|
Kanos posted:From what I understand, Tynan's sexuality thing was less about bizarre personal hangups and more that he's a socially tonedeaf techbro who looked up some google articles about bisexuality and then based his in-game settings on that. He didn't decide to die on that hill - he changed it after people went "what the hell is this?". quote:And personal observations: I've known some bi women and a large proportion of the nominally straight women I've known have discussed bi impulses or experiences they've had. In contrast, every bi man I've ever known has ultimately ended up identifying as gay. These patterns seem to apply even in very gay-friendly social contexts.
|
# ? Aug 18, 2021 03:41 |
|
|
# ? May 26, 2024 01:21 |
|
Danaru posted:Is the mood boost for transhumanists having a bionic part cumulative, or is it just the +1 for having a part? I wasnt expecting the powerful +12 or whatever technophilew get, but I was hoping for something a little beefier for "completing" a colonist If you mean the transhumanist ideology, It maxes out at +3 for having 5 or 6, I forget. The old Transhumanist pawn trait, now named Body Modder, goes up to +13 according to the wiki.
|
# ? Aug 18, 2021 03:47 |
|
Tynan’s sexuality thing being contentious was because he smelled a rat when the RPS journalist asked him for an interview and he made some frankly absurd requests about how his comments and responses would be used. He turned out to be right because the journalist made what was absolutely a hit piece because it included such statements as “What Rimworld doesn’t simulate is just as important as what it does” - a flatly absurd statement about software that had just left alpha and had entered beta. Tynan rose to the bait like the tone deaf techbro he is. When people honed in on specifically his dataset being poo poo and he pretty much immediately went “sure, I can buy that since this was a subsystem I didn’t pay much attention to - what should it be?” And then he changed it. Coolguye fucked around with this message at 04:29 on Aug 18, 2021 |
# ? Aug 18, 2021 04:27 |
|
Danaru posted:Yeah if some unga bunga cave man tells me to pray to a screaming tree so I can get brain powers I'm 100% going to tell him to gently caress off. I know I'm wrong to do so but I accept that I mean, "Tribal Origin" in this context seems to mostly mean "descends from a long line of individuals who lived and died on this world," and Tribal factions send rewards by drop pod and will even sometimes drop off or pick up quest NPCs in shuttles. And in that context, I've always assumed that the implication behind the Anima Trees is either that a long time ago neuroformer nanites got loose on this Rimworld and became something like a worldmind, or there just straight up has been a worldmind here since before humans first tumbled out of the sky to get into fistfights because nobody has a table to eat at. Either way, it's not just that you need to be From Here, your people also need to have been From Here, going back awhile.
|
# ? Aug 18, 2021 04:30 |
|
So my last save was from 2017. Starting this game again with royalty and haven't installed ideology feels like I'm playing a whole new game that looks like the game I used to play. Do infestations still only happen in dark underground? Used to be able to build lights to stop it.
|
# ? Aug 18, 2021 04:31 |
|
I think it's more just tech levels and nomadism, because the outlander settlements don't really make much sense if they're somehow incapable of being generational, it's not like producing your own tech is impossible on the rim it's just that the tribals don't.
|
# ? Aug 18, 2021 04:33 |
|
TipsyMcStagger posted:So my last save was from 2017. Starting this game again with royalty and haven't installed ideology feels like I'm playing a whole new game that looks like the game I used to play. Infestations can happen in bright light but tend to gravitate toward darkness. so lighting up the entirety of your base and all nearby cave systems leaving a dark area leading to a killbox is supposed to be how you deal with it I think?
|
# ? Aug 18, 2021 04:50 |
|
or you just kill them wherever and mop up all the bug juice afterward
|
# ? Aug 18, 2021 04:53 |
|
When starting a new game to you usually build a starter/temporary base with smaller rooms and perhaps less efficiency and then build a larger more efficient base, or do you build bigger rooms to begin with and just expand out your starter base?
