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Just checking in, any new mods pop up that help the game's performance improve? Rimthreaded looked promising but it works with exactly zero of my favourite mods
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# ? May 15, 2021 00:00 |
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# ? May 15, 2024 22:40 |
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Rocketman seems to work well. I had a 39 hive infestation, a tribal sapper raid, volcanic winter, and scyther psychic ship all pop at the same time, but was able to defeat them all at the cost of one pawn (resurrected) and a half dozen husky puppies.
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# ? May 15, 2021 00:10 |
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I'm having a weird issue with Weapon Storage and Simple Sidearms where my guys are insisting on equipping two of their melee weapons and then forgetting they're allowed to use their guns, but I'm not 100% sure Rocketman is causing it, since it doesn't happen consistently and those two mods have never entirely played well together.
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# ? May 15, 2021 00:16 |
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CapnAndy posted:I'm having a weird issue with Weapon Storage and Simple Sidearms where my guys are insisting on equipping two of their melee weapons and then forgetting they're allowed to use their guns, but I'm not 100% sure Rocketman is causing it, since it doesn't happen consistently and those two mods have never entirely played well together. Simple sidearms is reaaaaally finicky.
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# ? May 15, 2021 00:28 |
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Telsa Cola posted:Simple sidearms is reaaaaally finicky.
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# ? May 15, 2021 00:44 |
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CapnAndy posted:I'm having a weird issue with Weapon Storage and Simple Sidearms where my guys are insisting on equipping two of their melee weapons and then forgetting they're allowed to use their guns, but I'm not 100% sure Rocketman is causing it, since it doesn't happen consistently and those two mods have never entirely played well together. With Simple Sidearms default settings if a pawn has higher melee skill than ranged skill, they will just always use melee weapons unless you explicitly tell them to use a ranged weapon, it could be because of that.
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# ? May 15, 2021 01:12 |
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The Cheshire Cat posted:With Simple Sidearms default settings if a pawn has higher melee skill than ranged skill, they will just always use melee weapons unless you explicitly tell them to use a ranged weapon, it could be because of that.
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# ? May 15, 2021 01:36 |
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Just had a siege attempt where I just trolled the poo poo out of the raiders. They spawned way far away from their set up point, so when they dropped in all the equipment I was right there. I just ran in and stole their mortar shells. When replacements got dropped in I swiped those as well. Then the raiders switched to "now assaulting" then immediately to "will take whatever they can and leave", where they then just took back their own poo poo. I never felt so smug.
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# ? May 15, 2021 06:27 |
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Leal posted:Just had a siege attempt where I just trolled the poo poo out of the raiders. Huh thats weird. Normally the siege drops equipment only when they are right in the area for it.
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# ? May 15, 2021 06:39 |
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Simple Sidearms can get real fucky sometimes. I had to zone an incapable of violence pawn out of the armory because she kept sneaking in there and hoarding weapons, to the point where clicking on her brought the game to a 1-2 fps standstill because she was carrying a dozen guns.
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# ? May 15, 2021 06:51 |
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IMHO just disable absolutely everything about Simple Sidearms outside of the most basic "can hold more than 1 weapon" feature in the Mod Options.
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# ? May 15, 2021 11:43 |
Soooo fun thing I just learned. With the SRAF ship mod, if you drop into an mountainous map that hasn't been generated yet, there is a chance the ship will land in the mountains and go Poof. Really glad I had the foresight to save before sending that ship, or else I'd have lost my 8 best fighters.
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# ? May 15, 2021 18:05 |
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Donkringel posted:Soooo fun thing I just learned. With the SRAF ship mod, if you drop into an mountainous map that hasn't been generated yet, there is a chance the ship will land in the mountains and go Poof. I've seen it happen when landing on Small Hills maps; it seems to be an issue of getting unlucky with the [do we need to collide with a roof on the way in?] skyfaller-projectile hitting Overhead Mountain which deletes the ship as it would a mortar shell.
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# ? May 15, 2021 18:16 |
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Yeah I tend to fire off some nerd in a pod first so they can direct the landing. These ships are expensive stop loving crashing them into the hillside you idiots
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# ? May 15, 2021 18:48 |
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Is there any way to mitigate raiders coming after you with multiple triple rocket launchers? Because the five dead colonists I suddenly have say that "stand behind fireproof barricades" isn't it.
