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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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# ? Nov 3, 2022 23:08 |
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# ? May 24, 2024 20:03 |
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GET READY e: ~throughput~ 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 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 |
# ? Nov 3, 2022 23:18 |
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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.
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# ? Nov 4, 2022 00:03 |
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.
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# ? Nov 4, 2022 00:11 |
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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.
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# ? Nov 4, 2022 00:33 |
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GaylordButts posted:Obligatory mod post, Convert Then Release helps streamline this process a little at least. i used to use all of these then i found out the author made an all-in-one mod called Custom Prisoner Interactions
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# ? Nov 4, 2022 01:23 |
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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.
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# ? Nov 4, 2022 01:55 |
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"Lower resistance, execute after" you just goooot PRANKED bro
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# ? Nov 4, 2022 02:00 |
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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.
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# ? Nov 4, 2022 02:23 |
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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...
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# ? Nov 4, 2022 02:40 |
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the utility of all the poo poo you can do with one mechanitor is bananas imo
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# ? Nov 4, 2022 02:44 |
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...
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# ? Nov 4, 2022 02:49 |
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I've only ever used Lifter mechanoids and I'm still ecstatic about mechanitors
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# ? Nov 4, 2022 02:53 |
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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
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# ? Nov 4, 2022 02:55 |
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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!
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# ? Nov 4, 2022 04:06 |
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ahahaha I converted the Stellarch to our sludge drinker ways
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# ? Nov 4, 2022 04:23 |
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Darcie what did you DO?!
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# ? Nov 4, 2022 04:50 |
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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."
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# ? Nov 4, 2022 05:21 |
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Danaru posted:
ate the Sacred Cookie
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# ? Nov 4, 2022 06:09 |
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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 Flesh Forge fucked around with this message at 07:07 on Nov 4, 2022 |
# ? Nov 4, 2022 06:59 |
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lol the planet itself is trying to kill you
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# ? Nov 4, 2022 07:46 |
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Considering their build I'm pretty sure it's in self defense.
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# ? Nov 4, 2022 08:03 |
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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.
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# ? Nov 4, 2022 08:07 |
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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 |
# ? Nov 4, 2022 08:09 |
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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.
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# ? Nov 4, 2022 08:18 |
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come make a case for it! https://discord.com/channels/684960023020961812/685021626160381972
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# ? Nov 4, 2022 08:19 |
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 |
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# ? Nov 4, 2022 08:21 |
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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
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# ? Nov 4, 2022 08:38 |
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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. Just coming in here to say this is an amazing story 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.
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# ? Nov 4, 2022 08:41 |
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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 |
# ? Nov 4, 2022 08:48 |
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Popete posted:Ok now one of my pawns threw a tantrum and immediately punched our stack of glitterworld medicine to dust... 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.
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# ? Nov 4, 2022 10:25 |
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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 |
# ? Nov 4, 2022 11:12 |
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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.
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# ? Nov 4, 2022 11:16 |
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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.
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# ? Nov 4, 2022 11:20 |
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yeah it's really, really hard to not take production specialist, it's so drat good.
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# ? Nov 4, 2022 11:23 |
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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
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# ? Nov 4, 2022 11:24 |
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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?
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# ? Nov 4, 2022 11:47 |
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The last day passed quietly. It is time e: what a game Flesh Forge fucked around with this message at 12:05 on Nov 4, 2022 |
# ? Nov 4, 2022 11:56 |
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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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# ? Nov 4, 2022 11:56 |
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# ? May 24, 2024 20:03 |
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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 |
# ? Nov 4, 2022 12:01 |