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BadLlama
Jan 13, 2006

God drat pawn just threw a tantrum, walked into my fuel depot and blew herself up.

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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

isndl posted:

Some improvements to the archonexus line but man, not even keeping your techprints anymore sucks. Tribals get thrown a bone if I'm understanding the classic start note correctly but Tynan really wants you to slog through early game research again I guess. Makes Research Specialists somewhat useful, I suppose.

it's newgame+, I don't have any problem with this whatsoever. if you just want to start a new map with the same tech and people you can just move and abandon the oroginal map.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
If it didn't reset your research there wouldn't be much gameplay there, I think? You start with 5 developed, potentially roided out endgame-level pawns and whatever poo poo you managed to pack with you. With research retained, you could hit the next wealth requirement threshold incredibly quickly and just leapfrog from map fragment to map fragment.

IcePhoenix
Sep 18, 2005

Take me to your Shida

Are dance parties broken right now? I thought I had just missed the date the first couple years (it says mine is on the second of Aprimay but the timer has been relating to the first) but I just watched it tick down to zero and then just immediately start over at 60 days until I can throw one.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Flesh Forge posted:

it's newgame+, I don't have any problem with this whatsoever. if you just want to start a new map with the same tech and people you can just move and abandon the oroginal map.

You can, but you also get no progression on the archonexus quest line that way. I might as well use Prepare Carefully to put bionics on five pawns when starting a new game for a similar experience. :shrug:

Kanos posted:

If it didn't reset your research there wouldn't be much gameplay there, I think? You start with 5 developed, potentially roided out endgame-level pawns and whatever poo poo you managed to pack with you. With research retained, you could hit the next wealth requirement threshold incredibly quickly and just leapfrog from map fragment to map fragment.

You can't use caravan packing to bring an entire starter base with you anymore unless I'm misunderstanding that patch note. Most of your colony wealth is in items and buildings which is materials and labor, not research. I'm still going to need steel in the thousands to get all my infrastructure up, let alone scrounging up all the rarer stuff for advanced manufacturing like anything involving the fabrication bench. Even if you brought a deep drill and rushed a scanner as one of your first projects you're still arguably going slower than taking five horses to haul a shitload of raw materials from the nearest trade settlements.

I guess the intention is to slow you down so that you can't do something like immediately plant down a sterile floor drug lab and crank out the yayo to rush the wealth numbers before raids arrive, but it blows hard for transhumanists who can't bring their stuff and have to relearn how to make it (at least they have research specialists). It also makes high-rank royalist pawns a significant liability when you can't meet any of their demands since some of their stuff is locked behind tech on top of the high resource investment, you'll probably have to give up the title entirely.


IcePhoenix posted:

Are dance parties broken right now? I thought I had just missed the date the first couple years (it says mine is on the second of Aprimay but the timer has been relating to the first) but I just watched it tick down to zero and then just immediately start over at 60 days until I can throw one.

There is/was a bug where if your event is scheduled for the first (or was it last?) day of a quadrum it doesn't fire properly. Not sure if it's been fixed yet.

Mr Luxury Yacht
Apr 16, 2012


Pawnmorpher is neat but what I'd really like to see is that system/UI for something more exciting than animal mutations, like the ones from Evolved Organs Redux or something.

The mutagenic rocket launcher is stupidly OP also. One shot and a massive cluster of raiders are now suddenly various animals.

I tamed one and reverted her back to human but she's a cannibal raider and just doesn't fit in (and wasn't converting) so thanks to this unstable genome I found she's transformed instead into a kaiju sized Chaothrumbo and now I've just got to figure out which enemy settlement to drop her on

Mr Luxury Yacht fucked around with this message at 05:31 on Aug 11, 2021

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
To lazy to quote or link, but Imo the Adeptus Mechanicus series of 40k mods is the best one out there. It includes a bunch of neat touches like Kroot being cannibals and absorbing traits from the corpses they eat, and Orks being larger based on age/social rank. Necrons have the whole "We will be back" dealio and tomb spiders can resurrect dead Necrons.

Impermanent
Apr 1, 2010
is there a mod out there to let you XCOM your way through a protracted war against the other factions on your rimworld? less into escaping in a spaceship and more into slowly and inexorably demolishing plentary rivals and spreading an empire

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
Actually you should 100% get the Adeptus Mechanicus Orkoid mod because one of the ideologies is the Gretchin revolution.

SugarAddict
Oct 11, 2012

BadLlama posted:

God drat pawn just threw a tantrum, walked into my fuel depot and blew herself up.

One of my pawns threw a tantrum and I wansn't paying attention and destroyed a techprof core, an AI core, and I don't know what else.

Do not make nervous pawns or pawns that otherwise have permeant mood maluses as leaders or otherwise. It makes them tantrum more.

