|
ive been playing a game with a race mod called the 'mantodeans' who are kind of humanoid megaspiders. they have a few special buildings and they can turn meat into a version of insect jelly that they can use as both food and a building material. it's pretty cute and there's little hole beds they can sleep in with just their head popping out. bug wedding but anyway im getting raided, so as usual I sent out my lone guy with a long range gun to take potshots at the raiders before they fully attack. unfortunately he missed his first shot, and hit a nearby elephant. the entire herd went berserk, and turned on the first humans they could find: the raiders: edit: sadly the elephants lost the battle. but they did enough damage that the raiders immediately decided to steal what they can and flee. and the uh, nearest valuable thing to them was the elephant corpses: they came to my base to kill and steal two elephants i guess juggalo baby coffin fucked around with this message at 07:28 on Aug 29, 2021 |
# ? Aug 29, 2021 07:25 |
|
|
# ? Jun 13, 2024 06:21 |
|
8 days into my colony.. By the time the Man in Black showed up there was nothing left
|
# ? Aug 29, 2021 13:53 |
|
Anyone else use the Misc Robots mod that adds cleaner/hauler bots and found they've stopped charging for seemingly no reason? If i deactivate them all they'll charge but then when getting low go back to their base stations only to not charge
|
# ? Aug 29, 2021 14:16 |
|
8 Ball posted:8 days into my colony.. What on earth caused that much fire so quickly without the automatic "rain starts if half the map is on fire" kicking in? The amount of ash on the ground looks like a major forest fire.
|
# ? Aug 29, 2021 14:18 |
|
Kanos posted:What on earth caused that much fire so quickly without the automatic "rain starts if half the map is on fire" kicking in? The amount of ash on the ground looks like a major forest fire. the "flashstorm" notification in the corner probably has something to do with it or do you mean "wood construction, inadequate firebreaks" being the cause of turning a bunch of random lightning strikes into an unmanageable clusterfuck of fires?
|
# ? Aug 29, 2021 14:25 |
|
silentsnack posted:the "flashstorm" notification in the corner probably has something to do with it I saw the flashstorm popup, but in all of my Rimworld experience I don't think I've ever seen a single flashstorm do that. The entire screen is full of ash and burnt trees, which suggests a fire so huge that the auto-rain would have absolutely kicked in at some point before the terrain became the approach to Mordor.
|
# ? Aug 29, 2021 14:32 |
|
Kanos posted:What on earth caused that much fire so quickly without the automatic "rain starts if half the map is on fire" kicking in? The amount of ash on the ground looks like a major forest fire. For some reason I'm getting very little rain after fires, on my next playthrough I'm 30 days in and the temperate forest is completely burnt out
|
# ? Aug 29, 2021 16:26 |
|
Just learned random scenario is a thing
|
# ? Aug 29, 2021 17:15 |
|
I finally got a nuclear reactor up and running using Rimatomics and...I have so many questions. I made 5 rods and placed them in a "+" formation as I think I read in this thread that was a good idea. What percentage do you all run your reactor at? I have mine at around 20% right now and producing 6 kW of power (ish). I was thinking of adding more rods and cranking up the production, because at some point I think I need to reprocess the rods.
|
# ? Aug 29, 2021 17:16 |
Vasler posted:I finally got a nuclear reactor up and running using Rimatomics and...I have so many questions. Yeah, Rimatomics is definitely complex if you want to minmax it but unless you're power starved or want to save uranium, I wouldn't bother doing that kind of thing. I usually use the auto throttle unless I'm doing something that makes the power go up and down too much (like the Crude Cracker from Rimefeller)
|
|
# ? Aug 29, 2021 17:23 |
|
Vasler posted:I finally got a nuclear reactor up and running using Rimatomics and...I have so many questions. I just run the reactor at the maximum level that my cooling etc can support, at 5 rods that's probably 100%. The rods will still last a very long time, check in on them in a few years
|
# ? Aug 29, 2021 17:39 |
|
Broken Cog posted:Just learned random scenario is a thing That's a lot of stomachs.
|
# ? Aug 29, 2021 20:49 |
|
QuarkJets posted:I just run the reactor at the maximum level that my cooling etc can support, at 5 rods that's probably 100%. The rods will still last a very long time, check in on them in a few years Yeah you really don't need to minmax at all. Rods last a fairly long time even going full throttle.
