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HelloSailorSign
Jan 27, 2011

Dareon posted:

I have plenty of meals, Gallagher just decided to feed this pigman a hunk of raw human flesh. Fortunately they're a cannibal.

Not just a cannibal, but one of the pig people who eat raw food just fine. Note there's no opinion loss for eating raw food which iirc usually accompanies raw cannibalism. But, raw cannibalism mood buff is the highest cannibalism buff, so the food choice was made to give the highest mood buff.

Kestral posted:

Goons help, how do I stop the genetically horny people from loving themselves into a coma or a major surgical accident, without causing them plummet into psych breaks because they're no longer running on 10x Lovin' mood bonuses 24/7?

Other method involves micro'ing every other night to keep them from sleeping together.

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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
GET READY



e: ~throughput~ :kiss:



problem: shooters trash up the walls, less fun but oh well they can hold fire for now

e: this would be SO MUCH BETTER with Strong Melee :black101:

e: I think for my next gimmick I might do Neanderthals and just suck it up with the slow learner penalty (or edit it out with genes)

Flesh Forge fucked around with this message at 23:40 on Nov 3, 2022

GodspeedSphere
Apr 25, 2008

GodspeedSphere posted:

So I'm trying a tundra start. Made a sunlight, batteries and heaters around some enclosed and roofed stony soil for some potatoes. The potatoes are losing health, never getting above about 16% grown. Anyone have any idea why? I keep having strange quirky bugs and I have only about 9 QoL mods. One of which is Rocketman, which I vaguely suspect is responsible for reasons I can't really fathom. Can you remove that from a game in progress?

So I removed rocketman, harmony, and every other mod and this is still happening. It's even happening in hydroponics basins. Everything is inside, roofed, fully powered with battery backups with both a sunlamp and a regular lamp for giggles. I'm NOT losing power to my basins. Heaters are maintaining 68-70 Farenheit. Even fresh plants. It's not blight. It's not secretly on flames and I missed the notifications. I am at a total loss.

The Good Queen Clitoris
May 11, 2008

You raised my hopes and dashed them quite expertly, bravo sir!

GodspeedSphere posted:

So I removed rocketman, harmony, and every other mod and this is still happening. It's even happening in hydroponics basins. Everything is inside, roofed, fully powered with battery backups with both a sunlamp and a regular lamp for giggles. I'm NOT losing power to my basins. Heaters are maintaining 68-70 Farenheit. Even fresh plants. It's not blight. It's not secretly on flames and I missed the notifications. I am at a total loss.

If you can post a screenshot of the setup it might help identify any issues.

Its certainly possible your save file ran into a bug, might be worth creating a new colony and using dev mode to setup the same setup and see if the problem goes away.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

GodspeedSphere posted:

So I removed rocketman, harmony, and every other mod and this is still happening. It's even happening in hydroponics basins. Everything is inside, roofed, fully powered with battery backups with both a sunlamp and a regular lamp for giggles. I'm NOT losing power to my basins. Heaters are maintaining 68-70 Farenheit. Even fresh plants. It's not blight. It's not secretly on flames and I missed the notifications. I am at a total loss.

really sounds like something is somehow wrong with your light. regular lamp will do nothing at all for plants, they require a hidden "overlight" property that regular lights just do not have. crops act like this when they don't have light.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

GaylordButts posted:

Obligatory mod post, Convert Then Release helps streamline this process a little at least.

Convert Then Recruit is also great for your more regular prison guests.

i used to use all of these then i found out the author made an all-in-one mod called Custom Prisoner Interactions

GaylordButts
Feb 19, 2009
Oh nice, I had been using that as well, but then it didn't seem to get a 1.4 update when the individual mods were all updated.

