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jokes posted:Yeah that's what I was worried about. Sort of like how having a good, dedicated artist/drug factory starts ramping up raids in a hurry. bring your perimeter defenses fully up to snuff, and start chroming your key combatants before you go to year-round internal growing poo poo like large-scale heated greenhouses is really for the kind of playthrough where you form a solid permanent perimeter and dig the gently caress in; if you do most of the work beforehand it'll be more like you're scaling the raids up to a level where they're appropriate for your killbox
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# ? Jun 27, 2021 19:25 |
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# ? May 28, 2024 04:52 |
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Just randomly browsing the workshop and this was near the top of most popular in the past week: 1-2-3 Personalities I'm not so sure about modules 2 and 3, but 1 looks like it's really cool.
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# ? Jun 27, 2021 21:27 |
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DoubleNegative posted:Just randomly browsing the workshop and this was near the top of most popular in the past week: 1-2-3 Personalities 2 and 3 don’t look that different from Peychology and Rumor Has It to me. What I’m curious is if this mod will implement the same Kinsey Scale feature that Psychology has, because that’s very important to me.
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# ? Jun 27, 2021 21:53 |
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How do I get rid of a prisoner with a shattered spine that I don't want? I'm assuming if I go to release them they'll just lie on the ground until they starve, I've got a long way to go for drop pods, I'm nowhere near any of their faction's settlements, or any friendly settlements for that matter. This is my "Lost in Space" family colony so I'm trying to avoid performing too many atrocities (although the family that war crimes together stays together).
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# ? Jun 28, 2021 04:00 |
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Moon Slayer posted:How do I get rid of a prisoner with a shattered spine that I don't want? I'm assuming if I go to release them they'll just lie on the ground until they starve, I've got a long way to go for drop pods, I'm nowhere near any of their faction's settlements, or any friendly settlements for that matter. This is my "Lost in Space" family colony so I'm trying to avoid performing too many atrocities (although the family that war crimes together stays together). Maybe try building them them a prison cell that is outside your base, with the door permanently held open and near wherever you'll be fighting raiders, and whenever you get a raid temporarily toggle the bed non-prisoner to make them 'downed' instead of 'in a bed' so that maybe the raiders kidnap them?
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# ? Jun 28, 2021 04:11 |
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Drop pod them back to one of their faction bases. Or someone else's as a "gift", if you don't mind a sold into slavery mood debuff for a bit.
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# ? Jun 28, 2021 04:29 |
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Asimo posted:Drop pod them back to one of their faction bases. Or someone else's as a "gift", if you don't mind a sold into slavery mood debuff for a bit. Moon Slayer posted:I've got a long way to go for drop pods
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# ? Jun 28, 2021 05:00 |
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Moon Slayer posted:How do I get rid of a prisoner with a shattered spine that I don't want? I'm assuming if I go to release them they'll just lie on the ground until they starve, I've got a long way to go for drop pods, I'm nowhere near any of their faction's settlements, or any friendly settlements for that matter. This is my "Lost in Space" family colony so I'm trying to avoid performing too many atrocities (although the family that war crimes together stays together).
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# ? Jun 28, 2021 05:24 |
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The poor thing has a broken spine, just end their suffering.
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# ? Jun 28, 2021 05:30 |
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Leal posted:The poor thing has a broken spine, just end their suffering. Also the low tech drop pod version is forming a caravan, leaving the map, kicking them out, and then just immediately returning. But not sure if that's doable with a downed/unable to walk prisoner.
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# ? Jun 28, 2021 05:41 |
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a prisoner that is immobile cannot cause trouble, and if it's the lost in space family you have access to nutrient paste. just put them on a nutrient paste only diet (go to their health tab and check their diet restrictions) until you can drop pod them back to their people. it doesn't really matter if it's entire seasons before you do it. a no-interaction-besides-feeding prisoner will take up almost no time. in this particular case, feeding a prisoner nutrient paste in this way only entails the labor involved in shoving food down their gullet; there is no cooking, and the resource expenditure is ridiculously small. you will not have anyone wasting time talking to the prisoner - though you ostensibly could. a disabled prisoner makes a very fine Social training dummy; simply set the prisoner interaction to 'reduce resistance', and the wardens will have nice chats with the prisoner, even after resistance is broken. they will not attempt to recruit the prisoner, however, and can keep building Social. as a footnote, a healer mech serum will also restore the shattered spine if you have one of those, but arguably that's an even bigger waste of resources than laying hands on a bionic spine. it's the price of kindness, as it were, but honestly the price of some nutrient paste meals and an eventual pod home is an extremely small price to pay in scope of the game. Coolguye fucked around with this message at 05:49 on Jun 28, 2021 |
# ? Jun 28, 2021 05:45 |
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WTF did I just read “feed them paste until you can pod them back it’s the decent thing to do” what happened to this thread?! e: I won’t make a disabled social training prisoner, but if someone falls out of the sky hosed up and can contribute to the colony by receiving basic sustenance and the respect of social interaction, well, that seems fair! Also I like to chrome my settlements, so missing organs aren’t really a deal-beaker for me on an acceptable recruit LonsomeSon fucked around with this message at 07:44 on Jun 28, 2021 |
# ? Jun 28, 2021 07:40 |
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I don't think I've ever built a nutrient paste dispenser, it always seemed so much easier to just make meals with a stove instead.