Hungry
Jul 14, 2006

Telsa Cola posted:

Actually you should 100% get the Adeptus Mechanicus Orkoid mod because one of the ideologies is the Gretchin revolution.

Does it replace the Man In Black with Da Red Gobbo?

TjyvTompa
Jun 1, 2001

im gay

IcePhoenix posted:

Are dance parties broken right now? I thought I had just missed the date the first couple years (it says mine is on the second of Aprimay but the timer has been relating to the first) but I just watched it tick down to zero and then just immediately start over at 60 days until I can throw one.

Short answer: Use dev mode to change the date of the dance party for your ideology to the 4th of the month.

I have the exact same bug but for another type of celebration. I think there is a bug that sometimes makes the game calculate the required date -2 days so if you have it for the 1st or 2nd in a month the game will behave just like this. I solved it by using dev mode to change the date of the celebration to the 4th of the month instead, now it tells me that I can initiate it on the 2nd of the month and that works.

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here

Impermanent posted:

is there a mod out there to let you XCOM your way through a protracted war against the other factions on your rimworld? less into escaping in a spaceship and more into slowly and inexorably demolishing plentary rivals and spreading an empire

RimWar and Empire are probably what you're after, but I imagine it's going to be a while until they're in a usable state due to complexity.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Mr Luxury Yacht posted:

Pawnmorpher is neat but what I'd really like to see is that system/UI for something more exciting than animal mutations, like the ones from Evolved Organs Redux or something.

The mutagenic rocket launcher is stupidly OP also. One shot and a massive cluster of raiders are now suddenly various animals.

I tamed one and reverted her back to human but she's a cannibal raider and just doesn't fit in (and wasn't converting) so thanks to this unstable genome I found she's transformed instead into a kaiju sized Chaothrumbo and now I've just got to figure out which enemy settlement to drop her on

for a while i was working on the pawnmorpher alpha animals integration, because alpha animals has a lot more weird stuff taht would make exciting mutant pawns






i did a lot of art for it but i burned out because every single mutation needed offsets for where it would appear on the pawns body, and the only way to do that was trial and error launching the game 300 times in a row

i know a fair amount of assets i made are in the pawnmorpher + vanilla expanded insectoids crossover mod

i would like to get back into rimworld modding and do more art for stuff, but i cannot stand the thought of doing a hundred million more offsets

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Here's dumb trick if you're doing the Worshipful Village quest for your relic: when you walk in the map claim the beds/doors and turn them into prisons, then arrest all the locals. Do the hack and enjoy completing the quest with no fighting and bonus loot!

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

isndl posted:

You can't use caravan packing to bring an entire starter base with you anymore unless I'm misunderstanding that patch note. Most of your colony wealth is in items and buildings which is materials and labor, not research. I'm still going to need steel in the thousands to get all my infrastructure up, let alone scrounging up all the rarer stuff for advanced manufacturing like anything involving the fabrication bench. Even if you brought a deep drill and rushed a scanner as one of your first projects you're still arguably going slower than taking five horses to haul a shitload of raw materials from the nearest trade settlements.

You can't caravan pack, but starting with 5 20 skilled, hand-picked pawns that are likely covered in beneficial bionics to let them zoom around the map at 10,000 mph means you'll get your basic infrastructure and moneymaking apparatus going in like a tenth of the time of a normal colony. You can indeed bring 5 horses to jumpstart caravan trading to help get your drill op going, and do that on top of bringing a drill!

StealthArcher
Jan 10, 2010




Cant wait for rimwar or empire to just let you go total war to get archonexus fragments instead of having to give the factions anything.

Gniwu
Dec 18, 2002

Do psyonic powers still count as body modifications for transhumanists/body purists in 1.3? Because that has always annoyed me. I wish the game would make an exception here, so that I could play as a tribe of psycasting body purists.

Broken Cog
Dec 29, 2009

We're all friends here
Are the empire psylinks and anima tree psylinks handled differently? Gotta admit I haven't really tried using the tree much, since it seems to always spawn in an awkward spot when playing tribals

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Broken Cog posted:

Are the empire psylinks and anima tree psylinks handled differently? Gotta admit I haven't really tried using the tree much, since it seems to always spawn in an awkward spot when playing tribals

Nope. Linking with the tree is the equivalent of using a new tier of neuroformer for a pawn.

The only real difference is the investment in time to get the tree to a linkable state and that tribal psycasters don't have any royal titles ot demands.

Gadzuko
Feb 14, 2005

Gimmick Account posted:

Do psyonic powers still count as body modifications for transhumanists/body purists in 1.3? Because that has always annoyed me. I wish the game would make an exception here, so that I could play as a tribe of psycasting body purists.

Yes, the psylink still counts as a body mod.

Broken Cog
Dec 29, 2009

We're all friends here

Zore posted:

Nope. Linking with the tree is the equivalent of using a new tier of neuroformer for a pawn.

