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Leal posted:
Substrate's pretty great. It's not as fast as hydroponics but it's more reliable and you can grow corn. If you have Dubs Hygiene and a bunch of life support modules, you can even add sprinklers. Research should definitely work, I've gotten a bunch of tech after lifting my entire population into space. Hopefully it's just a permissions thing and not a bug
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# ? Jul 23, 2020 02:47 |
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# ? May 26, 2024 03:07 |
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Mining colony has practically strip mined everything that doesn't directly border the base. After all that mining I found a whopping... 2 plasteel tiles. Thats fine I can just start deep dril- oh right deep drilling sucks now.
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# ? Jul 23, 2020 05:12 |
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Inacio posted:i usually do incinerators by having a ton of wood furniture in the middle of the room and then i just fire an incendiary grenade launcher inside and get the gently caress out. reaches bizarre temps like 500c pretty quick which kills everything but mechs you can use an incendiary IED as well if you prefer, works amazing when placed in the middle of a room and behind a couple of wooden barricades, facing an auto-turret.
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# ? Jul 23, 2020 07:25 |
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Leal posted:Mining colony has practically strip mined everything that doesn't directly border the base. After all that mining I found a whopping... 2 plasteel tiles. Thats fine I can just start deep dril- oh right deep drilling sucks now. At least deep drilling you get pratically infinite resources, you need a few people just scanning because it takes a week to find one deposit assuming you don't have workers with 1000% work speed.
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# ? Jul 23, 2020 09:28 |
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SugarAddict posted:At least deep drilling you get pratically infinite resources, you need a few people just scanning because it takes a week to find one deposit assuming you don't have workers with 1000% work speed. Also you can stagger your work shifts so each scanner is running continuously, with 2~3 operators.
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# ? Jul 23, 2020 10:31 |
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I again recommend long range scanning as a generally better alternative to deep drilling, especially as you are already using things which enhance your strategic mobility.
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# ? Jul 23, 2020 11:12 |
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OwlFancier posted:I again recommend long range scanning as a generally better alternative to deep drilling, especially as you are already using things which enhance your strategic mobility. I generally don't use the long range scanner simply because having colonists on a trip means those colonists aren't there to defend the colony or may be ambushed on their way there or on the way back, until I have like 400 emergency meals saved up (which is hard to do), I'm not inclined to have colonists leave my colony on anything other than a very necessary trading trip or a quest that I know they won't horribly die on. SugarAddict fucked around with this message at 12:42 on Jul 23, 2020 |
# ? Jul 23, 2020 12:39 |
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If you keep the caravan size down it is extremely unlikely they will attract attention. And you can also fire them there (and back) with drop pods if you want to trade steel for other resources. Plus I'm fairly sure colonists who aren't in the colony will not contribute to the raid size calculations so raids should be slightly smaller with fewer colonists on map.
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# ? Jul 23, 2020 12:46 |
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OwlFancier posted:If you keep the caravan size down it is extremely unlikely they will attract attention. And you can also fire them there (and back) with drop pods if you want to trade steel for other resources. If you didn't underestimate the amount of crap and organs I have laying around from raiders I would believe this, my colonists aren't worth that much until they become bionic gods. I should probably remove "mend and recycle" mod, or use the fueled version. Also I don't often live in mountains so assholes in drop pods that rain from the sky into my colony is a real thing on non mountain maps, and those are usually my primary concern, unless I'm in a mountain then it's raids with diggers and infestations. But with my current mods the two MAJOR causes of concern are rabbit assaults and glitterworld commando raids. I'm not sure why I torture myself so with these mods.
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# ? Jul 23, 2020 13:01 |
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Is every room in SoS considered "ship"? Is it not possible to get bedroom, rec room and dining room buffs?
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# ? Jul 23, 2020 18:56 |
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SugarAddict posted:If you didn't underestimate the amount of crap and organs I have laying around from raiders I would believe this, my colonists aren't worth that much until they become bionic gods. I should probably remove "mend and recycle" mod, or use the fueled version. If you have people cybered to hell and back then that's an even better reason to send them caravanning because they can usually run from any trouble they encounter.
