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Danaru
Jun 5, 2012

何 ??

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alarumklok
Jun 30, 2012

https://steamcommunity.com/sharedfiles/filedetails/?id=2880990495

quote:

Human egg...shouldn't but can be eaten raw.

Fajita Queen
Jun 21, 2012

DoubleNegative posted:

I am really surprised that Rimworld hasn't had a Mermaid Babies event yet. Something that was so beyond the pale, even for the community, that Tynan emergency patches the game to permanently remove any chance of its like from ever happening again.

Surely if someone makes a horrific enough reddit post about doing monstrous things to children in this game something funny will come out of it

Inexplicable Humblebrag
Sep 20, 2003




jokes
Dec 20, 2012

Uh... Kupo?

Is Giddy-up updated yet? I know the guy who made it left, but surely someone out there has picked up the reins

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I don't have a picture, but there's no intrinsic reason why I couldn't use a cooler for a mountain base? The outside venting red square was outdoors and unroofed, but my dudes would only deliver the components and refuse to build it. A fridge room built outside they worked on fine.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
What's the tool tip of you try to force a constructor to prioritize it

Hellioning
Jun 27, 2008

drat, that Saurid mother scenario sounds cool and I wish I was good enough to handle it.

jokes
Dec 20, 2012

Uh... Kupo?

Hellioning posted:

drat, that Saurid mother scenario sounds cool and I wish I was good enough to handle it.

Yeah that seems like a totally rad start. Through sheer grit I'll raise them little babies

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

Hellioning posted:

drat, that Saurid mother scenario sounds cool and I wish I was good enough to handle it.

I'm gonna do it but make her a mechanitor and start with a couple basic robots. No recruits though, we're going to eat anyone who comes by

Gadzuko
Feb 14, 2005

Tism the Dragon Tickler posted:

Surely if someone makes a horrific enough reddit post about doing monstrous things to children in this game something funny will come out of it

A qanon mod that lets you harvest adrenochrome from children to reverse biological aging

JonathonSpectre
Jul 23, 2003

I replaced the Shermatar and text with this because I don't wanna see racial slurs every time you post what the fuck

Soiled Meat
Oh my, the Mechanitor start is what I've wanted out of Rimworld forever. I do hate the lack of a mining bot at tier 1 but just seeing my little haulers and constructoids zipping around makes me oh so happy.

About how many militors will I need to fight the Diabolus? And do you get a doctorbot to install bionics? I'm going info blind as hard as I can so I can enjoy loving up in a lot of interesting ways, like having my lifter run out of power, fall to the ground, lay there for 4 days, and then get murdered by 2 manhunting hares.

Did you know you can just tell your mechanitor to go out and pick the fucker up and hook it to a recharger? I didn't! I do now.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

JonathonSpectre posted:

Oh my, the Mechanitor start is what I've wanted out of Rimworld forever. I do hate the lack of a mining bot at tier 1 but just seeing my little haulers and constructoids zipping around makes me oh so happy.

About how many militors will I need to fight the Diabolus? And do you get a doctorbot to install bionics? I'm going info blind as hard as I can so I can enjoy loving up in a lot of interesting ways, like having my lifter run out of power, fall to the ground, lay there for 4 days, and then get murdered by 2 manhunting hares.

Did you know you can just tell your mechanitor to go out and pick the fucker up and hook it to a recharger? I didn't! I do now.

Get Mini Miner, it's dumb that mining is locked off at a high level

Grab Im Moor
Apr 4, 2022

IMO Militors work more as a backup/distraction/kiting agent unless you have like 20 of them to zerg rush enemies which you can't do early on due to bandwith limitations. I think like 3 pawns with assault rifles and an EMP grenadier with some militors on front in a kill tunnel should be ok for the first Diabolus group, the big beam gun on it has little range so it's not a hard fight unless you only have melee or only like chain shotguns. Still want good cover for its long range needle gun though. If you want to do a true single pawn run then IED / EMP traps or like a 50 wooden traps corridoor may be the way to go lol.

JonathonSpectre
Jul 23, 2003

I replaced the Shermatar and text with this because I don't wanna see racial slurs every time you post what the fuck

Soiled Meat

Piell posted:

Get Mini Miner, it's dumb that mining is locked off at a high level

Subscribed! I literally saved and went to the workshop immediately, this should have been in the base game imo.

I understand making you upgrade to get the better gunbots but making mining & cleaning tier 2 is annoying, I'm trying to stay solo and my mechanitor doesn't have time to clean up when they are trying to purge flesh from the world!