|
# ? Aug 18, 2021 04:55 |
|
Also put doors in, even if you prop them open, infestations only spawn in one room, so if you separate your corridors into rooms they will spawn close together which allows you aggro them all at once more easily, which is relevant late in the game because while you can basically kill infinite numbers of them if you have a few good blockers and the right sort of chokepoints, it can sometimes take so long that they can break a lot of stuff anyway. Or just turn them off, they're not really challenging honestly once you know the trick and get some equipment, it's just a matter of how much time you want to waste rebuilding objects and cleaning the poo poo off the floor. Tuxedo Gin posted:When starting a new game to you usually build a starter/temporary base with smaller rooms and perhaps less efficiency and then build a larger more efficient base, or do you build bigger rooms to begin with and just expand out your starter base? I usually keep my room sizes, absent a couple of temp shacks outside before I start digging, but what I usually do is move everyone into whatever rooms I dig out first. You can make big-ish rooms but not have them be fixed purpose, a room can serve as a barracks/dining room/lab/workshop until I get another room to split one of those roles off into, and that itself can be repurposed later usually just by moving the furniture. If you are for some unfathomable reason not building under a mountain then I would probably just suggest building at whatever size you want, your limit is going to be how fast you can get material for walls, really. OwlFancier fucked around with this message at 05:02 on Aug 18, 2021 |
# ? Aug 18, 2021 04:56 |
|
SugarAddict posted:Infestations can happen in bright light but tend to gravitate toward darkness. so lighting up the entirety of your base and all nearby cave systems leaving a dark area leading to a killbox is supposed to be how you deal with it I think? Infestations like big rooms, darkness, and comfortable temperatures. You can set up bait rooms with that in mind (nutrifungus farms are basically perfect) and odds are they'll spawn there which makes defense planning much easier, but it's not guaranteed so you always want extra choke points inside your base. If you can handle the debuffs from cold, keeping your base below freezing (-20c or thereabouts if I remember right) will stop infestations entirely, though maintaining that kind of screws with hosting guests and prisoners unless you can somehow get them to wear parkas fast enough.
|
# ? Aug 18, 2021 05:01 |
|
I've definitely seen really big infestations spill over to nearby rooms but that usually takes a really late game infestation that spawns in a relatively small room. And even then you're still better off with doors and choke points.
|
# ? Aug 18, 2021 05:11 |
|
Tuxedo Gin posted:When starting a new game to you usually build a starter/temporary base with smaller rooms and perhaps less efficiency and then build a larger more efficient base, or do you build bigger rooms to begin with and just expand out your starter base? My strategy generally goes as follows: Phase one: find a good size ruins near my intended base location or maybe a crevice in a hill, and finish walling it off. 10x10 interior is a good starting size to aim for. This is an 'everything' room, where I'll be dumping most things into a primary stockpile and putting production buildings like a stove, tailoring bench, and research table. Ruins are good for this because it'll have some walls already up, sometimes a table or monument and partial flooring. Goal here is to save as much time as possible to get the basic necessities like beds and table/chairs set up to clear out those mood debuffs on the first day. If I think I'll end up staying in this temp base for a while due to resource or labor constraints, I might set up an adjoining freezer room and prison since those can't go in the main room. So long as your colony wealth is low the Low Expectations buff should cover any debuffs from everything crammed together. Some resources and jobs can/should be performed and stored outside, like butchering/stonecutting, and your steel/blocks stockpile. Phase two: with intended base layout already planned (the More Planning mod helps a lot with this by giving you more colors to use with the planning tool), start digging/constructing the dining/rec room and kitchen/freezer (which should be next to the dining room for efficiency). Once those are built, move everything in like a repeat of phase one. Phase three: keep expanding and move things out of the main room as space becomes available. Use your own judgment on what to prioritize first, if you're unsure then do things to eliminate bad moodlets, or sit and watch your pawn movements to see if they're wasting too much time hauling or moving between jobs and aim to minimize that.
|
# ? Aug 18, 2021 05:35 |
|
OwlFancier posted:I think it's more just tech levels and nomadism, because the outlander settlements don't really make much sense if they're somehow incapable of being generational, it's not like producing your own tech is impossible on the rim it's just that the tribals don't. Well, the point I meant to address by mentioning that Tribal factions send pods and shuttles is that it's not so much that Tribal cultures don't have access to all of the same tech that offworlders do, they just have a lot less of it. In this headcanon there's nothing stopping people who check the Anima Tree's 'Tribal origin' box from being born and growing up in, or captured in a raid and recruited by (possibly then reproducing in), 'Outlander' settlements, since it's a background story and not being rendered mechanically in the game. Regardless, the cool part here is "there's some kind of worldmind thing going on with the Anima Trees, possibly a biologically-evolved mechanism which functions on the same principle as Archotech neuroformer nanites."