|
# ? Aug 29, 2021 20:57 |
|
HopperUK posted:That's a lot of stomachs. I'm not gonna stop until I can digest a car
|
# ? Aug 29, 2021 21:07 |
|
Danaru posted:I'm not gonna stop until I can digest a car Have no fear: https://steamcommunity.com/sharedfiles/filedetails/?id=2568092744
|
# ? Aug 29, 2021 21:14 |
|
Anyone know of a "release prisoner here" mod, like the trading spot/etc? I'm tired of my wardens just chucking prisoners wherever inside my animal pens, or by the fields or wherever they feel like it since the killbox makes it all "outside the walls". I want them to chuck them out the side door
|
# ? Aug 29, 2021 21:19 |
|
Tried this game out, didn't really care for it (or, rather, I didn't care to learn another game like Dwarf Fortress when I could, instead, just play Dwarf Fortress) but Ideology made me curious enough to give it another go and I've barely played anything else for the past couple of days. It is quite fun, and after a couple of quick restarts because I realized I didn't have good skills or whatever I finally got a decent colony going. Then my skill 7 cook gave everyone food poisoning right as a raid attacked, leaving most of my colony injured and bedridden. Then one of the two remaining healthy people had a mental break and wandered around in a daze. Then a bear decided to eat him. I sent my other colonist who was able to walk to try and kill the bear first, but the bear managed to kill him before he could get there, but not until he already fired a shot and hit the bear, causing the bear to revenge and kill the other guy. I probably still could have recovered if I just waited for my other 3 colonists to heal, but eh, I wanted to try out a fluid ideology. Started with Body Purism, and I wanted to roleplay a bit, so I also made me have to treat human bodies with the upmost respect (hate seeing dead corpses, need to bury everyone, cannibalism is reprehensible, etc.) So naturally I did a smart thing and switched out the pirates and savage tribe with the cannibal versions, meaning half my prisoners want human flesh anyway. An annoying mood drop to deal with. Oh well game is fun.
|
# ? Aug 29, 2021 21:35 |
|
Sometimes you eat the bear, sometimes the bear eats you.
|
# ? Aug 29, 2021 21:41 |
|
Welcome to the Rim!
|
# ? Aug 29, 2021 21:57 |
|
Hellioning posted:Body Purism son i am disappoint
|
# ? Aug 29, 2021 22:46 |
|
You're right, my bad. It's called Flesh Purity. Sorry, remembered it wrong.
|
# ? Aug 29, 2021 22:48 |
|
of all the DF knockoffs, this is one of the very few that stands up very well, is very actively developed and maintained, and will probably end up at least as baroque and complex as DF.
|
# ? Aug 29, 2021 23:38 |
|
Doing my first run with Save Our Ship 2, and I see the tech tree has... shuttles?! Is it possible to construct and make use of these shuttles before launching a ship into orbit, or do they have to be deployed from and return to space? Because man, the equivalent of reusable transport pods would solve so many problems for this colony right now.
|
# ? Aug 29, 2021 23:51 |
|
Kestral posted:Doing my first run with Save Our Ship 2, and I see the tech tree has... shuttles?! Is it possible to construct and make use of these shuttles before launching a ship into orbit, or do they have to be deployed from and return to space? Because man, the equivalent of reusable transport pods would solve so many problems for this colony right now. Yes (you can just use shuttles whenever, for surface-to-surface trips) and also SRTS Expanded has even better shuttles.
|
# ? Aug 29, 2021 23:55 |
|
Kestral posted:Doing my first run with Save Our Ship 2, and I see the tech tree has... shuttles?! Is it possible to construct and make use of these shuttles before launching a ship into orbit, or do they have to be deployed from and return to space? Because man, the equivalent of reusable transport pods would solve so many problems for this colony right now. You want the SRTS Expanded mod.
|
# ? Aug 29, 2021 23:56 |
|
Kestral posted:Doing my first run with Save Our Ship 2, and I see the tech tree has... shuttles?! Is it possible to construct and make use of these shuttles before launching a ship into orbit, or do they have to be deployed from and return to space? Because man, the equivalent of reusable transport pods would solve so many problems for this colony right now. Yes, they're quite useful even before you make it to space. They also sometimes show up in trader inventories, although you might have a problem fueling the ones that use uranium fuel pods without the tech to craft those.
|
# ? Aug 29, 2021 23:57 |
|
Yessssssssssss. Only other concern is, I notice these techs take Spaceflight Basics - is researching that going to kick Randy Random's behavior up a notch at all? My position is pretty tenuous as it is, so if going for shuttles is going to kick the difficulty up, I might need to delay that a bit.
|
# ? Aug 30, 2021 00:25 |
|
silentsnack posted:Yes (you can just use shuttles whenever, for surface-to-surface trips) and also SRTS Expanded has even better shuttles. anyone who might be concerned this alters vanilla balance, it's not really different from launching pods containing de-installed pod launchers and fuel for the return trip, or using Farskip, it's just less fiddly.
|
# ? Aug 30, 2021 00:34 |
|
Kestral posted:Yessssssssssss. Only other concern is, I notice these techs take Spaceflight Basics - is researching that going to kick Randy Random's behavior up a notch at all? My position is pretty tenuous as it is, so if going for shuttles is going to kick the difficulty up, I might need to delay that a bit. Randy gives no shits about anything. The only storyteller that pays attention to research level is the new SoS2 one, as far as I know.
|
# ? Aug 30, 2021 01:16 |
|
Kestral posted:Doing my first run with Save Our Ship 2, and I see the tech tree has... shuttles?! Is it possible to construct and make use of these shuttles before launching a ship into orbit, or do they have to be deployed from and return to space? Because man, the equivalent of reusable transport pods would solve so many problems for this colony right now.
