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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
some patch notes that aren't exactly new, but the notes were just published today:

quote:

1.4.3541, released Nov 7, 2022
- Don't add genepacks to gene assembler dialog that are empty.
- Disallow baby food and hemogen packs for chemfuel creation recipes.
- Extracting hemogen no longer requires medicine and does not anesthetize the target.
- Adjusted power info text for deathrest buildings.
- Don't allow pawns in the gene extractor if they don’t have any engineered genes.
- Fix: Paramedic mechs can't carry pawns while jumping.
- Fix: Softcore scanner tooltip formating.
- Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
- Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
- Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
- Fix: Mech debris can spawn on the anima tree.
- Fix: Emancipated slaves that are drafted stay drafted.
- Fix: "No doctor" warning not appearing properly.
- Fix: Empty genepacks can be extracted.
- Fix: Fertilize command label is broken.
- Fix: Consume hemogen packs toggle tooltip displays hemogen in % form.
- Fix: Overactive temperature warning for baby moving.
- Fix: A colony mech that is abandoned at a tile will still consume bandwidth.

1.4.3542, released Nov 8, 2022
- Updated name-in-game content.
- Fix: Quest lodgers can do the "give up and exit" mental break.
- Fix: Missing ideology check when drawing dietary type stat.
- Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
- Fix: Coagulate can still be queued if hemogen is below casting cost.
- Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.
- Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
- Fix: Mechs summoned from mech drop beacons don't spawn in mech pods.
- Fix: Dialog_MessageBox doesn't call Event.current.Use() in OnCancelKeyPressed() and OnAcceptKeyPressed().
- Fix: Unable to properly translate boss group apparel wave descriptions.

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Roundboy
Oct 21, 2008
While the no anesthesia and no meds needed for blood extraction is awesome,. I question the no gene extraction of non engineered genes


So a pawn with tough naturally can get that sucked out? I don't think I have don't an extraction since after this patch but I was filling up with a lot of hair and skin color genes that were nice to sell for a bit of silver

Sachant
Apr 27, 2011

I could be wrong but I think non-engineered genes are just the baseline genes like hair color and melanin-based skin color.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Roundboy posted:

While the no anesthesia and no meds needed for blood extraction is awesome,. I question the no gene extraction of non engineered genes


So a pawn with tough naturally can get that sucked out? I don't think I have don't an extraction since after this patch but I was filling up with a lot of hair and skin color genes that were nice to sell for a bit of silver

oops, yes it is intended for things like "non hosed up head parts"

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
I made a custom xenogene and I like it quite a lot :btroll:



the wake-up addiction immunity is just a way to impose a cost for the increased bodysize, it's otherwise really unhelpful. playing tribals with 10% research speed, not taking any joiners except I might pick up one waster to do some cleaning type chores :shrug:

slow learner + uncapped skills is an appealing combination for me, might make it interesting to do the whole newgame+ thing with the Archonexus win.

e: there should be a Nocturnal gene that basically gives everyone Night Owl

Jarvisi
Apr 17, 2001

Green is still best.
How do you do these mechantor fights? I'm just really bad at fighting these huge robot swarms

deep dish peat moss
Jul 27, 2006

Is there a way to include a pre-designed map in scenario settings? I know that... something (vanilla expanded?) has a pre-generated structures thing but I would like to include exact map designs in a few scenarios.

I have a lot of ideas for cool scenarios but they all include the map design pretty significantly, and I would like to maybe add a mod that lets you use them, but I'd like to do it more elegantly than "here are the savegames"

deep dish peat moss fucked around with this message at 07:32 on Nov 12, 2022

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

Jarvisi posted:

How do you do these mechantor fights? I'm just really bad at fighting these huge robot swarms

Get some psychic shock/berserk rods, zap the boss, then clean up like an ordinary mechanoid fight. If you're struggling with regular mechs, think about calling in allies (or manhunter animals) to help meat shield. Sometimes you just want something to engage in melee so they don't use their guns.

deep dish peat moss posted:

Is there a way to include a pre-designed map in scenario settings? I know that... something (vanilla expanded?) has a pre-generated structures thing but I would like to include exact map designs in a few scenarios.

I have a lot of ideas for cool scenarios but they all include the map design pretty significantly, and I would like to maybe add a mod that lets you use them, but I'd like to do it more elegantly than "here are the savegames"

1.3 has a mod to save the map (called Save Maps) but it hasn't been updated for 1.4. It looks like they've transferred ownership of the mod though so maybe that's on the way.