|
# ? Aug 18, 2021 07:08 |
|
Asimo posted:I've definitely seen really big infestations spill over to nearby rooms but that usually takes a really late game infestation that spawns in a relatively small room. And even then you're still better off with doors and choke points. speaking of
|
# ? Aug 18, 2021 07:39 |
|
I forgot my swamp adventure started as a naked brutality. Sold the colony and they just chucked me into a desert with nothing but a scary statue and ran away laughing. At least with the two six-million dollar men melee specialists I just stormed the ancient danger like https://www.youtube.com/watch?v=qBR0oNp9A7c and had a nice free starter house
|
# ? Aug 18, 2021 07:57 |
|
ive been trying out the forgotten realms races mod, and started a colony with an illithid with the hope of making an evil underground base where he gradually turns prisoners into more illithids. unfortunately illithids can only eat brains, and so far raids haven't been frequent or numerous enough to keep up a good stock of human brains to support any real number of illithids, so right now its just three illithids and their 5 slaves. so instead of proceeding with world domination, my illithids have masterminded a soda mass production setup to make their fortune. the slaves toil in the day time tending to the sugar cane and strawberry crops, while by night their evil tentacled masters distill the produce into delicious, delicious soda. they're also getting a coffee crop going, and ground-scanning for uranium, so that one day they will be able to process some of the excess sodas into energy drinks.
|
# ? Aug 18, 2021 08:34 |
|
TychoCelchuuu posted:He absolutely decided to die on that hill and stayed dead for a while until he eventually changed his mind. Like, he wrote angry responses on Rock Paper Shotgun about those articles he read and about how the game was going to follow because facts don't care about your feelings. He called the Rock Paper Shotgun article a "witch hunt" and an "anger-farming hit piece" among other things, and he wrote: Coolguye summed up how bad that article was. Tynan got jumped by an interviewer/writer who came on pretty antagonistically, and being a weird antisocial techbro, did not respond well in the moment. There had been no real outcry or discussion about the sexuality mechanics in Rimworld prior to that article, and the moment that an outcry happened, Tynan changed it almost immediately. This is literally the opposite of dying on that hill. I'm not defending Tynan's personal political views or calling him an unimpeachably good person. I don't know about his personal feelings on BLM or whatever. I just know that when people have pressed him to change lovely things about Rimworld he has almost universally changed them for the better because people asked him to instead of doubling down on the purity of his sacred vision, which means that he's better than a whole lot of other devs on that front.
|
# ? Aug 18, 2021 10:10 |
|
Flesh Forge posted:or you just kill them wherever and mop up all the bug juice afterward I would prefer them to not spawn in places like my production and manufacturing room with worktables and such made from hundred+ advanced components and them also destroying my deep storage containers and spilling hundreds of stacks of stuff onto the floor. It takes soooo long to rebuild everything and put everything back into place. When bugs spawn in, they also create hives that will instantly destroy structures they spawn over and destroy the outlines of replacement structures meaning you have to redo all your crafting bills. And if you don't engage them and/or kill them fast enough they might take something out and cause the roof to collapse causing outright destruction to a poo poo ton of materials. VVVVV, yes but then I have to deal with assholes droppodding into them and setting everything on fire or firing a charge rocket point blank into it. SugarAddict fucked around with this message at 10:43 on Aug 18, 2021 |
# ? Aug 18, 2021 10:40 |
|
well you can build those facilities outside of undermountain tiles
|
# ? Aug 18, 2021 10:42 |
|
SugarAddict posted:Infestations can happen in bright light but tend to gravitate toward darkness. so lighting up the entirety of your base and all nearby cave systems leaving a dark area leading to a killbox is supposed to be how you deal with it I think? Yeah you can trivially bait infestations by digging out a big, dark, empty room at the end of a choke point corridor.