TheDK
Jun 5, 2009
I should do a "What We Do in the Shadows" colony...

Mzbundifund
Nov 5, 2011

I'm afraid so.

JonathonSpectre posted:

Oh my, the Mechanitor start is what I've wanted out of Rimworld forever. I do hate the lack of a mining bot at tier 1 but just seeing my little haulers and constructoids zipping around makes me oh so happy.

About how many militors will I need to fight the Diabolus? And do you get a doctorbot to install bionics? I'm going info blind as hard as I can so I can enjoy loving up in a lot of interesting ways, like having my lifter run out of power, fall to the ground, lay there for 4 days, and then get murdered by 2 manhunting hares.

Did you know you can just tell your mechanitor to go out and pick the fucker up and hook it to a recharger? I didn't! I do now.

I beat the Diabolus with 4 militors, 2 constructoids (they have a little pistol gun), and my mechanitor with the starting autopistol.

The Diabolus has 3 attacks. Most obvious is its giant fuckoff cannon that takes a while to charge up and puts a giant crosshairs on the ground, playing a big loud chargeup noise. This thing will gently caress you up if it hits you but it is its least dangerous attack by far. You have plenty of time to just get out of the way. It will vaporize any walls it hits, so don't plan on turtling behind fortifications. Its second attack is a big incendiary AoE around itself. This also takes a long time to charge up, and it will spray flammable liquid all around itself before igniting. Again, you have plenty of time to get out of the way. Note that this ONLY does fire damage, and robots are immune to fire, so your robots don't need to flee this attack. This attack has a long cooldown so it can't spam it. Its most dangerous attack is actually its lovely looking little pew pew energy bullet that you might not even notice it has if you get distracted by all the particle effects of its other two attacks. The lovely energy bullet has high accuracy, high armor piercing, and shoots pretty quickly. If you let this thing shoot you it's going to take out eyes, limbs, brains, etc. Flak armor is not enough vs. the lovely energy bullet. However, since this is a ranged attack, the Diabolus cannot use it while in melee. The first time you summon it the Diabolus will also have 3 militors as escort, and you'll want to clear these out first.

My only defensive structures were a wall with a doorway to shoot through it. I had a couple militors adjacent to the doorway, peeking out to shoot through it. The rest waited behind the wall out of sight. As soon as the Diabolus and its 3 militor escort arrived the Diabolus started charging its giant cannon, aiming at the militors it could see through the doorway. I immediately retreated them behind the wall, out of sight. The enemy militors couldn't see me any more so they charged forward to get at me while the Diabolus kept charging its cannon. As soon as the enemy militors made it inside we opened fire, focusing one down at a time. Since I had 4 militors, 2 constructoids, and the autopistol, and the enemy militors were coming one at a time, they went down pretty quickly. Militors only have 20% sharp armor, so they're pretty fragile. By this point the giant fuckoff cannon had obliterated the doorway and nearby wall tiles, but we had destroyed its escort. The Diabolus advanced through the hole it had made trying to get line of sight on us again, but by now I had parked a militor right around the corner, and as soon as the Diabolus rounded the corner I engaged it in melee. It still got one stupid shot off with its lovely energy bullet, taking a finger off my mechanitor, but that was its last shot before it was tied up in melee and couldn't shoot anymore. At this point basically all we did was shoot it while it was stuck in melee. It of course fired off its giant incendiary AoE, but since I was meleeing it with robots the fire didn't do anything. It still charged up its giant cannon a couple times, but we had plenty of time to move and keep shooting. It beat a couple militors down in melee because it's tanky and still has a relatively beefy bump attack, but I just sent in another militor to tie it up and kept shooting. I lost 2 militors and one got downed, but those can be resurrected so no big deal.

Asimo
Sep 23, 2007


Piell posted:

Get Mini Miner, it's dumb that mining is locked off at a high level
There's also Constructoids can Mine which just adds the mining worktype to them at their usual 50% efficiency.

jokes
Dec 20, 2012

Uh... Kupo?

TheDK posted:

I should do a "What We Do in the Shadows" colony...

Vlad got into a social fight with Erich

Everyone died. Vlad is sad. Erich is hungry.

Broken Cog
Dec 29, 2009

We're all friends here
So are genes not 100% chance to pass on if both of the parents are the same xenotype (with geneline genes).

hopeandjoy
Nov 28, 2014



Try to figure out which of my mods is causing my pawns to have no heads is suffering.

Griz
May 21, 2001


hopeandjoy posted:

Try to figure out which of my mods is causing my pawns to have no heads is suffering.