Mzbundifund
Nov 5, 2011

I'm afraid so.

Jarvisi posted:

How do you do these mechantor fights? I'm just really bad at fighting these huge robot swarms

Just build a choke point and throw EMP grenades at it as you shoot everyone who gets stuck behind your burliest melee fella. If you’re worried about the boss just buy a psychic lance from an exotics trader and zap it.

QuarkJets
Sep 8, 2008

Jarvisi posted:

How do you do these mechantor fights? I'm just really bad at fighting these huge robot swarms

Use traps and bring more robots, maybe consider filling a rocket full of corn and sending it to someone so that you can call them in as an ally

piL
Sep 20, 2007
(__|\\\\)
Taco Defender

Flesh Forge posted:

some patch notes that aren't exactly new, but the notes were just published today:


quote:

- Fix: Softcore scanner tooltip formating
*base heavy funk music intensifies*

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


Jarvisi posted:

How do you do these mechantor fights? I'm just really bad at fighting these huge robot swarms

You should be able to craft an EMP launcher no problem.
Doing the first fight with one and two military drones shouldn't be too hard.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
NB: launcher vs. grenades is a pretty interesting trade off, depending on what you're fielding and the range you want to hit things at. also note friendly EMP effects will gently caress up your pawns with bionics (did not know this myself until recently)

Asimo
Sep 23, 2007


It's Brain implants specifically, other bionic parts won't disable a pawn during EMP (at least in vanilla). I guess it's an intended downside to stuffing everyone with learning enhancers, circadian assistants, and whatnot.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
Pawns are also forced to vomit if they have a variant of a bionic stomach.

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
Fission mouse manhunting swarms late game are absolutely terrifying. thank god the subsequent generations arent hostile too. still though, SO MANY MICE!

Nuclear War fucked around with this message at 15:06 on Nov 12, 2022

TjyvTompa
Jun 1, 2001

im gay
Drop pods are nice but it sucks having to caravan back to my base, if I want a shuttle is this the mod to get? https://steamcommunity.com/sharedfiles/filedetails/?id=2834132683

OwlFancier
Aug 22, 2013

That or SRTS I guess.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

TjyvTompa posted:

Drop pods are nice but it sucks having to caravan back to my base, if I want a shuttle is this the mod to get? https://steamcommunity.com/sharedfiles/filedetails/?id=2834132683

I'm still doing my vanilla global warming bs, if I'm dropping into a tiny temp map there's plenty of time to pod all the loot and guys back home if i remember to send fuel with them. I made the mistake of trying to walk home one time and had to settle a second base, build a pod, and evacuate & abandon it. Unless you're launching elephants you only need 1 return launcher, building multiples is just wasting components imo.

Sending traders or negotiators means you need a temp base, but it's not a huge big deal & you might find something extra worth bringing back

Jelly
Feb 11, 2004

Ask me about my STD collection!
Got my first kid since the expansion since I've been dying a lot. I haven't raised one yet, this one just joined.

All I've learned so far is children have an absolute death wish.

Jelly
Feb 11, 2004

Ask me about my STD collection!
Also the amount of chemfuel two boomalopes will produce is absurd. I have 1500 and no application for chemfuel yet (though I could if I'd pursued different research paths).

OwlFancier
Aug 22, 2013

Jelly posted:

Got my first kid since the expansion since I've been dying a lot. I haven't raised one yet, this one just joined.

All I've learned so far is children have an absolute death wish.

Unsure if the child is in game or real life.

Asimo
Sep 23, 2007


Nuclear War posted:

Fission mouse manhunting swarms late game are absolutely terrifying. thank god the subsequent generations arent hostile too. still though, SO MANY MICE!
That's one of the alpha animal critters I always disable just because the performance impact of a late gate fission mouse raid is intense.

:negative:

marumaru
May 20, 2013



Jelly posted:

Also the amount of chemfuel two boomalopes will produce is absurd. I have 1500 and no application for chemfuel yet (though I could if I'd pursued different research paths).

Wastepack relocation fuel
Just drop tons of waste packs on permahostile faction bases for roleplay

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
re: friendly fire EMP effects

Torrannor posted:

Pawns are also forced to vomit if they have a variant of a bionic stomach.

ouch, this is tremendous because nuclear stomach is such an obvious choice to offset the extra hunger from piling up gene modifications!