|
# ? Aug 18, 2021 11:08 |
|
There is a mod to force bugs to spawn in darkness, as well as one to prevent them from spawning under floors
|
# ? Aug 18, 2021 11:18 |
|
Imo if everything always went as planned, this would be a pretty boring game. Edit: I've been finding some techprints and advanced components in ancient complexes lately, so consider my opinion on them slightly improved. Broken Cog fucked around with this message at 11:47 on Aug 18, 2021 |
# ? Aug 18, 2021 11:42 |
|
Is there anything you can do to survive in the really cold tundra? Not really trying to, just curious if I missed anything. Even in Dev/god mode, there's no growable plants or anything it seems.
|
# ? Aug 18, 2021 12:31 |
|
My Gallatross Graveyard transhumanist oil drillers colony is fairly established but I feel like I'm missing something with the Rimefeller drilling. I set up a geothermal plant to power my refinery area but I can't figure out how much power the cracker needs. Everything else seems to be fine but whenever the cracker kicks in it seems to overwhelm the geothermal so I only seem to be producing things in weird bursts. Is there a good guide or something that will help me figure out what the problem is?
|
# ? Aug 18, 2021 12:36 |
|
night slime posted:Is there anything you can do to survive in the really cold tundra? Not really trying to, just curious if I missed anything. Even in Dev/god mode, there's no growable plants or anything it seems. If you're on actual sea ice you have the same strategy but you can pretty much just plan on dying unless you have a rich explorer start or you're far better at the game than me since there's zero arable terrain and zero resources beyond what you arrive on the map with. I'm sure folks have done unmodded naked brutality sea ice but gently caress if I know how.
|
# ? Aug 18, 2021 13:20 |
|
Redundant posted:My Gallatross Graveyard transhumanist oil drillers colony is fairly established but I feel like I'm missing something with the Rimefeller drilling. I set up a geothermal plant to power my refinery area but I can't figure out how much power the cracker needs. Everything else seems to be fine but whenever the cracker kicks in it seems to overwhelm the geothermal so I only seem to be producing things in weird bursts. Is there a good guide or something that will help me figure out what the problem is? The cracker seems to use 3600w despite claiming it only uses 1200 in the description. It only does anything if someone is staring at the resource console which is probably why it looks like it's only working sometimes - make someone's resource job higher Made me glad I was using the android mod, I just made a dumb t1 android, removed all other jobs, and locked it, the console, and a charging pod in a small room forever
|
# ? Aug 18, 2021 13:31 |
|
metasynthetic posted:If you mean the transhumanist ideology, It maxes out at +3 for having 5 or 6, I forget. The old Transhumanist pawn trait, now named Body Modder, goes up to +13 according to the wiki. Whoops yeah body modder was what I meant by technophile, forgot the name so I just guessed
|
# ? Aug 18, 2021 13:39 |
|
It's annoys me that the positive moods don't stack when the negative moods do. If they're doubly mad about no bionics they should be doubly happy
|
# ? Aug 18, 2021 13:42 |
|
Azhais posted:It's annoys me that the positive moods don't stack when the negative moods do. If they're doubly mad about no bionics they should be doubly happy Hatred gets engagement.
