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TheDK
Jun 5, 2009

FISHMANPET posted:

It's nice how the game will tell you when Penoxycyline prevents a disease. Not so great that nobody thought to immunize the baby, so everybody was safe from Malaria except the baby. Thankfully the colony is advanced enough that we have real medicine and a good hospital so it ended up being fine, but still! You can give babies a dose of Penoxycyline in the medical tab, so I guess you just have to remember to do that on any newborns?

My body my choice

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StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

So the guy who was missing both ears? Yeah, he's dead now. We were being raided by pigmen and he was near some toxic waste when it caught fire and exploded, and the mega-cancer radiation got him. :rip:

Jack Trades
Nov 30, 2010

The baby was saved from autism.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
final ideo reformation, it's way too quick to get reform points if you have anything that gives a point for executing a prisoner:

Omnicarus
Jan 16, 2006

I have a weird mod question: Is there anything like a journal out there where you can type out things and save them in game with a colony? I'd like to record some of the events in my colony that happen so I can remember where pawns came from, events that happen that aren't recorded in the messages, etc. Like a chronicle of the colony.

QuarkJets
Sep 8, 2008

Kanos posted:

Phew, remembering why I kind of hated most of the Vanilla Expanded factions. Warcaskets are enormously undercosted on raid budgets and you end up fighting entire raids of high end power armor-equivalent pawns with extremely overpowered weapons at ridiculously low raid point calcs.

I just got hit with 18 warcaskets at like a 4000 raid point calc. Basically the only way to even think about putting that amount of armor down is by cheesing with psycasts, and even then it's extremely touch and go. My chain shotgun death hallway that can eat centipede raids for breakfast bounced off them like rain because they've all got 180%+ pierce defense.

Just run to the comms console and hire 30 Warcaskets as a counter

Asimo
Sep 23, 2007


The other big issue with warcasket enemies is that they feel no pain and barely bleed since all the limbs are replaced so the only way to actually stop them is to just kill them dead which is easier said than done when they have 150%+ sharp armor. Granted this works both ways and they're similarly crazy on your side but they're definitely undervalued in both wealth calculation and raid point value.

Geomancing
Jan 8, 2004

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

Flesh Forge posted:

the problem in the late game becomes "oops there's literally 200 enemies on screen, have fun"

No, this is YOUR problem in the late game; I have never, ever seen raids anywhere near the level you had due to your overpowered killbox. :v: You did literally everything possible to turn the storyteller into 'okay I am going to gently caress you six ways to sunday if I have to send antigrain warheads into your face'.

El Spamo
Aug 21, 2003

Fuss and misery
There's a mod out there that takes large raid numbers and trims down the numbers by boosting the ability levels and equipment of the raiders so you get smaller numbers of really elite raiders. I should look it up, will edit it in unless someone beats me to it.

e: Yes, Compressed Raids!

El Spamo fucked around with this message at 17:06 on Nov 8, 2022

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Omnicarus posted:

I have a weird mod question: Is there anything like a journal out there where you can type out things and save them in game with a colony? I'd like to record some of the events in my colony that happen so I can remember where pawns came from, events that happen that aren't recorded in the messages, etc. Like a chronicle of the colony.

I have never seen this, but if you're playing on Windows there's notepad! Pin it to your taskbar and open up your rimworld .txt and fill it out as you play!

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

El Spamo posted:

There's a mod out there that takes large raid numbers and trims down the numbers by boosting the ability levels and equipment of the raiders so you get smaller numbers of really elite raiders. I should look it up, will edit it in unless someone beats me to it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2377478084

You're looking for Compressed Raids.

OwlFancier
Aug 22, 2013

Geomancing posted:

No, this is YOUR problem in the late game; I have never, ever seen raids anywhere near the level you had due to your overpowered killbox. :v: You did literally everything possible to turn the storyteller into 'okay I am going to gently caress you six ways to sunday if I have to send antigrain warheads into your face'.

It is a general problem I think with the combat by default, the game doesn't handle mass combat very well, the simulation is not really designed for it and additionally, the only tool the game has for making raids harder is to throw more enemies at you simultaneously.

If you build a big colony the game really starts to creak with the raids it sends, not just performance wise but mechanically too. That's part of why I use self preservation as that approximates something like a suppression effect, if you clip people with a bullet they usually run away, it allows treating crowds of raiders a bit more like single amorphous mass than a lot of individual targets, and there's stuff like CE's suppression effects too that try to simulate this.

Really I think the combat is just designed for quite small engagements and could probably use some tweaking to add in larger scale combat systems, though that is what psycasts generally do I suppose.