TjyvTompa posted:

Drop pods are nice but it sucks having to caravan back to my base, if I want a shuttle is this the mod to get? https://steamcommunity.com/sharedfiles/filedetails/?id=2834132683

the Farskip psycast lets you instantly teleport the whole caravan back home, so take one pawn that has it and make sure they have brain juice to cast it.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Dumping wastepacks to raise global pollution is easy, but is there a way to reduce it? Mostly wondering because one of the friendly settlements near me is in a pollution zone and it sucks to have my trader show up with a consciousness penalty because he had to camp out on the way there. Can't make a temporary base to vacuum it up because it'd start causing faction relation drops for being too close. There doesn't seem to be anything else you can do once it's out there that I can see.

Omnicarus
Jan 16, 2006

If you want you can turn on developer mode and go into the world map, find the Add -25% Pollution to Tile option, and knock it out that way. It's a gamey way of doing it but afaik there is no way to reduce pollution using a mechanic.

Alternatively, give your pawns detoxifier lungs/kidneys and they can march through without issue.

Dareon
Apr 6, 2009

by vyelkin

TjyvTompa posted:

Drop pods are nice but it sucks having to caravan back to my base, if I want a shuttle is this the mod to get? https://steamcommunity.com/sharedfiles/filedetails/?id=2834132683

Another option if you have Royalty is to get a pawn high enough you can take permits and get the transport shuttle permit. Drop pod out, shuttle back. 40 day cooldown, but it's useful if there's a quest target on the other side of a mountain range.

SkyeAuroline
Nov 12, 2020

Aside from "putting them on a different work shift from everyone else" (which is the solution I'm about to test), what options do I have without DLC to prevent social fights? Steven, my best crafter and by far best melee pawn, has been a wonderful aid to my colony despite being Staggeringly Ugly, crafting trooper armor and devilstrand dusters for everyone and keeping us well stocked in weaponry... right up until he was bedridden with the flu and developed Bloodlust.

Bloodlust and Staggeringly Ugly is a very bad combination. He currently has "cathartic fight" modifiers with everyone in the colony except one from beating the poo poo out of them, aided by an archotech arm and an advanced power claw that thankfully have only permanently blinded one pawn so far. (He got bionics, he's doing better.) He's spending a third of his time or more in the hospital and he goes straight to another social fight half the time. I'm genuinely considering a silent jaw for him just so he at least can't do the insulting, but that only goes one way, and I've been told that not being able to hear doesn't prevent them from receiving insults (he lost an ear to mechanoids).

This is the one serious problem point left inside my colony, and it's... a lot to deal with so far. If there's no solution without DLCs, then there's no solution and that's how it goes - just looking to see if there is a way. For now he's getting put on the night shift to at least keep interactions reduced.

Current colony for posterity, including (unsurprisingly) a pawn hospitalized by a social fight with him:

OwlFancier
Aug 22, 2013

In addition to scheduling you could build him his own little area of the base and restrict him to it, with animal haulers to supply him with materials, or just chance an encounter in the storeroom.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
bunch of poo poo just got rolled out to unstable branch
please check out the article, there's a bunch of profound poo poo in there besides the explicit patch notes (below)

https://store.steampowered.com/news/app/294100/view/5940838760383806768

quote:

Unstable build changelog
Note: Some items may not be fully functioning in the unstable test, but below is the target changelog for the full release.

Big new stuff
Added precepts related to bloodfeeders:
Revered: “Bloodfeeders should be worshipped.” Positive mood effects for having bloodfeeders in the colony. Negative thoughts from bloodfeeder deaths. Positive opinion towards bloodfeeders. Not bothered by being fed on.
Reviled: “Anyone who drinks blood to survive is a monster.” Negative mood effects for having bloodfeeders in the colony. Positive thoughts from bloodfeeder deaths. Negative opinion towards bloodfeeders. Will not absorb or implant bloodfeeder genes from xenogerms.

Added Ideology precepts related to child labor:
Encouraged: “Children build character through work. It’s important for everyone to contribute.” +20% child global work speed. Negative mood offset for adults while a child has recreation assigned.
Disapproved: “Childhood is sacred. We should let kids play like kids.” +20% child learn rate factor. Negative mood offset for adults while a child has work assigned.