Danaru
Jun 5, 2012

何 ??
"Lower resistance, execute after" you just goooot PRANKED bro

Broken Cog
Dec 29, 2009

We're all friends here
I know I might be asking for too much here, but I really feel you shouldn't be able to get muscle parasites if you only have one colonist.

pink noise
Jun 24, 2022
kind of a bummer the tunneler mechs can't operate deep drills. i get why a big drillhanded robot cant operate a jackhammer, but a drill arm increases deep drill speed so i just assumed the tunneler would be good at them too. mechanitors really want that mining stat, and if i had a high mining stat i probably never would have built the tunneler...

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
the utility of all the poo poo you can do with one mechanitor is bananas imo

Eiba
Jul 26, 2007


pink noise posted:

kind of a bummer the tunneler mechs can't operate deep drills. i get why a big drillhanded robot cant operate a jackhammer, but a drill arm increases deep drill speed so i just assumed the tunneler would be good at them too. mechanitors really want that mining stat, and if i had a high mining stat i probably never would have built the tunneler...
I got that mod that let constructors mine at half speed and never looked back. I don't feel like I've built mechs that I won't get a lot of use out of, and it doesn't feel overpowered because I need to sacrifice constructing to actually (slowly) dig.

Danaru
Jun 5, 2012

何 ??
I've only ever used Lifter mechanoids and I'm still ecstatic about mechanitors

pink noise
Jun 24, 2022
oh yea, they're crazy powerful in general. especially to add to a normal colony via the quest on starting tiles. but its weird that a stationary drill that pulls poo poo out of the ground is the one thing you have to do manually in the midgame of a solo mechanitor colony

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Danaru posted:

I've only ever used Lifter mechanoids and I'm still ecstatic about mechanitors

yeah just lifters and cleaners here. don't make paramedics, they're pretty terrible imo.

nothing but the best for our stellarch, right this way yer majesty



our finest brew, served at the perfect temperature, 27C



hope you're comfortable because everywhere else on the map but the prison and the boomalope pen is ah, a bit poisonous ha ha!

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
ahahaha I converted the Stellarch to our sludge drinker ways :shrek:

Danaru
Jun 5, 2012

何 ??


Darcie what did you DO?!

GodspeedSphere
Apr 25, 2008

GodspeedSphere posted:

So I'm trying a tundra start. Made a sunlight, batteries and heaters around some enclosed and roofed stony soil for some potatoes. The potatoes are losing health, never getting above about 16% grown. Anyone have any idea why? I keep having strange quirky bugs and I have only about 9 QoL mods. One of which is Rocketman, which I vaguely suspect is responsible for reasons I can't really fathom. Can you remove that from a game in progress?

So clearly I've been puzzling over this. It bothered me enough that I abandoned that spot and reloaded a much earlier file and relocated.







I figured it out finally, but if you guys want to keep puzzling over it there is enough information in the screenshots to fully explain. Had a major mind blown moment.
,
IT WAS THE loving ARCHONEXUS. To quote: "The structure is designed as an ancient, yet pristine building from eons ago. Every 6,000 ticks (1.67 mins) it emits a pulse that damages and kills any plants (Excluding Anima trees) by 10 HP within 32 tile radius. It also frequently spawns anima grass (up to 35) in its place (highest chance at 24 tiles) which is unfazed by the pulses."

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Danaru posted:



Darcie what did you DO?!

ate the Sacred Cookie :hai:

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
lmao I am gonna go out on a limb here and say that full immunity to toxic gas is 100% mandatory for front line fighters, however you get it, about half of this gas is not mine



e: little uh, little door closure problem :kiddo:



Flesh Forge fucked around with this message at 07:07 on Nov 4, 2022

QuarkJets
Sep 8, 2008

lol the planet itself is trying to kill you

Hellioning
Jun 27, 2008

Considering their build I'm pretty sure it's in self defense.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Is there some setting or mod that lets you limit births? I'm at 14 colonists with three couples and they keep popping babies out. I really don't want any more colonists, future or otherwise. Raising children is cute and all, but in a couple years we're gonna be turning into the Hapsburgs.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
there are several ways to sterilize your colonists, temporarily or permanently, in the vanilla game, do the Fertility Operations research topic and it unlocks a bunch of medical operations that are pretty low difficulty.