The only real difference is the investment in time to get the tree to a linkable state and that tribal psycasters don't have any royal titles ot demands.

Alright, thanks for clearing that up. I though maybe the anima psylinks could count as a "natural" way of gaining powers for the flesh purity meme.

Gniwu
Dec 18, 2002

Gadzuko posted:

Yes, the psylink still counts as a body mod.

Ah, that's unfortunate. Thanks for clearing it up, though!

BadLlama
Jan 13, 2006

Does the protection from things like stone skin glands not show up in the stats on the gear screen?

Azhais
Feb 5, 2007
Switchblade Switcharoo

Gimmick Account posted:

Do psyonic powers still count as body modifications for transhumanists/body purists in 1.3? Because that has always annoyed me. I wish the game would make an exception here, so that I could play as a tribe of psycasting body purists.

You could install the rimworld of magic mod and have a bunch of body purist death knights instead

There's also the psitech mod which is a completely not-royalty related psionics implementation that I don't believe requires implants

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

BadLlama posted:

Does the protection from things like stone skin glands not show up in the stats on the gear screen?

it does, in the totals:



Gadzuko posted:

Yes, the psylink still counts as a body mod.

I never noticed this, thanks for the info!

Danaru
Jun 5, 2012

何 ??
Anyone have a chance to screw around with SOS2's holograms yet? Aside from the obvious EMH, I really want to make a hologram to run my nuclear plant so I dont have to keep futzing with radiation suits

Gadzuko
Feb 14, 2005

Gimmick Account posted:

Ah, that's unfortunate. Thanks for clearing it up, though!


Flesh Forge posted:

I never noticed this, thanks for the info!

Actually never mind, I was wrong, it does not count. I just re-tested it because I was going from memory off of my first transhumanist colony in 1.3 but it does not currently count as a body mod for either transhumanists or body purists. Either I was remembering wrong or it was changed in one of the updates. I also double checked to make sure that the linking ceremony or a neuroformer makes no difference, it didn't count as a mod regardless.

Coolguye
Jul 6, 2011

Required by his programming!
a psylink defintiely did not matter in 1.2 - i had an entire thing where i failed to notice my first recruit in a particular game was a purist. i got really attached to her before i noticed, and man it was rough when i started chroming everyone up. but she had a level 3 psylink and it was whatever.

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
A boomrat self-tamed and joined my community. My past experiences with this have not gone well.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
so glad you can just 'release to the wild' now, self tame is pretty annoying in how frequently it happens.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Dick Trauma posted:

A boomrat self-tamed and joined my community. My past experiences with this have not gone well.

You can still zone boomrats so just put it in a custom zone outside of your base and hope a tribal raid shows up first so when it inevitably gets murdered its still like a free grenade.

Broken Cog
Dec 29, 2009

We're all friends here
I really gotta stop doing the Rich Explorer start. Tried starting a raider colony with it, and didn't get a single discovered outpost during the first year. Only a single potential recruit as well.

edit: :thunk:

Broken Cog fucked around with this message at 18:58 on Aug 11, 2021

Mr Luxury Yacht
Apr 16, 2012


Danaru posted:

Anyone have a chance to screw around with SOS2's holograms yet? Aside from the obvious EMH, I really want to make a hologram to run my nuclear plant so I dont have to keep futzing with radiation suits

They're pretty neat. You need a separate AI core or dead colonist brain sarcophagus for each but they can handle any temperature (great for spaceship repair) and otherwise can interact normally. They also get a "holographic ray" attack that lets them shoot hologram lasers at things that do tons of damage but are basically useless against armor. They added portable emitters now so you can take them on adventures but they're expensive and require constant components.

They also finally fixed it so you can put holographic pants on them so depending on your ideology your colonists don't hate the hologram for having it's holographic balls hanging out all of the time.

eonwe
Aug 11, 2008



Lipstick Apathy

Zore posted:

You can still zone boomrats so just put it in a custom zone outside of your base and hope a tribal raid shows up first so when it inevitably gets murdered its still like a free grenade.

yea i just zone non pen animals inside my pen anyway

Broken Cog
Dec 29, 2009

We're all friends here

:thunk:x2

eonwe
Aug 11, 2008



Lipstick Apathy
I must have a new mod that broke my pawns. They were doing fine but all of the sudden al4 of my pawns became idle and I couldn't prioritize work for them either. They basically walked around and would refuse to even go to their bed to sleep despite having nearly maxed out mood

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
I wish Production and Shooting specialists weren't quite so amazingly blatant, they're so good

Danaru
Jun 5, 2012

何 ??
A group that raids me is a tribal blind sight ideology :allears: Free food for the paste machine

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A Wizard of Goatse
Dec 14, 2014

Dick Trauma posted:

A boomrat self-tamed and joined my community. My past experiences with this have not gone well.

idgi pet boomrats own, they're like having a little stockpile of incredibly stupid ATGMs

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