Added mechanoid labor Ideology precept:
Enhanced: “Why should we work when we have machines?” +20% mechanoid work speed. -8% colonist work speed.

Added Ideology precepts related to growth vats:
Essential: “We have the technology for safer childbirth and faster childhoods.” 30% quicker growth speed in growth vats. Negative mood when naturally pregnant or with a child outside of a growth vat.
Prohibited: “Growth vats rob children of their childhood.” Unable to build growth vats. Negative mood when growth vats are in the colony or children are in growth vats.

Added a new category of precept: Preferred xenotypes.
Up to 3 can be chosen at any time. This includes player-created xenotypes. When chosen, believers will be happy to be and be around preferred xenotypes. Believers will be unhappy when they or others are of other xenotypes. Believers will not accept becoming a non-preferred xenotype via reimplant ability or xenogerms. Single-xenotype NPC factions have a chance to generate with this belief about themselves.

Other:
Xenogenes count as artificial enhancements for body modders/prosthophobes.
Autonomous weapons include colony-controlled mechanoids for precepts.


Smaller new stuff
Added child tribalwear.
Added an auto load toggle for genepacks. When off, the genepack will not be taken to a gene bank.
Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.
Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
Added social thoughts for giving a lesson to a child and the child receiving a lesson.
If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
Display recipe ingredient counts on recipe float menu option tooltip.
Gases can travel through vents.


Miscellaneous
Reduced the power needed for the wastepack atomizer to 400 W.
Reduced the work needed for the extract hemogen operation to 500 (from 1500).
Adjusted bandwidth costs for scorcher to 1 and lancer to 3.
Increased the health of the mechanitor's remote shielder ability to 75/150/225.
For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
Increased the availability of gene packs from various traders.
Increased frequency of genepacks in quest rewards.
Xenogenes count as artificial enhancements for body modders/prosthophobes.
Increase the apocriton's health, armor, and damage
Apocriton can now cast resurrect without line of sight. This should make him less cheesable in narrow hallway contexts and a bit more scary overall.
Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
Buffed furry tail minimum comfy temperature offset to -10 (from -5).
We now allow the kind trait to apply in addition to other violence-related genes.
Cribs no longer require any research, so tribal colonies can use them in the early game.
We now display market value on colony mechs’ inspect pane.
Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
Reduced the impact and duration of gene loss shock from the gene extractor.
As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
Renamed "child raiders" storyteller setting to "child enemies" to be more accurate.
If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game.
Display recipe ingredient counts on recipe float menu option tooltip.
Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
Improved formatting of the research project content source line in the research UI.
When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
Player is given the choice to set mechs to escort when a mechanitor leaves a map.
Hemogen UI gizmo no longer displays when multi-selecting pawns, to reduce clutter.
Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby.
Fathers now get a negative thought if their child is stillborn.
If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
Updated the apocriton's description to note that it has a jump launcher.
If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
Psychic bond now gives a small amount of psychic sensitivity so that it makes more sense, and as an interesting extra bonus.
Psychic bonds can now be created during lovin' instead of just on romance attempts. This means that two people who were in a relationship when the gene was implanted can now form a psychic bond after one gets the psychic bonding gene.
Psychic lances can't be used on mech bosses (because they trivialize the fight).
Added a thing category for mechanitor body parts (used on stockpile config etc.)
Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.
Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed.
Show birth letter for babies born from lent colonists in a PawnLend quest.
Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
Display conditional stat affecters from ideoligions in stats page.
Optimization: Improved performance of AnyMechsInPlayerFaction and CompOverseerSubject.
Add dev tool to add ideology development points.
In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.
Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
Added description to "force xenogerm implantation" command.
Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
Bringing babies to a safe temperature jobs can now be interrupted.
Kid tribalwear no longer lists skin layer twice.
Added an alert which displays deathresting pawns who can be safely woken.
Gene extractors will cancel extraction and eject the victim if they are without power for a cumulative 24 hours.
Update the lactating hediff's description to mention that it reduces fertility.
Lactating no longer prevents pregnancy but just applies a 5% fertility factor to the pawn.
Update the fertility stat to read back any hediffs that are modifying fertility.
Mood related genes no longer force traits. They apply a separate mood offset.
Learning genes offset global learning factor of a pawn instead of forcing traits.
Beauty-related genes offset pawn beauty directly instead of forcing traits.
Speed-related genes offset pawn speed directly instead of forcing speed traits.
Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to desired hemogen level.