e: god drat what a fuckin racket, 42 kids "please ma'am, you look like you have a lot going on but timmy's sick"

Flesh Forge fucked around with this message at 08:18 on Nov 4, 2022

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
I was hoping for something a little more set and forget, like a setting to toggle. Being able to say "2 kids per family, no more" would be handy without having to get into the micro of adjusting fertility rates.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
come make a case for it!
https://discord.com/channels/684960023020961812/685021626160381972

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Popete posted:

Love when one of my pawns throws a tantrum and proceeds to punch our entire medicine stack into oblivion during year 1.

Ok now one of my pawns threw a tantrum and immediately punched our stack of glitterworld medicine to dust...

I'm down to 2 pawns, one I had to imprison after they decided to murder our pet. I also have a paralytic abasia prisoner I'm trying to maintain well heading into our first winter. If we can just produce enough cave mushrooms we might stand a chance.

Popete fucked around with this message at 08:25 on Nov 4, 2022

QuarkJets
Sep 8, 2008

DoubleNegative posted:

Is there some setting or mod that lets you limit births? I'm at 14 colonists with three couples and they keep popping babies out. I really don't want any more colonists, future or otherwise. Raising children is cute and all, but in a couple years we're gonna be turning into the Hapsburgs.

Snip all of your male colonists, it's very easy. OR do the Rimworlder thing: load those kids up with luciferium and launch them at your enemies

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

Kestral posted:

Is there any decent replacement for Ranged DPS? I miss being able to tell at a glance whether a gun - especially from a mod - is any good for a given colonist without having to plug it into a spreadsheet.

Also: My new colony is having too much sex and someone is going to die.

I started a sanguophage run, and my initial bloodbag was a highmate who ended up bonded to the first new person to show up: another highmate. Turns out two pawns with High Libido will absolutely gently caress like rabbits, easily maintaining the maximum 10x Got Some Lovin' (+30) moodlet indefinitely, but at the cost of interrupting their sleep cycle over and over every night to bang: they never enter the day at higher than 50% Sleep need, but by god are they thrilled about it. All well and good at first, because their mood was so high that nothing could faze their permanent afterglow. But inevitably one of them got pregnant, and after delivering the baby while fleeing from a swarm of manhunting squirrels, the burden of childcare is starting to take a toll.

Both parents have been at Recreation 0% for 23 days, except for brief bursts where they play with the baby. They almost never get over 25% Sleep because they're too busy loving, working, and taking care of baby, and frequently spend entire days at 0% Sleep with all the penalties that implies - this poo poo is too real. It would be easier if the community could support them, but these highmates are the goddamn beating heart of the still-too-small colony: Dad is our only Crafter, Artist, and *Cook*, and sharing Social duties with the wife; mom is the sole Constructor and Doctor who does most of the wardening. Everyone else is either a useless refugee child or a combat monster who doesn't know how to boil water. It was bad before, but now we've had five severely injured people fall on to the colony from a space battle, there's four captives in the prison who need recruiting to get us to some reasonable skill diversity, and the poor doctor-mom is just a wreck because every time she gets in bed she and the hubby get turbo-horny and bang for 4-5 hours instead of sleeping.

Goons help, how do I stop the genetically horny people from loving themselves into a coma or a major surgical accident, without causing them plummet into psych breaks because they're no longer running on 10x Lovin' mood bonuses 24/7?

Just coming in here to say this is an amazing story :allears: The mental image of these two utterly exhausted overworked new parents who promise themselves every night to get some actual sleep but are just too into each other is fantastic. Everyone else in the colony crosses their fingers every night that maybe this time they can stop worrying about being treated by an insomniac doctor and then, every night, sighs and puts in the earplugs.

Also yeah, just shift their sleep schedules so they're not in bed at the same time. You can micro it to every other night or so if you're so inclined and want to balance their mood more.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
I am really glad Dub's Hygiene has been there for me all the way through this colony:



e: lmao whatever

Flesh Forge fucked around with this message at 09:44 on Nov 4, 2022

Gadzuko
Feb 14, 2005

Popete posted:

Ok now one of my pawns threw a tantrum and immediately punched our stack of glitterworld medicine to dust...