Humanoid Alien Races doesn't play nice with Biotech

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

TheDK posted:

I should do a "What We Do in the Shadows" colony...

you 100% should

related to this, those vampire meeting and crashing vampire ship quests, you should absolutely always take those if you're interested in collecting the vampire genes, they're pretty obviously the Right Way To Do It.

re: grafting in OP stuff and dealing with increased food req, the nuclear stomach multiplies final food requirement by 0.25, at the risk of a little bit of cancer from time to time (you can eventually get the never-get-cancer gene though)

Flesh Forge fucked around with this message at 00:36 on Oct 29, 2022

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Do fully enclose Geothermal powerplants cause fires now? This thing has caught on fire thrice now. I even added a vent after the second fire assuming the temperature was spiking to a flashpoint or something, but a fire still broke out.

hopeandjoy
Nov 28, 2014



Griz posted:

Humanoid Alien Races doesn't play nice with Biotech

Already pulled that out before I booted up 1.4 for the first time. Currently 50-50ing my entire modlist to narrow it down.

E:

………I don’t know why I had any hope that a 1.3 mod that allowed you to wear face coverings with hats wouldn’t snap in half when combined with the DLC that adds a ton of defs for body parts.

hopeandjoy fucked around with this message at 00:56 on Oct 29, 2022

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Galaga Galaxian posted:

Do fully enclose Geothermal powerplants cause fires now? This thing has caught on fire thrice now. I even added a vent after the second fire assuming the temperature was spiking to a flashpoint or something, but a fire still broke out.

this has been a thing for a while, not just this patch, I build them enclosed with a row of unroofed tiles so they have plenty of airflow. if you actually build vents raiders will break them and that isn't good, you can just seal it up and leave part of it unroofed.

some very silly doggy men came and tried to take our delicious spicy potatoes and we gave them some housebreaking lessons. embarrassed to note that I forgot to put out the toxic IEDs :kiddo:





one very motivated fellow did manage to charge through to the end, and we gave him some delicious brass jacketed treats

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Galaga Galaxian posted:

Do fully enclose Geothermal powerplants cause fires now? This thing has caught on fire thrice now. I even added a vent after the second fire assuming the temperature was spiking to a flashpoint or something, but a fire still broke out.

something like this



I use a buried conduit mod because it's annoying to fix wires but w/e

Asimo
Sep 23, 2007


Also note that a fully walled in geothermal generator can't be helped by vents since there's no place to... vent from, since the generator itself is considered solid. So you really do need a little buffer space around it either way, yeah.

Donkringel
Apr 22, 2008
I did a mechanitor start where a young woman was going to be forced to marry the leader of a faction, an rear end in a top hat who was going to broodmare her. She hosed off with a bunch of robots she found. No kids for her!

Then I get a paralyzed 3 year old girl fall out of the sky so she starts raising the kid.

Then an old frail nonna falls out of the sky too. At least nonna can research.

Then another kid. The some a whole bunch of child refugees needed help.

Anyway long story short she has adopted all these kids and made a found family. Every so often the rear end in a top hat sends a raid to try and kidnap her and she sends them packing with the cold steel of robots.

Just recently her daughter aged to 13 and we found another mechanitor link, so mom and adopted daughter run the colony robots.

With regards to the Diabolus event, I find calling in aid for the Empire's light assault squad provides enough targets to confuse the Diabolus.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
I did not realize you're supposed to manually add people as witnesses/guests during the labor event, oops!



:3:

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Asimo posted:

Also note that a fully walled in geothermal generator can't be helped by vents since there's no place to... vent from, since the generator itself is considered solid. So you really do need a little buffer space around it either way, yeah.

Incorrect; actually all you need is the center four tiles unroofed, or even less, the ones that would be directly on top of the geyser the generator is using. What I do is build the walls (without the door), tell them to roof everything except those four tiles, build the generator (because once it's build you can't REACH those four tiles) then put the door on. Walls directly flush with the generator, door allows you to maintain or repair it, and no overheating due to the missing roof tiles.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I do that but just don't bother building a roof at all

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?

TheDK posted:

I should do a "What We Do in the Shadows" colony...

This is my plan. Nothing but social fights and awkwardness and harpsichords.

Donkringel
Apr 22, 2008
May have found a weird toxic pack exploit. Not sure if it's a mod conflict but I thought I'd share.