Fixes
Fix: Tribal children who grow up in a colony don't get the 'natural' meditation focus type.
Fix: Lamps unconnected to a power grid do not properly have reduced power consumption once advanced lights is researched until you reload.
Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.
Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.
Fix: Custom xenotypes show up with relationships that make no genetic sense.
Fix: Hair color genes have a chance to not be passed on.
Fix: NullReferenceException when beginning role change in extreme temperatures.
Fix: Xenotype icon selection scrollview not working correctly.
Fix: Some broken word replacement in the grammar code run on labelNounPretty.
Fix: Gaining growth points with letter pending.
Fix: Grand altar draws rotated.
Fix: Bloodfeed can be used on pawns in mental states.
Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.
Fix: Apocriton appears in mech clusters.
Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
Fix: Genes requiring other genes can be skipped for child genes generation.
Fix: Atomizer looks like it's rotated wrong by default.
Fix: Pawns ignore allow zones when hauling to transport pods.
Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
Fix: You can start as a psychically deaf mechanitor.
Fix: Second funeral is offered if corpse is destroyed after burial.
Don't maintain labor progress bar effecters if the pawn is not on the map anymore.
Don't maintain effecters for non-suspended world pawns.

Flesh Forge fucked around with this message at 21:15 on Nov 12, 2022

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
TREMENDOUS :allears:

quote:

Player-made xenotypes spawn in the world: Player-made xenotypes will now spawn in the world! Your customized pig/cat/dog hybrid no longer needs to be alone. Basically, in various random spawn situations like crash pod survivors or refugees, there is now a chance that the arriving person will spawn as any xenotype in the world. That includes modded xenotypes, as well as xenotypes created by the player. (Note: Not every player-created xenotype file is considered - only those if the xenotype is referred to in an ideoligion or the player used it for a starting colonist).

QuarkJets
Sep 8, 2008

SkyeAuroline posted:

Aside from "putting them on a different work shift from everyone else" (which is the solution I'm about to test), what options do I have without DLC to prevent social fights? Steven, my best crafter and by far best melee pawn, has been a wonderful aid to my colony despite being Staggeringly Ugly, crafting trooper armor and devilstrand dusters for everyone and keeping us well stocked in weaponry... right up until he was bedridden with the flu and developed Bloodlust.

Bloodlust and Staggeringly Ugly is a very bad combination. He currently has "cathartic fight" modifiers with everyone in the colony except one from beating the poo poo out of them, aided by an archotech arm and an advanced power claw that thankfully have only permanently blinded one pawn so far. (He got bionics, he's doing better.) He's spending a third of his time or more in the hospital and he goes straight to another social fight half the time. I'm genuinely considering a silent jaw for him just so he at least can't do the insulting, but that only goes one way, and I've been told that not being able to hear doesn't prevent them from receiving insults (he lost an ear to mechanoids).

This is the one serious problem point left inside my colony, and it's... a lot to deal with so far. If there's no solution without DLCs, then there's no solution and that's how it goes - just looking to see if there is a way. For now he's getting put on the night shift to at least keep interactions reduced.

Current colony for posterity, including (unsurprisingly) a pawn hospitalized by a social fight with him:


How did they develop bloodlust? Things to try:
1. A different work schedule should help a lot
2. Keep them physically separated from other colonists. Zone them into their own workshop and bedroom area. A completely separate building somewhere else on your map could help a lot. Give them a nutrient paste dispenser that only they can use. Make it unlikely for anyone to ever even see this dude
3. Try to counteract the Staggeringly Ugly trait - genetics can replace this completely. Aesthetic Nose and Aesthetic Shaper each give +1 beauty (staggeringly ugly is -2)
4. Word of Love, this is pretty expensive but if they still wind up with 1 or 2 people they really hate then this is how you fix that.

I'd try 2 first until I could implement 3, you can easily make the bionic parts after a bit of research while you keep an eye out for genes that can make this pawn prettier.

