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Part of the fix for this is job priorities - some of those pawns shouldn't have Construction active, or should have it at like, priority 3 or 4. You could also try limiting them to certain areas, which I do sometimes to make sure that like, my doctor isn't loving off across the map to try to pick up 17 silver when she should be tending patients.
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# ? Nov 9, 2020 17:43 |
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# ? Jun 2, 2024 23:47 |
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Epsilon Plus posted:You could also try limiting them to certain areas, which I do sometimes to make sure that like, my doctor isn't loving off across the map to try to pick up 17 silver when she should be tending patients. Oh yeah, I've totally done this. For clarification, the leaving a patient to go pick up 5 bucks things, I'm not talking about the game. :V
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# ? Nov 9, 2020 18:07 |
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Job priorties/zoning.
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# ? Nov 9, 2020 18:51 |
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My autopsy mod seems to be broken; I get bodies on the table, the doc does his thing, but there's no organs dropped. The bodies say things are removed in the health tab, but again, nothing anywhere.
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# ? Nov 9, 2020 22:05 |
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Turn your people into bionic demi-gods that only take 10 seconds to cross the entire map with 500%+ movement, or you could have people dedicated/prioritized to building and farming unless you are trying to have them level up various skills for backup or rushing work.
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# ? Nov 9, 2020 22:06 |
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Moon Slayer posted:My autopsy mod seems to be broken; I get bodies on the table, the doc does his thing, but there's no organs dropped. The bodies say things are removed in the health tab, but again, nothing anywhere. This information isn't visible anywhere in game that I can recall, but there's a time limit that starts after the pawn dies, and ends depending on the level of your autopsy table. It starts at a couple of hours or so and goes up from there, but I don't remember the exact numbers. The mod still lets you perform the autopsy job even if this limit is passed, you just get nothing from it. Edit: Assuming you are using the "harvest organs post-mortem" mod and not some other one. Kibbles n Shits fucked around with this message at 22:44 on Nov 9, 2020 |
# ? Nov 9, 2020 22:41 |
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Kibbles n Shits posted:This information isn't visible anywhere in game that I can recall, but there's a time limit that starts after the pawn dies, and ends depending on the level of your autopsy table. It starts at a couple of hours or so and goes up from there, but I don't remember the exact numbers. The mod still lets you perform the autopsy job even if this limit is passed, you just get nothing from it. Also you aren’t guaranteed organs, with the odds going up with the research levels and medical skill.
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# ? Nov 9, 2020 23:09 |
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Ah, gotcha. I guess that's a concession to balance. Getting a half dozen hearts in the early game would definitely make things easier.
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# ? Nov 9, 2020 23:18 |
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Moon Slayer posted:Top are higher priority but they'll be skipped if you don't have the required material and the game won't tell you that you don't.
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# ? Nov 10, 2020 04:08 |
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Autopsys on nonhumams also is sometimes buggy and won't produce stuff.
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# ? Nov 10, 2020 04:16 |
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Huh, I don't normally bother with stripping corpses before tossing them into the incinerator but it looks like utility items like smokepop belts and shieldbelts don't count as tainted even if the wearer dies with them on. Gotta remember that if I happen to kill a raider who's wearing a low-shield pack and dies before he can deploy it.
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# ? Nov 11, 2020 01:55 |
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Alpha Animals gives a great reason to strip corpses if you’re raising Angel Moths for silk and need some clothes to feed them.
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# ? Nov 11, 2020 03:29 |
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is there a mod that turns 'abandoned' settlements into AI settlements of your faction? i saw the Empire mod but it looks a little too heavy for what i want, which is literally just the settlement turning into a faction base that you could trade with etc
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# ? Nov 12, 2020 17:59 |
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strong bird posted:is there a mod that turns 'abandoned' settlements into AI settlements of your faction? i saw the Empire mod but it looks a little too heavy for what i want, which is literally just the settlement turning into a faction base that you could trade with etc Danaru posted:I gotta ask silentsnack posted:lmao yea got like 330 mods active and I keep forgetting to delete the ones I never use (or disable pointless features like that one) As implied it is on the heavy side but at least it also adds a button that lets you disable all the extra irrelevant bells and whistles. e: to be clear, one of the faction tools is that you get a 'create city' button on the worldmap (where caravan commands like 'attack' or 'trade' go) and the other makes it so abandoning colonists doesn't make everyone depressed and you can talk/interact with them with a comms console. silentsnack fucked around with this message at 20:00 on Nov 12, 2020 |
# ? Nov 12, 2020 19:57 |
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i already use that one actually for the def editing stuff. i havent ever been able to interact with the abandoned colony but maybe its because im using a tribal-tier comms console mod
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# ? Nov 12, 2020 21:08 |
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strong bird posted:a tribal-tier comms console So it's made out of coconuts like on Gilligan's Island?
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# ? Nov 12, 2020 21:13 |
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Think its smoke sigmals.
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# ? Nov 12, 2020 21:17 |
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its a carrier pigeon (produces 1 power) and a writing desk (uses 1 power). its actually medieval tier now that i look at it. theres also wood-burning trade beacon fires https://steamcommunity.com/sharedfiles/filedetails/?id=2019297016 strong bird fucked around with this message at 21:38 on Nov 12, 2020 |
# ? Nov 12, 2020 21:36 |
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Well now I want a Gilligan's Island mod where everything including spacer tech is coconut-based.