|
# ? Aug 18, 2021 13:44 |
|
Azhais posted:The cracker seems to use 3600w despite claiming it only uses 1200 in the description. It only does anything if someone is staring at the resource console which is probably why it looks like it's only working sometimes - make someone's resource job higher
|
# ? Aug 18, 2021 13:50 |
|
The big generator produces 16k power, so once you get the 6(?) advanced components for it things get a lot more stable
|
# ? Aug 18, 2021 13:55 |
|
I got a dummy thick deep oil drilling area that's going to let me just plaster this place with synthelene, but unfortunately its outside and nobody can supervise because THIS PSYCHIC RAIN HAS BEEN GOING FOR TWO QUADRUMS NOW
|
# ? Aug 18, 2021 14:07 |
|
Doesn't that one just increase aging? Probably only take a couple hours for your builder to make a single wall and roof area next to the well to protect the supervisors
|
# ? Aug 18, 2021 14:24 |
|
a bunch of beautiful magic butterflies who make auroras went rabid and chased one of my guys into the base, but they were too weak to break down the door before they forgot that people were inside there, so now they're trapped, constantly shrieking and slowly dying of rabies. Redundant posted:My Gallatross Graveyard transhumanist oil drillers colony is fairly established but I feel like I'm missing something with the Rimefeller drilling. I set up a geothermal plant to power my refinery area but I can't figure out how much power the cracker needs. Everything else seems to be fine but whenever the cracker kicks in it seems to overwhelm the geothermal so I only seem to be producing things in weird bursts. Is there a good guide or something that will help me figure out what the problem is? you can turn up or down the power level of the cracker, it uses i think 1200 power per level, and by default it starts on 3/8 so thats like 3600 it eats up when it turns on. the good news is the same research that gets the cracker lets you build super heavy duty chemfuel power plants that can feed direct from the cracker, and the big one of those is 16000 power. also all the rimfeller refiners only work when someone is manning the console, but they work very quickly, especially the cracker. unless you have like 18 oil pumps running it in short bursts will convert the oil to chemfuel faster than the oil can be pumped, even on the lower power levels. without someone at the console nothing will happen, but it doesn't need to be run all the time. Synthelene and Synthread take longer to produce but they still get crapped out fast enough that the output platform gets filled up fast. night slime posted:Is there anything you can do to survive in the really cold tundra? Not really trying to, just curious if I missed anything. Even in Dev/god mode, there's no growable plants or anything it seems. if you can find dirt and a steam vent you can build a big shed around it and grow nutrifungus. that's what I did in that screenshot i posted, it's not the tundra tundra but it's a cold bog with really low temps. juggalo baby coffin fucked around with this message at 14:35 on Aug 18, 2021 |
# ? Aug 18, 2021 14:32 |
|
Azhais posted:The big generator produces 16k power, so once you get the 6(?) advanced components for it things get a lot more stable 16 regular components and 800 steel.
|
# ? Aug 18, 2021 15:28 |
|
The Velvet Witch posted:That terrain looks amazing! Which mods do you use for it? To re-reply to this, I was just fiddling with mod settings and in addition to Vanilla Expanded which I mentioned the first time, I've also got: https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569 and all it's friends, so that also would affect the terrain
|
# ? Aug 18, 2021 16:31 |
|
Weird issue I've found, my best soldier is a lush (vanilla traits expanded, gives her a permanent alcohol addiction that stays even at 100%) and I've noticed that cider and ambrandy (vanilla expanded brewing) are considered alcohol, they dont actually fill her alcohol meter. This resulted in her being knocked on the floor by a combination of alcohol poisoning and alcohol withdrawal because she chugged down like 20 bottles of cider trying to refill her bar Everything else works at least, but even taking cider off her drug permissions didnt stop her. Also the description describes cider as barely having any alcohol which is just offensive as a cider drinker Cider is good
|
# ? Aug 18, 2021 16:48 |
|
night slime posted:Is there anything you can do to survive in the really cold tundra? Not really trying to, just curious if I missed anything. Even in Dev/god mode, there's no growable plants or anything it seems. assuming tribal: if you take Tunneler you can just enclose steam geysers with walls and roof, and grow mushrooms in the enclosure; each of these can easily support a large growing area that requires no power and doesn't have to be lit. depending on how many your map has, you should be fine mixing this with meat gotten from hunting, tundra tends to have a pretty large amount of deer/caribou/elk/yak. your biggest problem is wood, because you probably can't get much grown for the first few years, which means you are eating raw food because tynan wants tribals to eat poo poo in all but the easiest biomes
|
# ? Aug 18, 2021 17:09 |
|
|
# ? May 26, 2024 01:21 |
|
Danaru posted:Weird issue I've found, my best soldier is a lush (vanilla traits expanded, gives her a permanent alcohol addiction that stays even at 100%) and I've noticed that cider and ambrandy (vanilla expanded brewing) are considered alcohol, they dont actually fill her alcohol meter. This resulted in her being knocked on the floor by a combination of alcohol poisoning and alcohol withdrawal because she chugged down like 20 bottles of cider trying to refill her bar Everything else works at least, but even taking cider off her drug permissions didnt stop her. This is killing
|
# ? Aug 18, 2021 17:17 |