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# ? May 16, 2021 04:31 |
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CapnAndy posted:Is there any way to mitigate raiders coming after you with multiple triple rocket launchers? Because the five dead colonists I suddenly have say that "stand behind fireproof barricades" isn't it. Level 5 psycasters casting Berserk are pretty good. You don't even have to hit the rocket launcher guys, hitting a melee specialist standing near them works great.
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# ? May 16, 2021 04:44 |
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Skipshield will eat up all ranged attacks in a given area, including outbound attacks from your colonists. Low-shield packs are more useful in that they will block incoming ranged attacks while allowing your colonists to still shoot out, but of course cost resources to create.
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# ? May 16, 2021 05:09 |
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You can only get 1 infestation per map yeah? I got one in a premade cave that is on the opposite end of my colony. I figure I can just let that stagnate there and not worry about getting infestations elsewhere.
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# ? May 16, 2021 05:52 |
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Leal posted:You can only get 1 infestation per map yeah? I got one in a premade cave that is on the opposite end of my colony. I figure I can just let that stagnate there and not worry about getting infestations elsewhere. Won't they eventually dig their way out and run amok?
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# ? May 16, 2021 06:17 |
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Facebook Aunt posted:Won't they eventually dig their way out and run amok? They are all the way out here, and I think they stick around their hives? I've thrown up a wall when they arrived to keep people from aggroing them
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# ? May 16, 2021 06:37 |
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They will have a roof collapse hit one of them or the hive, then they will aggro as if you were the attacker. Just be aware of that. They will turn around if they can't find any of your stuff. Making walls and funneling raiders into it will either clear it out, or clear out the raiders.
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# ? May 16, 2021 07:53 |
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They will stick around their hives undisturbed and will murder any raids, trading caravans and travellers that have the misfortune of pathing nearby - even with the walls you built sometimes raids will seek out close by hostiles over your colony if there's a clear path and the bugs will make new paths eventually even if fully walled off. After engaging the whole lot will go after your colony, depending on the distance they may cool off and return back to the hives or commit to swarming you. Collapsing the roof on themselves may also aggravate them into assault mode. It's a ticking bug bomb that will continue to grow but recreating starship troopers is fun so I'd say let it fester and see what happens!
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# ? May 16, 2021 08:04 |
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They do turn back after a certain distance buuuuut if whatever triggered them severely wounded some of them they may die on the walk back/to your base and they will immediately turn around again and keep going after you. This can double or triple their range.
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# ? May 16, 2021 08:30 |
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CapnAndy posted:Is there any way to mitigate raiders coming after you with multiple triple rocket launchers? Because the five dead colonists I suddenly have say that "stand behind fireproof barricades" isn't it. Without Royalty expansion or mods you need to see them and tell your colonists to focus fire on those pawns. As those rockets have long range you need to have defenses which bring them into range due to pathing, or you need a few excellent snipers and the ability to fall back if there are too many rocketeers to take down before they fire. Same thing with doomsday launchers.
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# ? May 16, 2021 15:02 |
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HelloSailorSign posted:Without Royalty expansion or mods Speaking of mods, I think I might give Sparkling Worlds a try, if anyone has experience with it? It's kinda a bummer how the tech tree just stops short of glitterworld tech, and the dsecription sounds neat and also with thought-out costs so that it's not a "okay here's all the insta-win tech for free" mod.
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# ? May 17, 2021 03:31 |
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CapnAndy posted:Well, poo poo, man, recommend a mod or two. I'm down. I totally forget if its sparkling worlds but there are basically 2 glittertech mods and one is very unbalanced. And I say this as the person who normally just tosses everything together and doesnt give a gently caress about balance.
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# ? May 17, 2021 04:19 |
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Telsa Cola posted:I totally forget if its sparkling worlds but there are basically 2 glittertech mods and one is very unbalanced. And I say this as the person who normally just tosses everything together and doesnt give a gently caress about balance. It's the other one that's the unbalanced one (Glitter Tech).
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# ? May 17, 2021 05:01 |
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Other colonies are jelly about my jelly collection
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# ? May 17, 2021 05:17 |
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Tame them! Tame the bugs!
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# ? May 17, 2021 07:10 |
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I'm from Rimtown and I say kill 'em all!