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# ? Jun 28, 2021 07:42 |
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Nutrient past dispensers are really really good for the following two conditions: You have no one that can cook or cook without giving everyone food poisonings. You have very little food and you need to stretch it out.
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# ? Jun 28, 2021 07:44 |
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Yeah being able to avoid food poisoning, spend no labor time, and use a fraction of the food is amazingly helpful on solo starts or super hostile biomes like ice sheets or extreme desert. You'll want to migrate away from them eventually but if you're in a position where it's good to make one initially you may as well keep it around for a while until you get enough folks to make a dedicated cook worthwhile.
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# ? Jun 28, 2021 08:09 |
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Coolguye posted:a prisoner that is immobile cannot cause trouble, and if it's the lost in space family you have access to nutrient paste. just put them on a nutrient paste only diet (go to their health tab and check their diet restrictions) until you can drop pod them back to their people. it doesn't really matter if it's entire seasons before you do it. a no-interaction-besides-feeding prisoner will take up almost no time. Yeah this is what I figured I'd probably just end up doing but wanted to see if there was any other trick. They're already in a prison barracks with a nutrient paste dispenser, like I build all my prisons. Ironically, though, the prisoner is a Naga, who get far less nutrition from vegetables-only meal, a restriction which apparently also applies to paste meals. So when they eat one it only fills their hunger meter by about a third. Fortunately fine meals aren't a concern at this point but if anything keeping them on paste would actually increase the labor needed to keep them fed.
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# ? Jun 28, 2021 14:31 |
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Maybe a drug will restore mobility long enough to let him walk away? What’s the thing that’s preventing him for loving off? Is it “movement” or “consciousness” or something? If you really wanna be sweet you could drug him and give him enough drugs to make his way back home.
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# ? Jun 28, 2021 16:36 |
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a shattered spine is preventing him from moving. no drugs will help that.
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# ? Jun 28, 2021 17:00 |
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lucy will iirc lol
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# ? Jun 28, 2021 17:02 |
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I guess I don’t know what shattered spines do? The game functions on numbers, so if it sets movement to 0 I figured maybe a drug or something that helps movement would go a long way (since they’re additive). If it’s consciousness, a healthy dose of cocaine would help. Pain? Baby do we got things for pain. If not you might need to feed and take care of a prisoner long term until you find or research spine replacements. I’d recommend that “reduce resistance” thing to level up social.
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# ? Jun 28, 2021 17:06 |
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bob dobbs is dead posted:lucy will iirc lol
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# ? Jun 28, 2021 17:40 |
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bob dobbs is dead posted:lucy will iirc lol CapnAndy posted:This might actually be the best solution. it does not. https://rimworldwiki.com/wiki/Luciferium the permanent injuries are just that - permanent injuries. a shattered spine is destroyed/gone.
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# ? Jun 28, 2021 17:51 |
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Coolguye posted:it does not.
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# ? Jun 28, 2021 18:11 |
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CapnAndy posted:Lucy can fix permanent injuries, it's specifically mentioned in the description and the detailed effects. it will heal like a scar that leaves your bodypart at like 6.8/10hp but it will not regrow a part from 0hp
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# ? Jun 28, 2021 18:12 |
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CapnAndy posted:Lucy can fix permanent injuries, it's specifically mentioned in the description and the detailed effects. did you read my post
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# ? Jun 28, 2021 18:14 |
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Yeah looks like I'm stuck with them until I can research drop pods, which is a ways away. Or get my hands on a bionic spine. They're a decent melee fighter so I may as well just recruit them at that point.
