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SugarAddict posted:Not as good as explosion spell, but it gets the job done. It looks like all the scythers just got teleported out of the way though, I counted seven before and after the hit.
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# ? Jun 16, 2021 18:19 |
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# ? May 22, 2024 17:59 |
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Complications posted:It looks like all the scythers just got teleported out of the way though, I counted seven before and after the hit. Yea it just pushed them out of the way, but it also killed one and damaged/stunned the others which let me kill them before they did any damage.
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# ? Jun 16, 2021 20:46 |
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For Alpha Animals, how are you guys weapinizing the Raptor Prawns? I finally managed to tame one after several unfortunate (trader) deaths, but when a raid came it just moped around and got shot at. I had to send my precious Timber Wolves into harms way, which is not acceptable.
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# ? Jun 16, 2021 23:35 |
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If they're not trainable, then use Giddy Up! mod and its various offshoots, then stick an armored out melee pawn on top and have them ride it into battle. Note that using a taming inspiration on a Gallatross is extremely tempting, however: 1) They have absolutely massive nutrition upkeep 2) You can't tell them which target while mounted, they kick off their rider 3) They fire a lot Now if you have a target rich environment and can just let the gallatross go to town? It's outstanding. Fortifications, armored pawns, anything just gets mowed over by their ranged attack. Put them in a group of aves mounted by rifle users and have them keep kiting around for great effect.
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# ? Jun 17, 2021 00:21 |
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Kris xK posted:For Alpha Animals, how are you guys weapinizing the Raptor Prawns? I finally managed to tame one after several unfortunate (trader) deaths, but when a raid came it just moped around and got shot at. I had to send my precious Timber Wolves into harms way, which is not acceptable. After a lot of attempts at trying to figure out how to trick the animal AI into not being completely useless when using the vanilla guard/attack routines, I've concluded that if you're gonna use pets offensively just use the Kill For Me mod, which lets you override their behavior with a semi-intelligent group AI that makes them gang up on their assigned target. Notably it has Alpha Animals/etc with ranged attacks stay at range and use their special attacks. Also lots of options to avoid getting too overpowered too easily.
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# ? Jun 17, 2021 00:52 |
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silentsnack posted:After a lot of attempts at trying to figure out how to trick the animal AI into not being completely useless when using the vanilla guard/attack routines, I've concluded that if you're gonna use pets offensively just use the Kill For Me mod, which lets you override their behavior with a semi-intelligent group AI that makes them gang up on their assigned target. Notably it has Alpha Animals/etc with ranged attacks stay at range and use their special attacks. Seconding this, Kill for Me is fantastic. The one thing to keep in mind is that packs can only have one target at a time so if you have a lot of animals its definitely more optimal to put them in multiple groups so that you don't have 20 unite trying to kill one enemy at a time. Zore fucked around with this message at 01:44 on Jun 17, 2021 |
# ? Jun 17, 2021 01:41 |
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silentsnack posted:After a lot of attempts at trying to figure out how to trick the animal AI into not being completely useless when using the vanilla guard/attack routines, I've concluded that if you're gonna use pets offensively just use the Kill For Me mod, which lets you override their behavior with a semi-intelligent group AI that makes them gang up on their assigned target. Notably it has Alpha Animals/etc with ranged attacks stay at range and use their special attacks. Zore posted:Seconding this, Kill for Me is fantastic. The one thing to keep in mind is that packs can only have one target at a time so if you have a lot of animals its definitely more optimal to put them in multiple groups so that you don't have 20 unite trying to kill one enemy at a time. Ok sweet Ill try that out. HelloSailorSign posted:If they're not trainable, then use Giddy Up! mod and its various offshoots, then stick an armored out melee pawn on top and have them ride it into battle. Well poo poo, now I've got to try this
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# ? Jun 17, 2021 02:24 |
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Yeah I’ve got a gallatross I’ve been using on settlement raids that doesn’t do all that well when everyone is rushing to position, but once there are clusters of enemies it’s just BANG BANG, and it makes super short work of turrets too. Luckily I only got moderate wounds to 1 pawn and their mount when the gallatross was firing wildly at rushing melee and I didn’t move in time.