|
# ? Aug 30, 2021 02:02 |
|
ShadowHawk posted:Royalty expansion has shuttles. Level up a noble a few times and you can call a shuttle to send nearly arbitrary amounts of stuff/people anywhere. There's also a mass teleport spell.
|
# ? Aug 30, 2021 02:04 |
|
ShadowHawk posted:It should be noted that the best way to take advantage whenever needed is to accumulate a surplus of honor. And the best way to do that is to collect large amounts of prisoners, anesthetize and throw them in cryptosleep caskets, and wake them when the tribute collector comes around. Don't you need the anesthesia to wear off so the collector will take them? They don't care about missing body parts but the tributes do need to be able to move under their own power, waiting for the anesthesia to wear off might have a tight window before the collector leaves.
|
# ? Aug 30, 2021 03:42 |
|
Can you put prisoners into biosculpt pods?
|
# ? Aug 30, 2021 03:45 |
|
Any tips and tricks for setting up a good kill box and funnel? My tribal team just decimated our first infestation. Lost my worst pawn who everyone hated because I used them as the meat shield. I'm currently trying to move my base into the mountain and leave my open area for multiple layers of defense.
|
# ? Aug 30, 2021 03:54 |
|
isndl posted:Don't you need the anesthesia to wear off so the collector will take them? They don't care about missing body parts but the tributes do need to be able to move under their own power, waiting for the anesthesia to wear off might have a tight window before the collector leaves.
|
# ? Aug 30, 2021 04:08 |
|
isndl posted:Don't you need the anesthesia to wear off so the collector will take them? They don't care about missing body parts but the tributes do need to be able to move under their own power, waiting for the anesthesia to wear off might have a tight window before the collector leaves. Anesthesia doesn't last very long, but if you're worried about leeway you can just wait awhile before loading them into the casket.
|
# ? Aug 30, 2021 04:14 |
|
why anesthesia at all? just shove em in
|
# ? Aug 30, 2021 04:15 |
|
bob dobbs is dead posted:why anesthesia at all? just shove em in Prisoners and animals need to be downed first before they can be put in a casket; anesthesia is a lot easier than fists
|
# ? Aug 30, 2021 04:19 |
|
Annoying. When I reformed my ideology, my medical specialist role got reset and I had to remake it.
|
# ? Aug 30, 2021 04:29 |
|
|
# ? Jun 13, 2024 06:21 |
|
The best use of slaves is as cannon fodder, I've found. No one gets sad when they die, except their lovers. Has anyone found a way to make Colonists and Slaves share a bed? Creepy, obviously, but it seems like they keep trying to marry the slaves. I pretty much treat the slaves as any other colonist - they eat Fine Food, they get nice bedrooms, they get Recreation time and weed and beer. They just have to wear those goofy body straps and collars to go with their excellent parkas. But, suicide bombers: When you're attacked, pop a few slaves into shieldbelts/smoke packs and send them into the front lines. They'll take the brunt of the fire instead of your colonists. I use them as flankers with grenades often too, especially EMPS vs Mechs. They are easily replaceable and they don't revolt if you don't let them access weapons for too long - they are only allowed to hold them during attacks and they are usually too busy getting shot up to worry about political freedom. They are also good leaders of animal packs since you have to get close to release the hounds. I don't have too many slave revolts - I just let some of my nastier animals sleep right near my slave barracks and my prison so they run straight into an angry elephant if they wanna fight for freedom. If they survive with all their body parts intact then they can continue to work, otherwise I harvest their organs and turn them into more cowboy hats. It's easy to have a steady supply of new 'recruits' as I don't care much about their skills - if they aren't good at anything they become dedicated hauler/cleaners. You can also have slaves manning your mortars and artillery during Siege events - it lets the rest of the colony sleep/work until the raiders get smashed up enough to come storming in. I haven't had a revolt during a Siege, but since the Mortars can't shoot nearby areas I think they'd only get a single shot off before I set the hounds on them. I tend to convert my slaves to my religion first, so they actually are super cool with slaves being in the colony and enjoy eating human meat and wearing human leather. So far I've only had one slave revolt successfully - his mother landed in a crashed drop pod and was bleeding out. I ordered him to capture her and once he grabbed her he ran for the map edge. I managed to snipe him once before he hit the edge and it said 'Bleeding out in 5 hours' so I suspect someone ran into his frozen corpse out in the wastes. My colonists built a statue commemorating the moment. I wish there was a way to 'promote' slaves into colonists without recapturing them and recruiting them. My one slave, Morlok, was engaged to my colony's leader, had 20 animal taming, and was generally well-loved by everyone. He got a state funeral after a mechanoid blew him up. Wish I could just ask him if he wants to join without locking him up next to all the other psychos for weeks. Mr. Grapes! fucked around with this message at 05:06 on Aug 30, 2021 |
# ? Aug 30, 2021 04:47 |