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SniperWoreConverse posted:wait so held open doors still slow people down even tho they're open? What happens if you put chunks in the doorways? let's find out
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# ? Nov 21, 2022 14:17 |
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# ? May 24, 2024 11:37 |
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SniperWoreConverse posted:wait so held open doors still slow people down even tho they're open? What happens if you put chunks in the doorways? A held open door will slow people down more than almost anything else, for some reason. Flesh Forge did the science back here: https://forums.somethingawful.com/showthread.php?noseen=0&threadid=3598337&pagenumber=1228&perpage=40#post527543698 Additionally with the way the door coding works for allowing people to peak around a door corner and attack, it will let people attack through corners for an incredibly cheesy killbox where the enemy literally cannot attack you back.
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# ? Nov 21, 2022 14:38 |
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How my last colony died: volanic winter + ideology that makes it so that eating meat / killing animals is abhorrent + never did research hydroponics = we can kill the rhino herd and use the meat but everyone is desperately unhappy, mood breaking, leaving the colony/going insane. I could probably keep going and see who survives this spiral (the vampires probably) but it's time for more mods and a fresh start and smarter play.
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# ? Nov 21, 2022 15:07 |
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from left to right: - held-open door + chunks - held-open cloth animal flap + chunks - held-open fence gate, no chunks - solid line of chunks - gapped line of chunks - chunks/trees inferring that solid lines of chunks is unhelpful, so one more variation, held-open door + alternating chunks (this is valid in vanilla, you can place stockpiles on top of doors): a new winner emerges!
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# ? Nov 21, 2022 15:13 |
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SniperWoreConverse posted:wait so held open doors still slow people down even tho they're open? What happens if you put chunks in the doorways? Pawns are slowed going through doors that are directly adjacent to each other. If you leave a gap between the doors, they'll pass through at full speed. Why that's the case, I have no idea. Doors are a giant list of exceptions in Ribworld.
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# ? Nov 21, 2022 15:43 |
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doing this gimmick colony of drunk and stupid bog trollish sweethearts and so far every one of them has acquired Beckon
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# ? Nov 21, 2022 15:44 |
GaylordButts posted:A held open door will slow people down more than almost anything else, for some reason. Flesh Forge did the science back here: https://forums.somethingawful.com/showthread.php?noseen=0&threadid=3598337&pagenumber=1228&perpage=40#post527543698 !? kinda lame tbh. I'm philosophically against killboxes and have decided to sink excess wealth into rocket launchers cause a trade ship has 6 and i never really used them before. "You have to be crazy to use this weapon," what could possibly go wrong? Point and pull the trigger, right? -- I'm now at the point where i have Too Many Colonists. Everything is fully researched and half the time it's just people wandering around or getting drunk, and I'm getting raids with double the entire colony and they're starting to get towards the turret defense lines. I only have like 4 decent-ish fighters and a dude waving around the same starting revolver that dropped with us, skill 2 in shooting, and an elephant and panther. The rest have engraved plasma and assault rifles. Engraved weapons are cool imo because they'll get names that are evocative or weird like "Night Hyena" or "A Chinchilla's Shanker." IMO if you're carrying a legendary or masterwork weapon you should get some kind of mood boost because of it. I need to stick with devilstrand clothes + flack pants and vest + marine helmet, but the slowdown is noticeable. We'd go full marine armor except according to the wiki spacer tech does nothing against 70℃ summers for some reason? I got 2 quests to take out pirate camps that I should be able to roll over, but we need to pod in and back -- I never should have agreed to do these and instead should have just launched more gifts if i wanted the rep boost. It's the podding back that's annoying as hell, because I need to try and calc how much outbound pod space needs to be return fuel and who knows what's good in the camp and what i'd want to bring back and what the actual number of return pods I'll need to build, and if i burn down the entire enemy camp we'll be exposed to the elements for a couple days. Sparkles is getting very close to restoring her 20 in crafting tho, so it's not like I'm lacking for parts. In order to get to the ship I need to load all this garbage and supplies and cool furniture I want to keep and relay pod a chain of bases to the south pole, which is going to actually suck when I have like 15 people & have to repeatedly set up a decent ish base 6 or 8 times in a row, and make sure I have enough food to survive. The last time I tried this it became impossible really quick because a ton of negative events started kicking in on both bases simultaneously. -- Is there a way to "give" a pawn to a faction? All my guys have cool and interesting backstories, except one is extra weird and different: an apocalypse pariah who's married to the leader of a faction. Basically i plan on trying to launch the ship with everyone except her, and then end the run the way the lone adventurer starts. Figure out where her husband is and try to reunite. Which seems either impossible (because i don't know where this dude lives or how to find out), or just crazily brutal. But if you can't give up a pawn then Whatever way it goes it should be cool, but honestly i load this loving game and it's just... "this is going to be a huge pain in the rear end." *alt+f4* It's the closest I've gotten to being able to complete this dumb global warming gimmick and... pfff...
