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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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# ? Nov 8, 2022 15:57 |
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# ? May 29, 2024 22:55 |
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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.
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# ? Nov 8, 2022 16:03 |
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The baby was saved from autism.
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# ? Nov 8, 2022 16:03 |
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final ideo reformation, it's way too quick to get reform points if you have anything that gives a point for executing a prisoner:
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# ? Nov 8, 2022 16:05 |
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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.
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# ? Nov 8, 2022 16:05 |
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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. Just run to the comms console and hire 30 Warcaskets as a counter
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# ? Nov 8, 2022 16:10 |
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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.
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# ? Nov 8, 2022 16:36 |
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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. 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'.
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# ? Nov 8, 2022 16:53 |
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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 |
# ? Nov 8, 2022 16:56 |
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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!
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# ? Nov 8, 2022 16:58 |
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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.
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# ? Nov 8, 2022 16:59 |
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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. 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 |
# ? Nov 8, 2022 17:00 |
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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.
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# ? Nov 8, 2022 17:02 |
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Yeah and the increased number of area attacks also give you as a player more tools for handling massed numbers of enemies.
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# ? Nov 8, 2022 17:03 |
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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. 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 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 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 |
# ? Nov 8, 2022 17:37 |
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TIL you can beckon dormant mechnoids in a cluster and they don't wake up.
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# ? Nov 8, 2022 17:42 |
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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 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
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# ? Nov 8, 2022 17:44 |
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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.
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# ? Nov 8, 2022 17:57 |
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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 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.
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# ? Nov 8, 2022 18:03 |
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Omnicarus posted:Just use the raid limiter mod and set a point cap that is near what you want to max out at? 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. 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
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# ? Nov 8, 2022 18:12 |
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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.
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# ? Nov 8, 2022 18:30 |
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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.
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# ? Nov 8, 2022 18:32 |
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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
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# ? Nov 8, 2022 18:37 |
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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 |
# ? Nov 8, 2022 18:44 |
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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. 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 |
# ? Nov 8, 2022 18:53 |
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Is anyone working on bringing Time Control to 1.4?
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# ? Nov 8, 2022 19:04 |
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.
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# ? Nov 8, 2022 19:38 |
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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:
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.
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# ? Nov 8, 2022 19:43 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097 does this actually work? i can't help but think that this is wildly ambitious
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# ? Nov 8, 2022 19:49 |
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It works but brings my computer to its knees(in a bad way)
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# ? Nov 8, 2022 20:00 |
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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 |
# ? Nov 8, 2022 20:17 |
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marumaru posted:https://steamcommunity.com/sharedfiles/filedetails/?id=2222935097 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 |
# ? Nov 8, 2022 20:19 |
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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.
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# ? Nov 8, 2022 20:23 |
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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
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# ? Nov 8, 2022 21:04 |
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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
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# ? Nov 8, 2022 21:26 |
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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 Is there a way to force one of these formations onto a particular hex? E.g. You want a rift at a particular spot
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# ? Nov 8, 2022 21:28 |
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Fix her brain and convince her to join.
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# ? Nov 8, 2022 21:28 |
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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
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# ? Nov 8, 2022 21:29 |
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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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# ? Nov 8, 2022 21:32 |
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# ? May 29, 2024 22:55 |
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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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# ? Nov 8, 2022 21:58 |