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# ? Jul 23, 2020 19:12 |
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Well thats annoying, I deconstructed and rebuilt my research bench, I even built the non powered one and my pawns in space wont research. And yes research is enabled. They'll scan on the bridge which uses the same labor, but research is a no go. Guess I'll need to keep a planet base to research, but hell I need one to get raiders to process into DNA mush. Also my ship decided to launch on the complete opposite side of the planet as my colony so it takes forever for poo poo to get shuttled. I was originally gonna ape donut station from SS13 but went gently caress it real quick. West side would be the kitchen, rec room and grow op. Northwest will be the hospital, cloning and droid area. North would've been research but I guess I'll make that the shuttle bay and storage, with crafting benches. East is the barracks and south is the power and water area. And something I've just discovered, after placing the artificial soil substrate in your ship you can then plow it with garden tools for that 160% fertility.
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# ? Jul 23, 2020 21:02 |
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Hmm, I'm toying with either installing Rimworld of Magic or not. On one hand it would totally fit the ~aesthetic~ I'm going for since I'm gonna be doing a Skaven and Fimir colony, on the other hand I've heard some uh questionable things about it. Anyone have experience and want to weigh in?
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# ? Jul 23, 2020 21:36 |
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It's fun, it just breaks the game in half if you get high level wizards because they can just solve all the problems by magic. Which I mean is kind of the point? It's magic, it wouldn't be very magic if it wasn't OP. I guess if you maybe removed passive mana regeneration and made everyone rely on potions it might be a bit more balanced.
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# ? Jul 23, 2020 21:43 |
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Zore posted:Hmm, I'm toying with either installing Rimworld of Magic or not. On one hand it would totally fit the ~aesthetic~ I'm going for since I'm gonna be doing a Skaven and Fimir colony, on the other hand I've heard some uh questionable things about it. Well if you are looking for a balanced and polished experience, it might not be the best thing. In my opinion it's more of a mod for a novelty colony.
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# ? Jul 23, 2020 21:44 |
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It's super fun, like posted above, but yeah pawns get stupid overpowered. Like a single high level high skill bladedancer with some decent equipment will absolutely murder everybody with his blink ability and multiple aoe attacks, and if things get dicey just blink to the other side of the mountain. You get wizards that can wipe out enemies by having them literally age to death, only for one of his friends to raise the remains for both labor and having a disposable army of undead. If you need plasteel or any other material just summon meteorites until you get the right one. Have as much fertile soil as you want. Hell, let's make it extra fertile just for kicks! Regrow limbs! Resurrect pawns! Summon firestorms, icestorms, lightningstorms to wipe out an entire invading army in seconds. It's awesome and stupid fun. It's also a great opportunity to mod in new, interesting and most importantly stronger dangers because the base game will not be a challenge anymore once it gets going. Rhadamant has a great letsplay series on youtube focused on it and he kept having to make enemies stronger and more numerous every other episode because literally 100 invaders was nothing to him anymore. As in 2 or 3 pawns could handle it easily.
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# ? Jul 23, 2020 22:31 |
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One way to sort of keep it interesting is if you also install combat extended, because your mighty archmage master of time and space can still get half their body blown off from across the map by a 20mm cannon
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# ? Jul 23, 2020 22:32 |
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Royalty makes a single colonist soloing raids with magic canon anyway, my record is 1 Countess vs 41 raiders.
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# ? Jul 23, 2020 23:02 |
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Add in magic, bionics and different race mods and enjoy playing shadowrun
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# ? Jul 23, 2020 23:26 |
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I think it'd be better to have like just 1 or 2 overpowered colonists instead of an entire squad of them but that's just me
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# ? Jul 24, 2020 00:15 |
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Leal posted:Is every room in SoS considered "ship"? Is it not possible to get bedroom, rec room and dining room buffs? Unless SOS completely changes how that works, the "type" of room doesn't matter at all, only that your pawns perform their recreation/etc activities in an impressive room.
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# ? Jul 24, 2020 00:57 |
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QuarkJets posted:I think it'd be better to have like just 1 or 2 overpowered colonists instead of an entire squad of them but that's just me I tend to super-borg my entire colony because why not? also because it makes my colonists better and more survivable in general. 500% movespeed means you can generally outrun most things trying to kill you.