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# ? Nov 21, 2022 15:46 |
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that gives me an idea: highly technological colony that goes deep into genetic modding, eventually (d)evolving into a melee-only, alcohol-dependent, short, tough tribal-level xenorace is there a way to reset research for a colony? i know you can technically restart the game with the same colonists in one of the game's endings (just dont know which)
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# ? Nov 21, 2022 15:47 |
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the archonexus quest does this, it is essentially newgame+ and lets you handpick 5 colonists and 5 animals (possibly now including 5 mechs) it lets you pick a new site, resets tech research etc.
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# ? Nov 21, 2022 15:50 |
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Omnicarus posted:It's all fine until your map repeatedly burns down because forced dog overrides all rain. this did suck pretty bad, yeah I won't do that again. permanent rain would not be good either because of the performance hit and well, you get sick of permanent rain pretty quick. SniperWoreConverse posted:Is there a way to "give" a pawn to a faction? All my guys have cool and interesting backstories, except one is extra weird and different: an apocalypse pariah who's married to the leader of a faction. Basically i plan on trying to launch the ship with everyone except her, and then end the run the way the lone adventurer starts. Figure out where her husband is and try to reunite. Which seems either impossible (because i don't know where this dude lives or how to find out), or just crazily brutal. But if you can't give up a pawn then you can pod colonists into foreign settlements and "give as gift" although it gives everyone at home "sold one of us into slavery" unhappy thought. Flesh Forge fucked around with this message at 15:54 on Nov 21, 2022 |
# ? Nov 21, 2022 15:52 |
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SniperWoreConverse posted:Is there a way to "give" a pawn to a faction? All my guys have cool and interesting backstories, except one is extra weird and different: an apocalypse pariah who's married to the leader of a faction. Basically i plan on trying to launch the ship with everyone except her, and then end the run the way the lone adventurer starts. Figure out where her husband is and try to reunite. Which seems either impossible (because i don't know where this dude lives or how to find out), or just crazily brutal. But if you can't give up a pawn then This mod does what you want! https://steamcommunity.com/sharedfiles/filedetails/?id=2873618148&searchtext=quest quote:Let go of colonists with an immersive quest that allows pawns to join other friendly factions permanently.
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# ? Nov 21, 2022 15:57 |
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this doesn't work at all e: held-open doors (or fence gates, or animal flaps) are the trick to enable this, apparently Flesh Forge fucked around with this message at 17:24 on Nov 21, 2022 |
# ? Nov 21, 2022 16:01 |
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It doesn't look like you have doors in there, I thought that glitch required doors to be placed on the corner tiles you wanted to attack into?
