddle with the mod settings in game. I learned my lesson after 3 years of a global warming event. Oh huh, yep, that's what they're from. Given that I'm aiming to leave the planet within a year or two (less if I can!) I don't need to turn them off. That said, I...actually enjoyed the ice age and global warming events, once I got through the stress of adapting to them. They added some huge drama and flavor to the game and really pushed me to play better. This psychic rain one is kinda neat too - forcing me to make more roofed pathways. (still gonna turn it off/make it stop happening because aging is kind of a stupid consequence with how random the effects are)
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# ? Jun 7, 2020 00:58 |
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Harvey Baldman posted: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. Definitely would have missed a few of those. Thanks.
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# ? Jun 7, 2020 01:01 |
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Mzbundifund posted:The assault rifle is overrated. Its range is only four tiles more than the LMG, and it has bad armor penetration, and mediocre damage. The LMG's damage and armor penetration are identical, but it fires twice as many shots and has enough stopping power to stagger a human, which the assault rifle does not have. Rimworld is a defensive game. 90% of the time you choose what the engagement terrain looks like, and there's no reason why you should be engaging at assault rifle ranges when you can force the enemy to close with you and rip them to shreds with stronger weapons. Enemies frequently attack in such numbers that low accuracy is irrelevant. It doesn't matter if you "miss" if there's 20 other targets around that your missed shot is almost certain to hit one of them. qft. the main place the assault rifle actually shines is when you are traveling to your extraction ship, because it's difficult to know what you will run into. a generalist weapon is preferred there because you can run into darn near anything, and the last thing you want is for your kit to leave you at an awkward disadvantage. that said, you will still want to keep a chain shotgun or something else that pierces armor in a traveling party, because assault rifles are among some of the worst weapons in the game for tackling anything ironclad.
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# ? Jun 7, 2020 01:29 |
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StrixNebulosa posted:"psychic rain will make your colonists age if they're caught out in it, and it will last anywhere from a season to several years" motherfucker!!! Pretty sure that's the plot of Death Stranding?
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# ? Jun 7, 2020 01:37 |
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The "age faster" is only +200% aging so its not really a major issue unless you have a bunch of old pawns.
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# ? Jun 7, 2020 01:42 |
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That sounds really useful for ranching
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# ? Jun 7, 2020 02:23 |
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agreed to rescue a man from a pack of wild dinosaurs. the fight ended in near disaster with maynard dying, almost everyone injured, and worst of all - our old husky, who had been with us since we crashed years ago? she died to them, in valiant defense of us.
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# ? Jun 7, 2020 03:05 |
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StrixNebulosa posted:agreed to rescue a man from a pack of wild dinosaurs. the fight ended in near disaster with maynard dying, almost everyone injured, and worst of all - our old husky, who had been with us since we crashed years ago? she died to them, in valiant defense of us. Sounds like you now have some reasons to quest for a pair of resurrection serums.
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# ? Jun 7, 2020 03:27 |
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Is anyone else annoyed by the lack of hysteresis on meditation focus generation in the recent patch? Pawn drops 1 point below the target focus level? Better run halfway across the map back to a mediation spot and sit for 1 second to recover that before running back across the map. I feel like my noble pawns were more productive with the older authority system, since they fulfilled that need in one big chunk instead of spending half their day running back and forth the entire time. lurksion fucked around with this message at 03:46 on Jun 7, 2020 |
# ? Jun 7, 2020 03:41 |
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Yeah I don’t use psychic focus level, I just set a few hours of meditation a day. It’s also why I schedule loads of recreation so they don’t do similar in the middle of doing something so they could go shoot some horseshoes for 5 minutes.
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# ? Jun 7, 2020 03:50 |
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Danaru posted: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 Space Haven was great but after about 10 hours or so there wasn't much else to do. If the dev avoids it becoming another Spacebase DF-9 that'd be cool but I don't really regret the ten bucks or whatever for 10-12 hours. Think I did everything in between work projects in a day, so it fills a niche that I appreciate.