OwlFancier fucked around with this message at 17:02 on Nov 8, 2022

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Yeah, I think they realize that too which is why Biotech has the new Mechanoid bosses which have mechanics rather than just 'bigger numbers of bodies'. I think they are a good prototype/blueprint for what more interesting raids and combat would look like.

OwlFancier
Aug 22, 2013

Yeah and the increased number of area attacks also give you as a player more tools for handling massed numbers of enemies.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Geomancing posted:

No, this is YOUR problem in the late game; I have never, ever seen raids anywhere near the level you had due to your overpowered killbox. :v: You did literally everything possible to turn the storyteller into 'okay I am going to gently caress you six ways to sunday if I have to send antigrain warheads into your face'.

this happens with every colony in which you build nice stuff / collect a lot of food, especially nice food and high quality furniture. again I'm super not a fan of the wealth mechanic and how it encourages really weird metagaming strategies, I prefer to just, well, have the nice stuff and smash the invaders too :shrug:

granted I use mods that make this more reasonable than vanilla (turtle friendly raids, no breachers etc) the alternative is turning difficulty way, way down (all the pics I've shown have been at 100% threat scale) the techniques to run a game at max threat scale all involve really stupid and annoying bullshit involving wealth management that I am super not interested in doing and a lot of other people aren't either, that's why those mods exist and have 10k+ subscribers.

OwlFancier posted:

Yeah and the increased number of area attacks also give you as a player more tools for handling massed numbers of enemies.

yeah the "flood a quarter of the map with poison gas" strategy felt hilarious and I will definitely do it again but maybe not with this colony :thumbsup:
running this colony at 5% research and even though we started with Medieval level tech just to get a little head start on poo poo like stonecutting and complex clothing, we still have yet to unlock a single research topic and bionics are off limits, any poo poo like splicing in tox filter lungs is a very long way off.
e: oh yeah -8 intellectual built into the xenotype

Flesh Forge fucked around with this message at 17:43 on Nov 8, 2022

HelloSailorSign
Jan 27, 2011

TIL you can beckon dormant mechnoids in a cluster and they don't wake up.

Omnicarus
Jan 16, 2006

Flesh Forge posted:

this happens with every colony in which you build nice stuff / collect a lot of food, especially nice food and high quality furniture. again I'm super not a fan of the wealth mechanic and how it encourages really weird metagaming strategies, I prefer to just, well, have the nice stuff and smash the invaders too :shrug:

granted I use mods that make this more reasonable than vanilla (turtle friendly raids, no breachers etc) the alternative is turning difficulty way, way down (all the pics I've shown have been at 100% threat scale) the techniques to run a game at max threat scale all involve really stupid and annoying bullshit involving wealth management that I am super not interested in doing and a lot of other people aren't either, that's why those mods exist and have 10k+ subscribers.

yeah the "flood a quarter of the map with poison gas" strategy felt hilarious and I will definitely do it again but maybe not with this colony :thumbsup:
running this colony at 5% research and even though we started with Medieval level tech just to get a little head start on poo poo like stonecutting and complex clothing, we still have yet to unlock a single research topic and bionics are off limits, any poo poo like splicing in tox filter lungs is a very long way off.
e: oh yeah -8 intellectual built into the xenotype

Just use the raid limiter mod and set a point cap that is near what you want to max out at?

https://steamcommunity.com/sharedfiles/filedetails/?id=2373405081

Or Faction Resources if you want something more realistic, where a faction can't lose 200 people and readily recover the next week:
https://steamcommunity.com/sharedfiles/filedetails/?id=2006644524

OwlFancier
Aug 22, 2013

This again is why I think vehicles would be a good addition, big boss type enemies with limitations to their mobility, possibly including things like turret turning speed etc, and also something for you to build up as the colony grows.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Flesh Forge posted:

this happens with every colony in which you build nice stuff / collect a lot of food, especially nice food and high quality furniture. again I'm super not a fan of the wealth mechanic and how it encourages really weird metagaming strategies, I prefer to just, well, have the nice stuff and smash the invaders too :shrug:

My colonies get pretty wealthy late game but I still never get raids as massive as yours. My best guess is that your colonist count is so high that it's pissing off the storyteller, I've never reached the 30 or so that you end up with. :shrug:

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Omnicarus posted:

Just use the raid limiter mod and set a point cap that is near what you want to max out at?

https://steamcommunity.com/sharedfiles/filedetails/?id=2373405081

Or Faction Resources if you want something more realistic, where a faction can't lose 200 people and readily recover the next week:
https://steamcommunity.com/sharedfiles/filedetails/?id=2006644524