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# ? May 17, 2021 14:40 |
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Bugs in your Yayo supply? It's more likely than you think! Do you want to know more? [X] YES. [__] NO
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# ? May 17, 2021 15:19 |
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i just bought an entire faction's friendship by giving a random loving traveler about 1500 chocolate i literally brought enough for the whole class
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# ? May 17, 2021 19:21 |
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*Record scratch* Hi, you're probably wondering how I got here And thats the story on how I took care of my bug problem
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# ? May 17, 2021 19:29 |
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unrelated: has anyone ever actually done the oregon trail trip? i am starting to strongly consider it in my game. background: my general strategy this game has been to spread out titles amongst everyone who won't become conceited (e.g., no greedy/abrasive) and i currently have 6 knights/dames. i'm largely investing in aerodrone strikes to basically make various problems go away, and after lots of evaluation of other stuff, i'm coming to appreciate the transport shuttle call in. i did some napkin measuring and it looks like if i have 5 transport shuttle call-ins (when accounting for the initial drop pod launch), i can just fly to the landed ship. the ship itself is in a large hills zone that is temperate, so it should be quite defensible - and between the mid-level psycasts and the predator drones i will have available, turning away a couple hundred human enemies of various flavors and stripes should be quite doable, especially if i take the time to properly chrome everyone out. the thing is, i have never actually traveled to the ship and i have no idea what to expect. i assume it automatically generates some kind of ship that you then must defend, but what is the ship profile? is there a fixed number of cryptosleep caskets, or does it vary? can you add on to the ship yourself? that last part is particularly important to me as i do have bonded animals in my colony and it is my policy to always bring bonded animals when you leave the planet (good doggos do NOT get left behind).
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# ? May 17, 2021 19:36 |
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Coolguye posted:unrelated: has anyone ever actually done the oregon trail trip? i am starting to strongly consider it in my game. I did it once. There were note enough caskets for all my dudes, I think I had somewhere between 20 to 30 dudes.
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# ? May 17, 2021 19:40 |
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Facebook Aunt posted:I did it once. There were note enough caskets for all my dudes, I think I had somewhere between 20 to 30 dudes. do you remember how many caskets there were i'm basically trying to figure out what a packing list should look like. the stealth benefit to going the entire way in drop pods and shuttles is that you can largely ignore weight limits so i actually could bring like 50 advanced components and a commiserate amount of uranium if i wanted to.
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# ? May 17, 2021 19:45 |
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Coolguye posted:do you remember how many caskets there were No, sorry. The wiki says 18. https://rimworldwiki.com/wiki/Ship Structural beams and caskets are not difficult to build, so you could probably throw some more up between attacks if you brought materials.
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# ? May 17, 2021 19:54 |
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Facebook Aunt posted:No, sorry. The wiki says 18. https://rimworldwiki.com/wiki/Ship yeah, that's my thought. if that's the ship design then i can build up a ton more than i am right now, fueling honor gains with just large amounts of gold donations that have been bought with the scads upon scads of corn i produce. chrome out like a dozen dames/knights with proper bionics and i'll probably still have enough left over in the base for the bonded animals without any extra building, but knowing whether or not i can build on will be pretty important
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# ? May 17, 2021 20:02 |
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Leal posted:
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# ? May 17, 2021 20:53 |
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# ? May 15, 2024 22:40 |
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CapnAndy posted:Well, poo poo, man, recommend a mod or two. I'm down. Sparkling Worlds was my go-to Glittertech adventure. Vanilla Expanded has since filled that hole when I wanted something more Vanilla-like in the weapons. Something about the gauss rifle and bulletstorm weirded me out for whatever reason. Realistically though, the way to effectively beat explosive enemies is to get them in range of things that absolutely wreck them quickly. Spacing out a bunch of barricades and letting the enemy pick their range means you are going to die. Making the enemy narrow out into a corridor so they exit at the range of your chain shotguns and charge rifles (or in the case of mods, Charge LMG/shotguns) with massed turret support with little to no cover for the enemy means you can have a core of 6 relatively fast shooting colonists be your selected, "fire at priority targets" group while the remainder and your turrets act as massed fire. I love Dinosauria mod but it can trivialize food needs. Alpha animals is a great mod, you can even use the various Night -whatevers (that have the ranged attack) to hang around your colonists and also fire at enemies.
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# ? May 17, 2021 21:07 |