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# ? Jun 7, 2020 05:59 |
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Accept a quest to provide a safe haven for someone and they show up naked and it's -31 degrees outside. That and people who crash land in a pod on the other side of the map with 4 hours left to live.
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# ? Jun 7, 2020 07:45 |
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Found a good way to prevent prison breaks. Give them a bionic spine and then take it out Edit: Captured a tribal that was great at mining and shooting but is a body purist who got his spine shot off during a raid. It's going to take a wide combination of drugs and implants to make this guy a contributing member of society. Edit: never mind. Joywire brain surgery failed and he got 60% permanent brain damage. Katt fucked around with this message at 09:35 on Jun 7, 2020 |
# ? Jun 7, 2020 08:08 |
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StrixNebulosa posted:Strix's Mod List - for the most convenient/fun playthrough of this game. Do you use a mod manager to help manage all these mods? Or do you just go from the workshop and keep track yourself?
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# ? Jun 7, 2020 09:51 |
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I've read that the Anima Tree doesn't like to have any artificial constructions set up within a certain radius of itself. Do farms and roads also count towards that?
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# ? Jun 7, 2020 10:23 |
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Yeah, the "preferred focus level" is pretty annoying. My royal is my main researcher so he'd tend to sit down to research, then immediately sprint off to his throne, meditate for a minute, sprint back, and repeat. I ended up scheduling 2 hours of meditation a day which is enough to keep him topped up, and set his focus level to 0. I guess if they wanted to fix it, they'd make meditation always last at least X duration even if it takes you above preferred level, to give a buffer.
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# ? Jun 7, 2020 12:16 |
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Razakai posted:Yeah, the "preferred focus level" is pretty annoying. My royal is my main researcher so he'd tend to sit down to research, then immediately sprint off to his throne, meditate for a minute, sprint back, and repeat. I ended up scheduling 2 hours of meditation a day which is enough to keep him topped up, and set his focus level to 0. I guess if they wanted to fix it, they'd make meditation always last at least X duration even if it takes you above preferred level, to give a buffer. There should just be a tolerated minimum level in addition to the current meditation goal level. Set the minimum value via right mouse click, and the desired level via left click. No autonomous meditiation until below that mininum, unless specifically scheduled to meditate. You're welcome, Tynan!
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# ? Jun 7, 2020 12:25 |
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Gimmick Account posted:I've read that the Anima Tree doesn't like to have any artificial constructions set up within a certain radius of itself. Do farms and roads also count towards that? Roads no, farms.. probably not? Things on the floor layer don't count but things like walls and furniture do. Including things like conduit I'm fairly sure.
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# ? Jun 7, 2020 12:37 |
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Does the anima tree do anything for non tribals? I've been keeping my stuff away from it because it looks cool, but my town is congealing in that direction now
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# ? Jun 7, 2020 12:42 |
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OGS-Remix posted:Do you use a mod manager to help manage all these mods? Or do you just go from the workshop and keep track yourself? I keep track myself! It helps that Rimworld's built-in mod list is really good at going "this isn't compatible therefore it'll flash red" which helped me weed out a few duds. The other helpful thing is that once you have a stable set of mods and you've got a game running, you can mostly relax into playing without needing to look at the mods or do anything with 'em. And then since games last 50-100+ hours that's a long time to go without thinking about mods. Aside from tweaks on the fly I mean. And there's the "ah, Rimworld is now 1.2" potential where everything breaks. But that's modding for you.
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# ? Jun 7, 2020 12:49 |
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Danaru posted:Does the anima tree do anything for non tribals? I've been keeping my stuff away from it because it looks cool, but my town is congealing in that direction now Only people with a tribal pawn background can use it, so if you recruit a tribal they will be able to use it.
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# ? Jun 7, 2020 12:54 |
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Danaru posted:Does the anima tree do anything for non tribals? I've been keeping my stuff away from it because it looks cool, but my town is congealing in that direction now I think it never spawns where it won't work, so if you cleverly place things around the map you can force it in a clearing
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# ? Jun 7, 2020 14:41 |
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ShadowHawk posted:If you kill it it'll regrow in 2 seasons or so Note that you get a several day (5?) malus for cutting down the Anima Tree, something like -8 or -10, for everyone.