NB I'm not actually complaining about handling these raids, I like getting to a point where I can beat them anyway - barf pulse and berserk pulse are tremendously helpful here - although that mod sounds pretty interesting and I may check it out. Also you aren't shown how many points are used for a raid in vanilla (but yes I've got a mod that exposes that info)


isndl posted:

My colonies get pretty wealthy late game but I still never get raids as massive as yours. My best guess is that your colonist count is so high that it's pissing off the storyteller, I've never reached the 30 or so that you end up with. :shrug:

what does "pretty wealthy" mean, look at your graph. I commonly run my games well beyond what you're "supposed to" have in terms of wealth, i.e. the Archonexus quest requires 350k wealth and I typically end up well over a million

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Flesh Forge posted:

what does "pretty wealthy" mean, look at your graph. I commonly run my games well beyond what you're "supposed to" have in terms of wealth, i.e. the Archonexus quest requires 350k wealth and I typically end up well over a million

That's actually a good question, I stop paying attention after a while because the exact number no longer matters. I would pull up some old saves to check but with the 1.4 modpocalypse probably none of them would even work. I do like production specialists and bionics so things tend to be pretty high value though.

Redundant
Sep 24, 2011

Even robots have feelings!
A while ago somebody mentioned a mod to help you customise and design your map tiles in order to make a cool doughnut style mountain formation. I don't suppose anybody remembers the name of it do they? My vampire needs their sprawling mountain fortress/castle so they can terrorise the local populace.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Redundant posted:

A while ago somebody mentioned a mod to help you customise and design your map tiles in order to make a cool doughnut style mountain formation. I don't suppose anybody remembers the name of it do they? My vampire needs their sprawling mountain fortress/castle so they can terrorise the local populace.

Here's one that generates more interesting Geological landforms for maps. You want to look for a 'Caldera'/ "Cirque' or 'Crater' depending on what kind of doughnut mountain you want. You can enable the option in mod options to force it on whatever tile you're looking at

https://steamcommunity.com/sharedfiles/filedetails/?id=2773943594

There's another mod that lets you literally design the map but I can't remember it off the top of my head

Kris xK
Apr 23, 2010

Redundant posted:

A while ago somebody mentioned a mod to help you customise and design your map tiles in order to make a cool doughnut style mountain formation. I don't suppose anybody remembers the name of it do they? My vampire needs their sprawling mountain fortress/castle so they can terrorise the local populace.

You want "Map Designer" for customizing maps and "Map Preview" for reroll/preview.

Get "Map Edit" for fine-tuning.

Sorry no links, on mobile.

Edit:

Kris xK posted:

Anyone got a good mod for limiting a stockpile/storage building stack size? I don't need a full stack of steel, I just want 50.


Answering my own question, if you're looking for this get Kanban Stockpiles.

Kris xK fucked around with this message at 18:46 on Nov 8, 2022

pink noise
Jun 24, 2022

isndl posted:

My colonies get pretty wealthy late game but I still never get raids as massive as yours. My best guess is that your colonist count is so high that it's pissing off the storyteller, I've never reached the 30 or so that you end up with. :shrug:

i remember hearing back in 1.0 days there's a "able colonists" factor that's a bigger contributor to raid strength than the $ value of the pawns. like if you have a bunch of worthless pawns, putting them in crypto/ship caskets before starting the reactor is impactful, even though it barely moves the wealth graph. and by contrast, making your pawns worth $10k instead of $1k with bionics and luciferium doesnt scale the raids as much as the graph indicates. i dont know how true that is, but i know i started launching ships more often when i focused on smaller colonies (like 8-10 max). i got overwhelmed a lot when my late-game strategy was "accept every pawn with a decent shooting stat so i have more defense." of course, i also probably got better at other parts of the game so who knows.

pink noise fucked around with this message at 18:56 on Nov 8, 2022

Sagabal
Apr 24, 2010

Is anyone working on bringing Time Control to 1.4?

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

deep dish peat moss posted:

I asked an AI to make fanart of this screenshot



Everyone around me is in a catatonic state, dead or dying, only thing left to do is get ripped until I fall unconscious.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Took a look at the wiki page for raid point calculations. The basic idea of "more wealth = more raid points" is pretty simple, but two things stood out for me:
  1. When calculating the contribution from wealth, building wealth is halved. This is usually the biggest line on the wealth chart in my experience, so relying on the history graph can be slightly misleading. The adjusted wealth number is referred to as storyteller wealth.
  2. Pawns contribute points directly in addition to counting as wealth. Pawn points scale according to the storyteller wealth. At cap each pawn is contributing 200 points, so if you have 30 pawns that's 6000 raid points before considering wealth and adaptation multipliers.