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# ? Jul 24, 2020 01:10 |
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Leal posted:And something I've just discovered, after placing the artificial soil substrate in your ship you can then plow it with garden tools for that 160% fertility. Alright I was actually wrong on this, while you can set the blueprints down for it your pawns will remove the substrate.
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# ? Jul 24, 2020 01:22 |
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As someone mentioned, just get the Quarry mod and adjust the settings until you find what you feel is balanced.
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# ? Jul 24, 2020 03:04 |
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Quarry and Prison Labour is a fun combo
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# ? Jul 24, 2020 03:32 |
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Leal posted:Well thats annoying, I deconstructed and rebuilt my research bench, I even built the non powered one and my pawns in space wont research. And yes research is enabled. They'll scan on the bridge which uses the same labor, but research is a no go. Guess I'll need to keep a planet base to research, but hell I need one to get raiders to process into DNA mush.
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# ? Jul 24, 2020 04:47 |
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ShadowHawk posted:Are you researching a tech where you have to use the powered one with the little upgrade thingy next to it? ...... Shoving myself into a locker, brb.
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# ? Jul 24, 2020 04:47 |
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I just bought this game on a whim because it seems like it'd scratch my Dorfort itch, and it does! It's Fun! A partial list of things that have killed forts so far: - An alcoholic child soldier going crazy from withdrawal and putting the only other - A potato famine. - A tree growing in the way of my wind turbine and me only noticing when all my raw meat went bad in the middle of a raid. - A pyromaniac deciding the best place to set stress fires is right next to everyone's wooden houses. - An angry turtle and a guy with a club in the middle of a heat wave. I might change to the chillax director for a bit.
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# ? Jul 24, 2020 08:22 |
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Never suffer a pyromaniac to live
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# ? Jul 24, 2020 08:37 |
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PMush Perfect posted:I just bought this game on a whim because it seems like it'd scratch my Dorfort itch, and it does! It's Fun! Phoebe Chillax lets you be for a while, and then drops all of the poo poo that Cassandra would on you but without the in-between raids to help you supplement your stuff first. Play with Randy. He's harsh at times, but RNG giveth and RNG taketh fairly above all else, and unlike Phoebe and Cassandra he isn't programmed to shove you towards the spaceship.
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# ? Jul 24, 2020 08:49 |
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Randy is such a loving Chad he makes all other storytellers look like chumps CHUMPS I say. Especially that HP Lovecraft storyteller, that guy is a swirly magnet
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# ? Jul 24, 2020 08:56 |
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After strip mining the mountains I deconstructed everything and moved my miners to a place below the space station. Well hello there, a cave system that revealed an open space in the mountains? A place I can enter and leave via ships? Whats that, I got a mod that puts in repulsor shields to keep drop pods from falling inside? drat, kinda feeling bad this is temporary.
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# ? Jul 24, 2020 09:00 |
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Pyromaniacs are so god-drat detrimental that they should come with massive bonuses to everything else to make them viable.
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# ? Jul 24, 2020 09:48 |
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Katt posted:Pyromaniacs are so god-drat detrimental that they should come with massive bonuses to everything else to make them viable. StealthArcher posted:BUT THE RESOURCE ACCUMULATION I scream greggishly.
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# ? Jul 24, 2020 10:19 |
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Use Randy, don't use pyromaniacs. Got it. Anything else super obvious?
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# ? Jul 24, 2020 11:20 |
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Colonists with a "chemical" trait will inevitably overdose themselves into permanent brain damage. Don't invest too heavily into them or their long term membership in your colony.
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# ? Jul 24, 2020 11:37 |
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PMush Perfect posted:Use Randy, don't use pyromaniacs. Got it. Anything else super obvious? If something begins to bug you, check if there's a mod for it. There are a lot of QoL mods that you should add if you think they sound neat.
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# ? Jul 24, 2020 11:48 |
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PMush Perfect posted:Use Randy, don't use pyromaniacs. Got it. Anything else super obvious? No absolutely “use” pyromaniacs, just don’t keep them around. Pyromania is not inherited via kidney after all.
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# ? Jul 24, 2020 11:52 |
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...kidney?
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# ? Jul 24, 2020 15:35 |
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# ? May 26, 2024 03:07 |
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It is important to use every part of the pyromaniac.
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# ? Jul 24, 2020 15:45 |