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# ? Nov 21, 2022 16:09 |
Flesh Forge posted:this did suck pretty bad, yeah I won't do that again. permanent rain would not be good either because of the performance hit and well, you get sick of permanent rain pretty quick. does this work if i have zero dlc? I wanted to do this run as my last ultra-vanilla one before just slamming cash into buying all the expansions (probably i have missed the sale on royalty because of this). It won't matter if she's the last colonist anyway. Although i've never beaten the game and don't know how to actually launch the ship, or if it can be launched with someone still left behind or anything. I don't think i have the ability to enslave people so maybe i can't just send someone to be enslaved? StrixNebulosa posted:This mod does what you want! https://steamcommunity.com/sharedfiles/filedetails/?id=2873618148&searchtext=quest When i finally get to the ship and set up the last base I'll see how it goes from there, could be the best option Flesh Forge posted:this doesn't work at all cheese is for the weak, get out there and start like a real hero of yore
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# ? Nov 21, 2022 16:10 |
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re: shooting colonists to foreign settlements with "give as gift"SniperWoreConverse posted:does this work if i have zero dlc? yes I'm pretty sure that's core vanilla behavior. SniperWoreConverse posted:cheese is for the weak, get out there and start like a real hero of yore also when I get to the point where I have several tricked out psycasters with barf pulse and skipshield etc, I'll show you some melee cheese Flesh Forge fucked around with this message at 16:18 on Nov 21, 2022 |
# ? Nov 21, 2022 16:12 |
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I am fascinated by this storyteller mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2890521969&searchtext= quote:Add "Atropos," a storyteller who regularly generates raids
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# ? Nov 21, 2022 17:12 |
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I'm currently building the ship in order to send off the colonists I don't want. I do like the idea of that mod sending off the colonists. But I also like the wealth hit from having built and sent off the ship, as well as the huge number of raids. Thematically I like it too.
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# ? Nov 21, 2022 19:13 |
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quote:Cynapse — Today at 12:51 PM also/instead https://steamcommunity.com/games/294100/announcements/detail/3449222798339268051 quote:1.4 content update adds more integration between expansions Flesh Forge fucked around with this message at 20:58 on Nov 21, 2022 |
# ? Nov 21, 2022 20:09 |
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StrixNebulosa posted:I am fascinated by this storyteller mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2734032569
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# ? Nov 21, 2022 20:22 |
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My next Rimworld adventure I'm going to enable saves so I have the courage to explore and understand more of the game. I basically don't understand how leaving your home map works and I've never done it in hundreds of hours played. I've been told it's not a big deal and I mostly don't care but I need to open up my options. Right now I've having problem with personnel. None of my colonists like each other, and none of them are hooking up. I have 10 at the moment, but I really need a few more to keep things running smoothly. Humanoids almost never attack, and when they do I've been efficient at killing them instead of imprisoning them (favoring assault rifles at the moment). Maybe I need to consider a "capture" party defense. The game is almost exclusively sending mechanoids, insects and manhunter packs at me.
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# ? Nov 21, 2022 20:40 |
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Also I have this 101 year old colonist and call me disrespectful of the elderly or whatever but he is frail and super depressive and I'm curious do colonists die of old age?
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# ? Nov 21, 2022 20:46 |
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marumaru posted:yeeeeeeah that kinda put me off too Good news! I asked the Callouts 1.4 mod guy how to edit the text and got a detailed response: quote:https://steamcommunity.com/sharedfiles/filedetails/?id=2882283988&tscn=1669047416 And now I'm learning all about rude words to call someone:
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# ? Nov 21, 2022 20:46 |
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StrixNebulosa posted:Good news! I asked the Callouts 1.4 mod guy how to edit the text and got a detailed response: neat! also lol at those insults. wew
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# ? Nov 21, 2022 20:52 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=2889440091 glass half full type mod
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# ? Nov 21, 2022 20:59 |
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Given the setting it would be kind of funny to see a medieval lord yelling archaic insults at people.
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# ? Nov 21, 2022 20:59 |
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Jelly posted:Also I have this 101 year old colonist and call me disrespectful of the elderly or whatever but he is frail and super depressive and I'm curious do colonists die of old age? They'll suffer heart attacks and various sorts of organ failure, or just get the plague and be unable to overtake its progress even with glitterworld meds and a masterwork bed.