Oddly enough, attack capable animals contribute to the pawn points, but mechanoids do not. Mechanitor recluse should be by far the easiest play style as a result.

marumaru
May 20, 2013



https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097

:stare:

does this actually work? i can't help but think that this is wildly ambitious

Omnicarus
Jan 16, 2006

It works but brings my computer to its knees(in a bad way)

marumaru
May 20, 2013



quote:

anyone remember the name of the mod that shows what recipes an item is used in when you open its details page?

bumping my own question because i almost thought i had found it, but i had just found What's That Mod

i want to click on a Persona Core and see what recipes its used in :(

marumaru fucked around with this message at 18:43 on Nov 9, 2022

Ardryn
Oct 27, 2007

Rolling around at the speed of sound.


marumaru posted:

https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097

:stare:

does this actually work? i can't help but think that this is wildly ambitious


Omnicarus posted:

It works but brings my computer to its knees(in a bad way)


My 3900x can handle it on the larger medium map size alongside rocketman and performance optimizer, but I can't hit full speed 3 once my colony gets going alongside all the other mods I have.

tragic i know.

fake edit: It does make caravans extremely rare if you're not positioned in the middle of a ton of friendlies or along a road though, which can be annoying/devastating depending on your colony/playstyle.

Ardryn fucked around with this message at 20:24 on Nov 8, 2022

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

Omnicarus posted:

I have a weird mod question: Is there anything like a journal out there where you can type out things and save them in game with a colony? I'd like to record some of the events in my colony that happen so I can remember where pawns came from, events that happen that aren't recorded in the messages, etc. Like a chronicle of the colony.

The mod "Days Matter" will let you create holidays/events for your colony that happen annually and your pawns with throw a party or something

So you can have a founding day or stuff like that.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

I had a quest to take out >30 manhunter fennec foxes. The darn things keep an almost perfect blob formation and easily chip damage all my combatants to death.

This thread's experiences in toxic gas inspired me. I set up a bunch of tox IEDs in the middle of my town square, and had my mechantor (chromed up with detoxifier lungs) get to work setting off the gas.

The immediate reduction in combat effectiveness from the gas helped, as did the escalating penalties. Eventually, they keeled over and I felt really bad looking at the aftermath

Fart gas is fearsome, folks

Grab Im Moor
Apr 4, 2022

hosed up that raiders can be preggers. Unfortunately I turned a Neanderthal raider soon to be mom into a vegetable by shooting 80% of her brains out. So I kept her well and fed in a prison until birth, which luckily was a healthy one. It's cool that you can adopt a baby from a prisoner, so we welcomed a newborn ungabunga called Fox into our colony. I just don't know what to do with mom, she is just happily lying in bed and drooling. I thought about drop podding her to one of our allies for rep but I just can't do it, her presence makes baby happy :(

QuarkJets
Sep 8, 2008

Zore posted:

Here's one that generates more interesting Geological landforms for maps. You want to look for a 'Caldera'/ "Cirque' or 'Crater' depending on what kind of doughnut mountain you want. You can enable the option in mod options to force it on whatever tile you're looking at

https://steamcommunity.com/sharedfiles/filedetails/?id=2773943594

There's another mod that lets you literally design the map but I can't remember it off the top of my head

Is there a way to force one of these formations onto a particular hex? E.g. You want a rift at a particular spot

Galaga Galaxian
Apr 23, 2009

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


Fix her brain and convince her to join.

QuarkJets
Sep 8, 2008

Grab Im Moor posted:

hosed up that raiders can be preggers. Unfortunately I turned a Neanderthal raider soon to be mom into a vegetable by shooting 80% of her brains out. So I kept her well and fed in a prison until birth, which luckily was a healthy one. It's cool that you can adopt a baby from a prisoner, so we welcomed a newborn ungabunga called Fox into our colony. I just don't know what to do with mom, she is just happily lying in bed and drooling. I thought about drop podding her to one of our allies for rep but I just can't do it, her presence makes baby happy :(

lol this feels more hosed up than the most depraved organ farm setup but I can't articulate the reason

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

QuarkJets posted:

Is there a way to force one of these formations onto a particular hex? E.g. You want a rift at a particular spot

There's a mod option to enable god mode which will let you force a certain geological feature on any spot when you're picking your landing area.

The only restriction on it is that the spot needs to be capable of generating that feature. So you can't force a coast tile in the middle of a continent.

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OwlFancier
Aug 22, 2013

It is extremely stupid that people keep showing up to my colony where everyone needs beer to live, drinking my beer because they arrive with social drugs policy, then getting extremely upset about that because they're supposedly ideologically teetotal?

My brother in christ, you are the one who drank the booze. If you do not want to drink the booze I am not forcing you to. You drink more booze than my guys do.

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