I'm down to 2 pawns, one I had to imprison after they decided to murder our pet. I also have a paralytic abasia prisoner I'm trying to maintain well heading into our first winter. If we can just produce enough cave mushrooms we might stand a chance.

If you're imprisoning someone to stop a mental break you can immediately release them and they will go back to being a normal colonist. The only reason to keep them in prison for a bit is if you want to let their mood improve first, since they won't get the catharsis bonus.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Dawn of the last day. You gotta be loving kidding me.



e: managed not to kill him lol

Flesh Forge fucked around with this message at 11:22 on Nov 4, 2022

OwlFancier
Aug 22, 2013

Eiba posted:

I got that mod that let constructors mine at half speed and never looked back. I don't feel like I've built mechs that I won't get a lot of use out of, and it doesn't feel overpowered because I need to sacrifice constructing to actually (slowly) dig.

Tunnelers have a lot of HP, armour, and come with a shield and smokepopper, so they're really more combat mechs that also have a job.

Grab Im Moor
Apr 4, 2022

Gotta say, first time having Human Primacy - Production Specialist is crazy good on a dedicated crafter pawn, don't know why I slept on it for so long. +1 base quality on everything basically guarantees your colony is loaded with top tier equipment. Some time ago I randomly got a 20yo fast learner burning passion crafter and shooter drop pod, low base stats but it took no time to level them up, and they're now pumping out excellent+ weapons and apparel on the reg, it's amazing how much faster your defenses are getting strong with such a specialist compared to a regular great crafter pawn. All my peeps are already cyborgs decked out in devilstrand+flak vests+marine helmets using assault/smgs while the raids are still mostly fumbling with poor machine pistols etc. and it's not even low difficulty.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
yeah it's really, really hard to not take production specialist, it's so drat good.

Inexplicable Humblebrag
Sep 20, 2003

take it with the vanilla expanded meme Craft Culture for an additional +1 quality, and ideally snag a Perfectionist pawn (VE expanded traits) for a third +1

v balanced mods

Deketh
Feb 26, 2006
That's a nice fucking fish
I've been running a solo mechanitor start and the colony is now up to day 65. It's Strive to Survive Randy and I've had not a single raid or mad animal or any bad events at all. Had a few quest offers and some traders turning up normally though. I should enjoy the peace but wondering if maybe something is bugged from a mod conflict or whatever. Is this normal?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
The last day passed quietly. It is time :sadwave:



e: what a game :allears:

Flesh Forge fucked around with this message at 12:05 on Nov 4, 2022

Grab Im Moor
Apr 4, 2022

I feel like that crafting mod would take away that special moment when you get a legd AR or whatever but I get that some mods are about being bonkers op.
Maybe I'll try a modded run sometime. Like that hygiene mod looks interesting if it came with a caveat (mood debuff if they're dirty or something) and bathrooms would make building single bedrooms more interesting to me. Right now everybody sleeps in a luxurious barracks/rec/cantine and is loving it because there are statues, it's a bit silly in vanilla.

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Grab Im Moor
Apr 4, 2022

Deketh posted:

I've been running a solo mechanitor start and the colony is now up to day 65. It's Strive to Survive Randy and I've had not a single raid or mad animal or any bad events at all. Had a few quest offers and some traders turning up normally though. I should enjoy the peace but wondering if maybe something is bugged from a mod conflict or whatever. Is this normal?

Yes you just got an unusually sleepy Randy. In theory Randy can send a raid day 1 hour 1 or none in 100 years, there is no cooldown or forced event like with Cassandra or Phoebe. Maybe try Cassandra if you are looking for a consistent challenge but beware she can be really rough in the mid-late game.

Grab Im Moor fucked around with this message at 12:05 on Nov 4, 2022

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