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# ? Jun 28, 2021 18:15 |
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Coolguye posted:did you read my post
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# ? Jun 28, 2021 18:18 |
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I also try to be a good guy on the Rimworld but I always end up turning into the Rimworld equivalent of WHFB Chaos Dwarfs, which is just Chaos Dwarfs with less pollution. A -3 moodlet from euthanizing someone who tried to murder you isn't that bad. Remember, raiders came to your home in order to kidnap, enslave, and outright murder your pawns. I'm sure the Robinsons would turn a blind eye.
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# ? Jun 28, 2021 19:02 |
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I mean, giving them one dose of lucy and then not giving them any further doses will also fix the problem.
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# ? Jun 28, 2021 19:03 |
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jokes posted:I also try to be a good guy on the Rimworld but I always end up turning into the Rimworld equivalent of WHFB Chaos Dwarfs, which is just Chaos Dwarfs with less pollution. A -3 moodlet from euthanizing someone who tried to murder you isn't that bad. Remember, raiders came to your home in order to kidnap, enslave, and outright murder your pawns. I'm sure the Robinsons would turn a blind eye. i mean in that situation the solution would be to just strip them and let nature take its course for a -0 moodlet. a raider that bleeds to death in your front yard is functionally no different from a raider who had their head blown off by a sniper rifle, aside from the fact that you get the former's clothes.
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# ? Jun 28, 2021 20:21 |
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Coolguye posted:i mean in that situation the solution would be to just strip them and let nature take its course for a -0 moodlet. a raider that bleeds to death in your front yard is functionally no different from a raider who had their head blown off by a sniper rifle, aside from the fact that you get the former's clothes. sometimes you accidentally rescue/capture the wrong pawn and later realize they're paralyzed, and then you're stuck finding the least-bad way to get rid of them. ...unrelated but apparently euthanizing a friendly/neutral pawn doesn't anger their faction, even if they were only downed from food poisoning or booze/weed/etc? your colonists still get the "someone was euthanized" moodlet tho.
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# ? Jun 28, 2021 21:00 |
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Settle in, Rikko, you're going to be with us for a while.
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# ? Jun 29, 2021 03:13 |
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Why do they have faces? That seems so weird for some reason
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# ? Jun 29, 2021 03:21 |
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jokes posted:Why do they have faces? That seems so weird for some reason There's a weirdly popular mod that does that. There's other mods that add hands and super-cursed feet too!
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# ? Jun 29, 2021 03:24 |
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Funny that there's a mouse-person and a naga in that picture and the most unsettling thing is that they have mouths. Rimworld, baby
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# ? Jun 29, 2021 03:37 |
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Moon Slayer posted:
Eugh those faces. Gross.
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# ? Jun 29, 2021 04:50 |
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Goons, why does only 1 shield on my ship in SoS2 actually properly be effected by the toggle shields on the bridge button? E: Alright its because the shields didn't have hull flooring under them Leal fucked around with this message at 06:26 on Jun 29, 2021 |
# ? Jun 29, 2021 05:56 |
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Got droner mech clustered and defoilator ship chunked, and that alpha animal rapid cactipine drop pod on my barely past stone age base so decided to hoof it. Between mental breaks and cactipine mauling only 2 of the 5 people made it out with a bonus extra person from a MiB spawn. Hop over two tiles and set up shop only for a toxic ashfall event to immediately start up, so everyone picks up and moves over a tile or two again. Then on the new map one of the last three goes berserk and the MiB immediately blows his head off with a bolt pistol. Things somewhat settled down after that.
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# ? Jun 29, 2021 08:10 |
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At about 200hrs I finally researched electricity. Am I doing this right?Moon Slayer posted:Yeah looks like I'm stuck with them until I can research drop pods, which is a ways away. Or get my hands on a bionic spine. They're a decent melee fighter so I may as well just recruit them at that point. I think you could caravan them over. I've had colonists, slaves, and prisoners in the middle of a catatonic breakdown get loaded into a caravan by hand. They just get loaded last. Kris xK posted:This was last page, but thank you for posting this. I was having trouble with a) my dogs randomly starving and b) my attack animals doing jack poo poo.
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# ? Jun 29, 2021 22:10 |
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# ? May 28, 2024 04:52 |
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BULBASAUR posted:I think you could caravan them over. I've had colonists, slaves, and prisoners in the middle of a catatonic breakdown get loaded into a caravan by hand. They just get loaded last.
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# ? Jun 29, 2021 22:24 |