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# ? Jun 17, 2021 05:39 |
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Looks like love CAN bloom, even on a battlefield
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# ? Jun 17, 2021 06:16 |
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Sedioff is gonna have a bad day if that centipede doesn’t get stunned ASAP
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# ? Jun 17, 2021 14:22 |
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That picture is giving me major anxiety. Although, if the mech blows the mortar shells, the roof should collapse... Does that extinguish fires underneath it? Edit nvm, it's too close to the other wall.
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# ? Jun 17, 2021 19:32 |
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Look, I think we can all agree that engaging a Centipede at range, without cover, while standing next to all your explosives is certainly a strategy.
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# ? Jun 17, 2021 19:35 |
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So my courtyard is the one place in the map that doesn't have defenses and the mechanoids drop podded in. I had the nearby colonists get into a hasty and not well thought out position before the pod opened up and I saw it was a centipede - in fact, the pod opening up coincided almost perfectly with the marriage proposal. Luckily it was just one enemy because they hosed up and scattered the pods. Things turned out okay, though! No injuries even. The one inferno cannon shot it got off before it died missed and lit the ammo stockpile on fire but the firefoam engaged and put it out. I think this is the first time I had a fight in the courtyard in a 15 year old colony so I never had anything prepared there. edit: I guess thinking you're about to get exploded is the best time to confess your love though BattleMaster fucked around with this message at 20:00 on Jun 17, 2021 |
# ? Jun 17, 2021 19:52 |
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how'd it go, don't keep us in suspense e:
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# ? Jun 17, 2021 19:56 |
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That doesn't sound very Rinworld-esque
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# ? Jun 17, 2021 19:59 |
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# ? Jun 17, 2021 20:19 |
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Here's my courtyard-what-has-all-the-explosive-poo poo-in-it: Here's my whole fort: I have something resembling prepared defenses everywhere but the courtyard, which had never been attacked before. I'm going to build a uranium wall with plasteel autodoors around my ammo stockpile and put some barricades around I guess? Not sure if it's worth putting any turrets in there.
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# ? Jun 17, 2021 20:34 |
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BattleMaster posted:I have something resembling prepared defenses everywhere but the courtyard, which had never been attacked before.
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# ? Jun 17, 2021 20:50 |
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If something lands in there you are probably better off waiting for it to leave or blow itself up. But yeah you probably want to put a barrier around it for that reason. Also you might consider maybe... not putting all of the explosives in the same place and also next to the mortars? You could put a stack of each nearby but maybe keep the rest somewhere else, if nothing else just so that if you do end up with them exploding you don't lose all of them. I would say if you have a mountain map then put the main stockpile underground but I guess for that sort of base you might be better just putting them in a heavily walled building outside the main compound with a connecting corridor. That's probably the closest you can get in rimworld to a traditional fortress magazine design where it would often be buried and buried outside the fort so if it explodes it doesn't damage the defences.
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# ? Jun 17, 2021 20:54 |
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OwlFancier posted:Also you might consider maybe... not putting all of the explosives in the same place and also next to the mortars? Where's the fun in that? In this base I trust in God, firefoam, and preemptive counter battery fire. One of the areas I mined out has some overhead mountain in it so I am going to stick the unstable power cells there. But with uranium walls around the fuel and ammo stockpiles and nothing else particularly valuable near them, a lucky hit that cooks either of them off shouldn't really compromise my defenses. I mean, sucks for my mortar crews I guess, but they're the least valuable colonists and I'd rather have maximum rate of fire than maximum safety
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# ? Jun 17, 2021 21:45 |
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Is there still a straightforward load order sorter of some form? Didn't see any popular ones any more or any UI options, and it's a lot to go through manually. Could just be blind and missed it, though - I've been away a while. (I know automated load order sorting is not always ideal, but for a starting point so it's one or two adjustments for stability instead of one or two hundred.)
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# ? Jun 17, 2021 22:49 |
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SkyeAuroline posted:Is there still a straightforward load order sorter of some form? Didn't see any popular ones any more or any UI options, and it's a lot to go through manually. Could just be blind and missed it, though - I've been away a while. RimPy if you copy the db file from of the steam workshop and dump it in the right folder
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# ? Jun 17, 2021 22:59 |
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BattleMaster posted:One of the areas I mined out has some overhead mountain in it so I am going to stick the unstable power cells A slight issue with this is that if you are not on a mountain map, this will cause insects to spawn repeatedly in the one place because it is the only valid spawn point.