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# ? Nov 12, 2020 21:38 |
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Neolithic>Medieval>Industrial>Spacer>Ultra>Arcoconut
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# ? Nov 13, 2020 03:32 |
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QuarkJets posted:This is anecdotal but it does seem like proximity to factions effects what kind of visitors and raids you get, this is especially noticeable when you settle near friendly tribal villages versus more advanced settlements. I don't know what the rules are, but proximity seems to matter. My best base location ever, I was between two warring factions. They'd show up, have fights, and leave corpses and their valuable belongings behind.
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# ? Nov 13, 2020 19:30 |
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strong bird posted:its a carrier pigeon (produces 1 power) Hmm... with enough batteries and enough pigeons, there has to be a way to create some absurd method of getting enough power to get rimatomics nuclear power up and running with just birb power.
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# ? Nov 13, 2020 20:43 |
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One genetically engineered coconut the size of the arecibo telescope.
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# ? Nov 13, 2020 21:03 |
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Started a new save file with highest Medical at 5. My sole captured pawn has now had his infected foot amputated, which went wrong and removed his leg, and three separate attempts to install a peg leg, which left him with significant injuries that have now healed. He's going to be renamed "Gimpy" which frankly is an improvement on his birth name, "Olga".
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# ? Nov 14, 2020 20:56 |
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Arsenic Lupin posted:Started a new save file with highest Medical at 5. How pissy is he at the doc.
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# ? Nov 15, 2020 04:11 |
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Arsenic Lupin posted:Started a new save file with highest Medical at 5. "Cutting off the foot can't be that hard - if I mess up, there's plenty of leg left as a backup; I can always cut higher." "poo poo." "gently caress!" "Okay, well, cutting off a leg can't be that hard, and there's still plenty of torso left as a backup..."
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# ? Nov 15, 2020 07:25 |
I haven't played this game in years, is there a general Prepare Carefully preset that everyone likes? I don't remember what's good and bad. I can't find any presets to download either, which seems strange to me.
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# ? Nov 15, 2020 22:09 |
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Iirc, presets save colonists too. But a good general rule of thumb is to emulate vanilla. Give everyone a starting weapon, ideally a Heavy SMG which is apparently super high DPS? 50-ish survival meals, which will last part of a season to give you time to set up and harvest some rice An assortment of steel and silver. I usually run with 750 steel and 500 silver which helps a lot early on Like 30-40 cloth so you can build proper beds on the first or second day Parkas and tuques for everyone if and only if you're mad enough to embark in the arctic
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# ? Nov 15, 2020 22:24 |
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DoubleNegative posted:Iirc, presets save colonists too. But a good general rule of thumb is to emulate vanilla. You don't need cloth to build beds though? I assume that's a mod.
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# ? Nov 15, 2020 22:42 |
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hopeandjoy posted:You don't need cloth to build beds though? I assume that's a mod. Seems like it. Now I get to figure out which one of my dozens is making the change. Oh well, adding wood to your prepare carefully prep-list isn't a bad idea either, for the same reason.
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# ? Nov 15, 2020 22:48 |
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I give the colonists bedrolls to land with.
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# ? Nov 16, 2020 04:49 |
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I think I'm going to go the opposite route for a gimmick run/something to switch over to occasionally from my main play-through: naked brutality, random start, but make the colonist a super soldier.
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# ? Nov 16, 2020 04:54 |
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Moon Slayer posted:I think I'm going to go the opposite route for a gimmick run/something to switch over to occasionally from my main play-through: naked brutality, random start, but make the colonist a super soldier. That actually seems really cool, like you're roleplaying Schwarzenegger at the end of Predator
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# ? Nov 16, 2020 05:30 |
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I have the same five dudes I use for every colony. All tribals but I know what they do by name.
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# ? Nov 16, 2020 05:33 |
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Moon Slayer posted:I think I'm going to go the opposite route for a gimmick run/something to switch over to occasionally from my main play-through: naked brutality, random start, but make the colonist a super soldier. You can do this but the colonist will complain all the time about the colony being super wealthy even though it's just him and a dead lizard he just punched to death, so you need to give him all the positive mood traits you can or he will throw fits.
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# ? Nov 16, 2020 05:43 |
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SugarAddict posted:You can do this but the colonist will complain all the time about the colony being super wealthy even though it's just him and a dead lizard he just punched to death, so you need to give him all the positive mood traits you can or he will throw fits.
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# ? Nov 16, 2020 07:33 |
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SugarAddict posted:You can do this but the colonist will complain all the time about the colony being super wealthy even though it's just him and a dead lizard he just punched to death, so you need to give him all the positive mood traits you can or he will throw fits. Arnie naked and alone melting down about eating his raw rat without a table sounds pretty funny actually.
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# ? Nov 16, 2020 11:07 |
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SugarAddict posted:You can do this but the colonist will complain all the time about the colony being super wealthy even though it's just him and a dead lizard he just punched to death, so you need to give him all the positive mood traits you can or he will throw fits. If you want a good option for both this and piling on the super soldier aspect, add the witcher mod and give him the Trial of The Elders condition. Bam ultimate hellsoldier who doesnt care if he is literally at 0 mood.
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# ? Nov 16, 2020 17:21 |
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Just lost a long time colony, and I'm looking for something different. Can someone hit me with a nice big modlist? Ideas for a themed playthrough are also welcome.
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# ? Nov 16, 2020 19:38 |
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# ? Jun 2, 2024 23:47 |
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Zosologist posted:Just lost a long time colony, and I'm looking for something different. Can someone hit me with a nice big modlist? I've been playing with Combat Extended which has significantly better out of the box compatibility than it used to, works with the vanilla extended stuff and androids/SOS2, so it makes for quite a good tech/tactical combat based game. SOS2 also seems to have added a bunch of really late game content too. Unrelated: bible of crazy pasta larry
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# ? Nov 17, 2020 03:04 |