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# ? Nov 21, 2022 21:05 |
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wondering how it works if you get the anti-senescence gene but don't have the ageless gene
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# ? Nov 21, 2022 21:07 |
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easily the worst part of the vanilla expanded mod sets is the godawful names the storytellers get
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# ? Nov 21, 2022 21:28 |
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The only one that always bothered me was "Diego Industrial". You're going to keep the vanilla alliteration theme for like ten other storytellers and then go with "Diego Industrial"??????
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# ? Nov 21, 2022 21:33 |
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As opposed to Randy Random and Cassandra Classic?Kanos posted:The only one that always bothered me was "Diego Industrial". You're going to keep the vanilla alliteration theme for like ten other storytellers and then go with "Diego Industrial"?????? It's a slightly more technologically updated version of 'Diego Dire', who locks the world to old-west tech. Still, bad name, I agree.
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# ? Nov 21, 2022 21:34 |
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Should have gone with his brother, inigo.
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# ? Nov 21, 2022 21:51 |
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Flesh Forge posted:wondering how it works if you get the anti-senescence gene but don't have the ageless gene You have a perfectly healthy old person until the point they die of a heart attack, I guess? Dunno if heart attacks are covered by the gene, but it's what's happening to my chickens
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# ? Nov 21, 2022 21:58 |
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Inexplicable Humblebrag posted:easily the worst part of the vanilla expanded mod sets is the godawful names the storytellers get The thing I like most about Winston is how they added an entirely new interface for rewards and boss waves and general information about what's about to attack you, be nice to see more storytellers start getting interfaces like that for niche storyteller roles
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# ? Nov 21, 2022 22:05 |
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Inexplicable Humblebrag posted:easily the worst part of the vanilla expanded mod sets is the godawful names the storytellers get And they're all essentially the same. Only Winston stands out in my mind as doing something slightly different. SRTS or someone else had a really good storyteller that scaled off of Science level, not wealth.
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# ? Nov 21, 2022 22:07 |
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Jelly posted:Also I have this 101 year old colonist and call me disrespectful of the elderly or whatever but he is frail and super depressive and I'm curious do colonists die of old age? I don't actually know if they do, usually death from aging in Rimworld comes from participating in firefights until a pawn's number comes up (the intended system seems to be gaining health conditions on aging up).
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# ? Nov 21, 2022 22:10 |
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Yeah I don't think there is any specific critical existence failure state due to age, it's just you're rolling a shitload of debilitating and hard to fix conditions and immunity craters as you age so diseases become unsurvivable even with good medicine, have to stuff them in the fish tank every time they get a cold.
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# ? Nov 21, 2022 22:46 |
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Kris xK posted:And they're all essentially the same. Only Winston stands out in my mind as doing something slightly different. I think it was SOS2
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# ? Nov 21, 2022 22:49 |
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Anticheese posted:You have a perfectly healthy old person until the point they die of a heart attack, I guess? Dunno if heart attacks are covered by the gene, but it's what's happening to my chickens Yeah anti-senescence makes you immune to all of that bullshit. e: I'm fairly certain there's some non-obvious stat modifiers inferred purely from age, like wound healing and immunity gain Flesh Forge fucked around with this message at 22:59 on Nov 21, 2022 |
# ? Nov 21, 2022 22:56 |
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Flesh Forge posted:wondering how it works if you get the anti-senescence gene but don't have the ageless gene
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# ? Nov 21, 2022 23:14 |
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# ? May 24, 2024 11:37 |
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Jelly posted:My next Rimworld adventure I'm going to enable saves so I have the courage to explore and understand more of the game. I basically don't understand how leaving your home map works and I've never done it in hundreds of hours played. I got rimworld back in early access before caravans and played most of my hours back then and then never engaged with the system after release. That is until biotech and my current run! Caravanning so far for me has just been exploring the random places that pop up near my settlement. It's a good little system once you know how to form and move your caravan around. I missed a couple of rescue missions before I figured it out which is a shame. I'm also still making mistakes like not having medical skill in my caravan but it certainly expands your options a lot rather than waiting for Randy to hook you up with this month's terrible tragedy. I've also figured.out what to do with my kids! One of them just got a life development and is my first pawn with a passion for crafting!
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# ? Nov 21, 2022 23:20 |