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# ? Jun 17, 2021 23:00 |
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BattleMaster posted:Looks like love CAN bloom, even on a battlefield Magazines exist for a reason. A few extra squares to run through an open door is a small price to pay for not getting vaporized by a stray shot or mortar round. OwlFancier posted:If something lands in there you are probably better off waiting for it to leave or blow itself up. Listen to OwlFancier. Given Rimworld mechanics, a double-thick stone wall with some doors would do the jog. Go go John Madden: I actually don't remember if pawns can walk through from the bottom row of mortars or not. It looks like they're in a 6x2 formation with no gaps, and it's been a while since I played. edit: I should add that the doors can be upgrade to autodoors later for extra security, and that rimworld does model the cone-shaped blast shaping when an explosion goes through a 1-square space. Nobu didn't move out of the gun port fast enough, so you can see how the blast is shaped. Warmachine fucked around with this message at 23:11 on Jun 17, 2021 |
# ? Jun 17, 2021 23:08 |
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Is there a mod where when you force your pawns to rest with the plague/malaria that they actually rest? Or do you just have to put food and entertainment nearby when they inevitably get up even when you set them to bed rest and force sleep.
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# ? Jun 17, 2021 23:28 |
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Medical tending is also basically the nursing job, so they will bring people food and stuff. But if there is nobody available they will eventually sort themselves out and sometimes yeah they will just be arsey about it. Your other option for the critically ill is actually to just anesthetise them. This keeps them in bed for a while and also makes them a bit happier because the anasthetic gets them high. I think you can do it with just a bit of herbal medicine. Good idea for sick or sad people generally, just shoot them full of drugs and make them go to sleep and hopefully fix the problem before they wake up. If nothing else whatever they are unhappy about will continue to count down while they are unconscious and they can't go crazy while out of it. For entertainment though you can put a TV in the hospital and they can watch it from their beds if they are in range. You could also try restricting their permitted zone to the hospital, which should make all food or joy items outside invalid unless they have a mental break. OwlFancier fucked around with this message at 23:37 on Jun 17, 2021 |
# ? Jun 17, 2021 23:32 |
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Doltos posted:Is there a mod where when you force your pawns to rest with the plague/malaria that they actually rest? Or do you just have to put food and entertainment nearby when they inevitably get up even when you set them to bed rest and force sleep. Enable the "Patient" job and set it as the highest priority on everyone, so they go to a medical bed and get tended when they're sick or bleeding. Also if you want them to stay in bed set "Bed Rest" above their usual work routine so that they stay in bed until they're healthy again, rather than getting up to go work.
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# ? Jun 17, 2021 23:54 |
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Do that too if you haven't yeah because it does help them go to hospital when they are wounded and to bed if they are sick, but it won't stop them getting up for food or recreation super reliably unfortunately, they will go play pool until they die of plague because they're just like that unless you knock them out, rimworld is full of people with very poor emotional and mental adjustment.
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# ? Jun 17, 2021 23:58 |
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OwlFancier posted:A slight issue with this is that if you are not on a mountain map, this will cause insects to spawn repeatedly in the one place because it is the only valid spawn point. How does that work? I've only ever had bugs spawn because my drilling angered them. I've heard of bugs showing up in mountains but I've just plain never had it happen before because I like to build on plains. Also, this run is the first time I've ever ran out of stone. I had to drill for stone just to keep building stuff. Screw plasteel, I somehow have like 10k of the stuff. Just give me rocks
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# ? Jun 18, 2021 00:01 |
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I wish my pawns were half as careless as yours, to be honest. My melee guys are wearing state of the art powered armor that protects them from drat near everything. But every single raid one of them will get a mild bruise and go sulk in bed for the remainder of the day and most of the next because it's not 100% healed yet. Now I'm wondering if there's a mod out there that rewrites the medical system so you can make mostly-healed pawns get up and do their drat job without going in to manually gently caress with their "rest in bed" priorities. A mild bruise shouldn't keep someone from sitting at a research bench in a masterwork chair.
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# ? Jun 18, 2021 00:03 |
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yeah if you're running real close to the line, anesthetizing someone can maximize the immunity gain benefit from being in a hospital bed. keeping addicts in a medical coma til their withdrawal sorts itself out also works pretty well.