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# ? Jun 7, 2020 15:18 |
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Danaru posted:Does the anima tree do anything for non tribals? I've been keeping my stuff away from it because it looks cool, but my town is congealing in that direction now Meditation Freedom https://steamcommunity.com/sharedfiles/filedetails/?id=2111021647 This mod does the following. - All meditation items/buildings allow all meditation types. - All meditation items/buildings are set to 30% regardless of other factors. - Nature shrines can be built without a nature based psycaster. - Nature shrines and the Anima Tree no longer get a debuff from nearby artificial items/buildings. - The Anima Tree can be grown in growing zones. (Unfortunately the linking ritual is limited to 1 meditation type in the game files so currently I'm leaving it as Natural)
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# ? Jun 7, 2020 15:48 |
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Had some lord guy with his 3 retainers visit me. Part of the quest was to keep him in a good mood and the reward was 80 thousand silvers worth of plasteel. He wanted to live like a loving king but I gave him unlimited drugs to do all day long and he was drunk and high 24/7 and as happy as can be. Guess he got to live like The King instead!
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# ? Jun 7, 2020 18:17 |
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Katt posted:Had some lord guy with his 3 retainers visit me. Part of the quest was to keep him in a good mood and the reward was 80 thousand silvers worth of plasteel. He wanted to live like a loving king but I gave him unlimited drugs to do all day long and he was drunk and high 24/7 and as happy as can be. That place was great, I’m addicted to 6 different substances now but drat was that awesome.
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# ? Jun 7, 2020 18:56 |
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The lord was found several days later, dead from overdose.
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# ? Jun 7, 2020 19:16 |
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I can't believe the game has gender locked clothes. I wanted to give my chef a top hat but. Like they went in and put extra effort into making clothes have this effect. This is like Bi/Gay being a specific trait. Someone making the calls in this games development is probably hiding their power level
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# ? Jun 7, 2020 19:21 |
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Katt posted:I can't believe the game has gender locked clothes. I wanted to give my chef a top hat but. Wait wtf? Is that real?
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# ? Jun 7, 2020 19:22 |
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I have never seen that before, and I don't think there is a chef hat in the base game either, is it a mod you're using? It certainly wouldn't make much sense with the outfit system. E: huh, just had someone put on a "ladies' hat" and apparently yes it is a thing. But I think most items aren't gendered because I've literally never seen it before. It may be that wherever the chef's hat comes from has set it as gendered when it shouldn't be. You can certainly wear almost all the clothes I've ever made regardless of gender. I wonder if it's a new thing with the royalty expansion that added corsets and stuff. E2: yeah looking at some of the noble item descriptions they are specifically gendered. Sort of makes sense I guess in the sense that they're all about silly social rules. OwlFancier fucked around with this message at 19:32 on Jun 7, 2020 |
# ? Jun 7, 2020 19:26 |
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OwlFancier posted:I have never seen that before, and I don't think there is a chef hat in the base game either, is it a mod you're using? It's the royal clothes. It has a top hat for men and a fantastic ladys hat that I wanted for all officers But it's for women only. Fairly certain it's not a mod.
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# ? Jun 7, 2020 19:31 |
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Yeah looks like the top hat/ladies hat and corset/vest are specifically gendered. Ruffle shirt, robe, crowns, and robes are not, I think. Neither is the eltex stuff.
OwlFancier fucked around with this message at 19:38 on Jun 7, 2020 |
# ? Jun 7, 2020 19:34 |
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Katt posted:This is like Bi/Gay being a specific trait. Someone making the calls in this games development is probably hiding their power level If the lead developer's game design book(http://51.255.68.3:8011/143.95.72.211/error404/designing_games.pdf) is any indication of working with him, it's a mixture of colossal ego and something else that I don't know what it is. Just read the "Emotion and Video games" chapter and you'll see that come out full bore.
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# ? Jun 7, 2020 20:57 |
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# ? Jun 8, 2024 09:06 |
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I see Tynan has been checking the okcupid statistics again!
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# ? Jun 7, 2020 21:12 |