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some patch notes that aren't exactly new, but the notes were just published today:quote:1.4.3541, released Nov 7, 2022
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# ? Nov 12, 2022 03:42 |
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# ? May 23, 2024 07:11 |
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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
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# ? Nov 12, 2022 04:22 |
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I could be wrong but I think non-engineered genes are just the baseline genes like hair color and melanin-based skin color.
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# ? Nov 12, 2022 04:31 |
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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 oops, yes it is intended for things like "non hosed up head parts"
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# ? Nov 12, 2022 04:36 |
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I made a custom xenogene and I like it quite a lot 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 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
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# ? Nov 12, 2022 07:00 |
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How do you do these mechantor fights? I'm just really bad at fighting these huge robot swarms
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# ? Nov 12, 2022 07:25 |
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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 |
# ? Nov 12, 2022 07:29 |
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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. 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.
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# ? Nov 12, 2022 08:07 |
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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.
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# ? Nov 12, 2022 08:09 |
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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
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# ? Nov 12, 2022 08:10 |
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Flesh Forge posted:some patch notes that aren't exactly new, but the notes were just published today: quote:- Fix: Softcore scanner tooltip formating
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# ? Nov 12, 2022 08:28 |
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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.
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# ? Nov 12, 2022 10:11 |
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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)
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# ? Nov 12, 2022 10:19 |
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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.
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# ? Nov 12, 2022 13:18 |
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Pawns are also forced to vomit if they have a variant of a bionic stomach.
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# ? Nov 12, 2022 14:01 |
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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 |
# ? Nov 12, 2022 14:51 |
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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
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# ? Nov 12, 2022 15:40 |
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That or SRTS I guess.
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# ? Nov 12, 2022 15:41 |
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
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# ? Nov 12, 2022 16:49 |
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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.
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# ? Nov 12, 2022 16:50 |
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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).
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# ? Nov 12, 2022 16:58 |
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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. Unsure if the child is in game or real life.
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# ? Nov 12, 2022 17:01 |
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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!
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# ? Nov 12, 2022 17:02 |
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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
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# ? Nov 12, 2022 17:12 |
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re: friendly fire EMP effectsTorrannor 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.
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# ? Nov 12, 2022 17:38 |
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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.
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# ? Nov 12, 2022 17:51 |
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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.
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# ? Nov 12, 2022 17:59 |
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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.
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# ? Nov 12, 2022 19:25 |
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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:
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# ? Nov 12, 2022 20:47 |
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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.
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# ? Nov 12, 2022 21:05 |
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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 Flesh Forge fucked around with this message at 21:15 on Nov 12, 2022 |
# ? Nov 12, 2022 21:12 |
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TREMENDOUS 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).
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# ? Nov 12, 2022 21:18 |
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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. 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 |
# ? Nov 12, 2022 21:19 |
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QuarkJets posted:How did they develop bloodlust? Things to try: 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 |
# ? Nov 12, 2022 21:23 |
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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
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# ? Nov 12, 2022 21:31 |
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Oh hell yeah I literally just started a techno-vampire raiding cult today Soon I can enshrine it in our ideologyInexplicable Humblebrag posted:e: plus if you get shot and nearly bleed out it might turn you gay Tale as old as time
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# ? Nov 12, 2022 21:34 |
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Inexplicable Humblebrag posted:yeah i immediately disabled the "gain traits" bit of expanded traits once i realised the ramifications 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
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# ? Nov 12, 2022 21:44 |
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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. 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 |
# ? Nov 12, 2022 22:03 |
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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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# ? Nov 12, 2022 22:04 |
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# ? May 23, 2024 07:11 |
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Inexplicable Humblebrag posted:yeah i immediately disabled the "gain traits" bit of expanded traits once i realised the ramifications Sounds like a reason to enable that feature
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# ? Nov 12, 2022 22:04 |