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# ? Jun 18, 2021 00:07 |
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BattleMaster posted:How does that work? I've only ever had bugs spawn because my drilling angered them. I've heard of bugs showing up in mountains but I've just plain never had it happen before because I like to build on plains. So hills/mountains have a special kind of roof further in called 'overhead mountain' which will drop rocks on you if the roof is unsupported. Insect infestations can spawn on any tile that's under an overhead mountain roof like any other raid if you meet a few conditions. High light level makes it more unlikely they spawn but the only way to guarantee they won't is to either have every overhead mountain tile at least 30 tiles away from any structure or have all the overhead mountain tiles be under 0 degrees F which prevents them from spawning.
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# ? Jun 18, 2021 01:14 |
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Oops so my ancient danger was embedded in a mountain, so then I got an infestation and they busted the wall down and a giant bugs vs mechs battle ensued Then, while I was busy dealing with the bugs that came out at my settlement rather than going after the mechs, apparently the fight busted open the caskets, so then it was bugs vs mechs vs frozen guys, without my even being aware of it for a minute Ultimately I just had to kill like two or three bugs, the rest all took care of each other, except for one single incapacitated frozen lady I managed to capture and keep from bleeding out.
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# ? Jun 18, 2021 01:47 |
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that's some crazy combination of good and bad luck that cancelled out right here. I lucked out and my ancient danger was a few bugs, all of the pods only contained humans, and all six of the live humans were friendly. One of them immediately hauled rear end off the map (as much as you can in a cryptosleep daze), a couple chose to leave when they recovered from their injuries, and I think three wanted to join. I never turn anyone away if they ask or exile anyone and so far it hasn't bit me in the rear end yet, except that one of the ancient soldiers has an annoying voice and had a disfigured face so no one liked her, but she was a very good melee fighter and keeps ending social fights with the other person bleeding on the ground lmao. Zore posted:So hills/mountains have a special kind of roof further in called 'overhead mountain' which will drop rocks on you if the roof is unsupported. Insect infestations can spawn on any tile that's under an overhead mountain roof like any other raid if you meet a few conditions. High light level makes it more unlikely they spawn but the only way to guarantee they won't is to either have every overhead mountain tile at least 30 tiles away from any structure or have all the overhead mountain tiles be under 0 degrees F which prevents them from spawning. Thanks. I'm probably screwed already since the place I put the cells in was already much less than 30 tiles from several things I had already built. It was about 5 from my outer wall on one side, 10 from my warehouse on the other, and about 15 from my front gate on yet another side :V Plus I have one tile of overhead mountain in my barn and several in my warehouse from when I bulldozed rock while building, and because I was building while digging I was never aware of that before.
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# ? Jun 18, 2021 02:10 |
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OwlFancier posted:For entertainment though you can put a TV in the hospital and they can watch it from their beds if they are in range. Also, here's my mortar setup: That's a Tall Shelf so it's holding 100 shells, everything's roofed in except for gaps for the mortars themselves, that's an autodoor so they don't lose time for going through a stone door, and it's lit so nobody gets whiny about being in the dark. I tried it with walls between the two rows, but that broke up the light too much. I think they're far enough apart to avoid a chain reaction, and even if they do, it'll only be two of 'em.
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# ? Jun 18, 2021 03:19 |
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Can you control characters separately in multiplayer? Like, player 1 has character A. I tried multi and it doesn't really work so great
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# ? Jun 18, 2021 04:44 |
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CapnAndy posted:Wait, really? I've always thought about doing that just for aesthetic purposes, because I would want a TV to watch if I was in the hospital, but I didn't think it would actually work so I didn't do it. Now I gotta do it!
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# ? Jun 18, 2021 06:27 |
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Coolguye posted:a TV can be used from bed, so yeah it will keep someone who's recuperating in bed and save other pawns the trouble of visiting to cheer the pawn up (as much, recreation tolerances mean that it'll still happen for long stays).
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# ? Jun 18, 2021 07:53 |
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Coolguye posted:a TV can be used from bed, so yeah it will keep someone who's recuperating in bed and save other pawns the trouble of visiting to cheer the pawn up (as much, recreation tolerances mean that it'll still happen for long stays). Yeah that’s when, “Administer beer” becomes useful.
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# ? Jun 18, 2021 15:09 |
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# ? May 22, 2024 17:59 |
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CapnAndy posted:Do they have to be facing the TV or will just being in its zone of effect work? As long as the pillow part of the bed is in the area you're good.
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# ? Jun 18, 2021 15:27 |