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Danaru
Jun 5, 2012

何 ??
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 :negative:

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jerman999
Apr 26, 2006

This is a lex imperfecta
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.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
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.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

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.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

Telsa Cola posted:

Simple sidearms is reaaaaally finicky.
It sure is. I'm not sure if I need it at all, honestly -- Weapon Storage remembers who's got what weapons assigned and teleports it to them when they Draft, right? Simple Sidearms nudging them to pick up their own weapons might be doing more harm than good.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

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.
Nah, the problem is that they're ignoring me when I tell them to equip their ranged weapon so that they can be hunters. I actually like that feature, since it also hands out shield belts (or maybe that's Weapon Storage? I'm not sure), so I don't mind having some dedicated melee dudes in actual combat. Also, it's not an answer for "why did you decide that every single knife in storage was the one single knife I assigned you".

Leal
Oct 2, 2009
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.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

Leal posted:

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.

Huh thats weird. Normally the siege drops equipment only when they are right in the area for it.

Hungry
Jul 14, 2006

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.

Lt. Lizard
Apr 28, 2013
IMHO just disable absolutely everything about Simple Sidearms outside of the most basic "can hold more than 1 weapon" feature in the Mod Options.

Donkringel
Apr 22, 2008
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.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

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.

Really glad I had the foresight to save before sending that ship, or else I'd have lost my 8 best fighters.

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.

Danaru
Jun 5, 2012

何 ??
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

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
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.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




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.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
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.

Leal
Oct 2, 2009
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.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




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?

Leal
Oct 2, 2009

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

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



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.

kiss me Pikachu
Mar 9, 2008
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!

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
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.

HelloSailorSign
Jan 27, 2011

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.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

HelloSailorSign posted:

Without Royalty expansion or mods
Well, poo poo, man, recommend a mod or two. I'm down.

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.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

CapnAndy posted:

Well, poo poo, man, recommend a mod or two. I'm down.

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.

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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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).

Leal
Oct 2, 2009



Other colonies are jelly about my jelly collection

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
Tame them! Tame the bugs!

Danaru
Jun 5, 2012

何 ??
I'm from Rimtown and I say kill 'em all!

LordAdakos
Sep 1, 2009
Bugs in your Yayo supply? It's more likely than you think! Do you want to know more?

[X] YES. [__] NO

Coolguye
Jul 6, 2011

Required by his programming!
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

Leal
Oct 2, 2009



*Record scratch* Hi, you're probably wondering how I got here










And thats the story on how I took care of my bug problem

Coolguye
Jul 6, 2011

Required by his programming!
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).

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Coolguye posted:

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).

I did it once. There were note enough caskets for all my dudes, I think I had somewhere between 20 to 30 dudes.

Coolguye
Jul 6, 2011

Required by his programming!

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.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Coolguye posted:

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.

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.

Coolguye
Jul 6, 2011

Required by his programming!

Facebook Aunt posted:

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.

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

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

Leal posted:




*Record scratch* Hi, you're probably wondering how I got here










And thats the story on how I took care of my bug problem
Some of us take the whole "Dwarf Fortress but a space western" thing more seriously than others, I guess.

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HelloSailorSign
Jan 27, 2011

CapnAndy posted:

Well, poo poo, man, recommend a mod or two. I'm down.

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.

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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