If you link transport pod launchers into one unified launch (I used 4) then fire the toxic packs at an enemy settlement, the pollution level for the tile doesn't raise. It does raise if you just send a single pod.

deep dish peat moss
Jul 27, 2006

The two-year-old Industrious/Abrasive infant with a burning passion for management has seen a vision and become a priest. Perhaps it's time to abandon this colony.

Cool Dad
Jun 15, 2007

It is always Friday night, motherfuckers

Had a group of 8 children led by a pyromaniac come to my colony seeking refuge for 16 days. They were fleeing an organ farm. I took them in, made them tile my floors, and everything was cool until day 3 when one of the kids was eaten by a cat. This apparently caused all 8 other refugees to go hostile and get murdered by my tribespeople. Except for one child, an 8 year old named Jerk, who was just downed. So I captured him, stuck him in prison, and well, my master builder is missing a lung so bad news, kid.

Jerk is still alive and is learning to embrace my ideology, I'm sure he'll be tiling my floor again in no time. Just breathing a bit harder.

George Sex - REAL
Dec 1, 2005

Bisssssssexual

Piell posted:

Get Mini Miner, it's dumb that mining is locked off at a high level

It's even more of a bummer that tunnelers can't use deep drills. In late game all they're good for is fighting.

George Sex - REAL
Dec 1, 2005

Bisssssssexual

JonathonSpectre posted:

And do you get a doctorbot to install bionics?

Yes. They're also the bot that can put out fires.

Dareon
Apr 6, 2009

by vyelkin

jokes posted:

lol two bearded cavemen crushing rocks to make sharp rocks, one pregnant with a boy who will one day be named Dave with a high score in "research"

Literally the Clan of the Cave Bear series.

JonathonSpectre posted:

Oh my, the Mechanitor start is what I've wanted out of Rimworld forever. I do hate the lack of a mining bot at tier 1 but just seeing my little haulers and constructoids zipping around makes me oh so happy.

About how many militors will I need to fight the Diabolus? And do you get a doctorbot to install bionics? I'm going info blind as hard as I can so I can enjoy loving up in a lot of interesting ways, like having my lifter run out of power, fall to the ground, lay there for 4 days, and then get murdered by 2 manhunting hares.

Did you know you can just tell your mechanitor to go out and pick the fucker up and hook it to a recharger? I didn't! I do now.

I did the Diabolus with two militors, two constructobots, and a second colonist... with an EMP launcher (I lucked out with an early caravan). The EMP launcher didn't do a whole lot of work, maybe cut the active time of the encounter by a quarter. They adapted so a second hit did nothing. Did the fight basically out in the open, started around a chunk of rock that got reduced to nothing by repeated blasts, then just used trees and rock chunks for cover. Lost two robits, didn't take a hit on my colonists.

Doctorbots seem to be level three or four, because all you get at level two is several combat bots and a roomba.

My mechanitor started on a lone mountain tile from the landforms mod. Had a couple bug nests I needed to wall off and only took care of recently, but it's been neat tunneling things out and making natural-looking caverns for bedrooms and workshops. My second colonist fell from the sky during a space battle, he was one of the few survivors, and I picked him up despite the mechanitor start forcing Recluse on you because he shared my ideology and Undergrounder. The two are now fast friends and the mood bonus from friend overwhelms the loss of bonus for a lone recluse. Also I'm using Vanilla Psycasts Expanded and thanks to the Empire quests and just a random psylink as a quest reward both are psykers, my mechanitor rolled Technomancer (might replace my Lifters and roomba with animated rock chunks), while the second one started with Warlord but I moved him into Staticlord.

Raids haven't gotten beyond one or two pawns yet, and most of the time it's a Genie that falls over when I rifle butt him. I initially piled my toxic waste in a corner of the map, then realized I could use the pod launcher to dispose of them, and now occasionally my roomba goes out there and remediates some toxic ground. Things were very dirty before I got the roomba online, my mechanitor had dumb labor disabled and my ideology despises it.

deep dish peat moss posted:

Post your worst Rimworld Atrocities

...I installed RimJobWorld. That's probably bad enough, you don't need to hear what I actually did with it. It was ultimately pure prurience with no useful content, I will not be downloading an updated version for 1.4.

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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Donkringel posted:

May have found a weird toxic pack exploit. Not sure if it's a mod conflict but I thought I'd share.

If you link transport pod launchers into one unified launch (I used 4) then fire the toxic packs at an enemy settlement, the pollution level for the tile doesn't raise. It does raise if you just send a single pod.

that might be related to a mod, I've been doing that to pirate settlements (sometimes 10 pods at a time) and it raises pollution for the tile.

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