QuarkJets fucked around with this message at 22:02 on Nov 12, 2022

SkyeAuroline
Nov 12, 2020

QuarkJets posted:

How did they develop bloodlust? Things to try:
1. A different work schedule should help a lot
2. Keep them physically separated from other colonists. Zone them into their own workshop and bedroom area. A completely separate building somewhere else on your map could help a lot. Give them a nutrient paste dispenser that only they can use. Make it unlikely for anyone to ever even see this dude
3. Try to counteract the Staggeringly Ugly trait - genetics can replace this completely. Aesthetic Nose and Aesthetic Shaper each give +1 beauty (staggeringly ugly is -2)
4. Word of Love, this is pretty expensive but if they still wind up with 1 or 2 people they really hate then this is how you fix that.

I'd try 2 first until I could implement 3, you can easily make the bionic parts after a bit of research while you keep an eye out for genes that can make this pawn prettier.

Literally "he was bedridden with the flu and developed Bloodlust" - I didn't quite understand the ramifications of Vanilla Social Interactions Expanded and missed the "obtaining new traits" section. He got a random trait for being bedridden with the flu (no one else did)... and it was Bloodlust. Permanently.

3 and 4 are DLC that I don't have, but I'll see what I can do about 1 and 2. Schedule is easy (if he actually keeps to it - it looks like he isn't so far, but all I did was adjust sleep schedule for now), if he keeps it up I'll build another bedroom and zone him in to try and help.


e: vvv yeah I immediately disabled that

SkyeAuroline fucked around with this message at 21:40 on Nov 12, 2022

Inexplicable Humblebrag
Sep 20, 2003

yeah i immediately disabled the "gain traits" bit of expanded traits once i realised the ramifications

mm, got flu. became Staggeringly Ugly due to rexamining myself. awesome.

e: plus if you get shot and nearly bleed out it might turn you gay

Danaru
Jun 5, 2012

何 ??
Oh hell yeah I literally just started a techno-vampire raiding cult today :toot: Soon I can enshrine it in our ideology

Inexplicable Humblebrag posted:

e: plus if you get shot and nearly bleed out it might turn you gay

Tale as old as time

marumaru
May 20, 2013



Inexplicable Humblebrag posted:

yeah i immediately disabled the "gain traits" bit of expanded traits once i realised the ramifications

mm, got flu. became Staggeringly Ugly due to rexamining myself. awesome.

e: plus if you get shot and nearly bleed out it might turn you gay

i LOVE the idea of pawns gaining traits. i hate that getting a finger bitten off in a social fight might cause you to gain Great memory or something equally as random.
ideally they'd have made specific traits attainable by specific events but i imagine that's a huge amount of work

QuarkJets
Sep 8, 2008

SkyeAuroline posted:

Literally "he was bedridden with the flu and developed Bloodlust" - I didn't quite understand the ramifications of Vanilla Social Interactions Expanded and missed the "obtaining new traits" section. He got a random trait for being bedridden with the flu (no one else did)... and it was Bloodlust. Permanently.

3 and 4 are DLC that I don't have, but I'll see what I can do about 1 and 2. Schedule is easy (if he actually keeps to it - it looks like he isn't so far, but all I did was adjust sleep schedule for now), if he keeps it up I'll build another bedroom and zone him in to try and help.


e: vvv yeah I immediately disabled that

The biggest issue here I think is the Staggeringly Ugly trait, social fights are started by insults and ugly people get insulted a lot. In my experience Bloodlust isn't a big deal when the pawn has positive relations with everyone

You could also just open up dev mode and remove the bloodlust trait, no shame in getting rid of a mod interaction that you don't like

QuarkJets fucked around with this message at 22:06 on Nov 12, 2022

Jawnycat
Jul 9, 2015

Jorge Bell posted:

The only thing that sucks about the VE Ideology memes are that the new furniture is automatically built in the meme style, so your wasteland punks will always only ever sit on chairs made from sticks and tires, and your kemetic dudes will only ever build walls with heiroglyphics. I'd prefer separate building types altogether. The wall blueprint silhouettes are also a little wonky and clash pretty hard with the vanilla style which personally irks me.

Quoting from a page or so ago, but get the cherry picker mod, my main use case for it is exactly this, turning off those goddamn ugly walls while still being able to use the rest of the style.

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QuarkJets
Sep 8, 2008

Inexplicable Humblebrag posted:

yeah i immediately disabled the "gain traits" bit of expanded traits once i realised the ramifications

e: plus if you get shot and nearly bleed out it might turn you gay

Sounds like a reason to enable that feature

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