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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
fyi that size also multiplies hitpoints, so size 20 = 200% hitpoints, it's super OP

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Mr Luxury Yacht
Apr 16, 2012


Man I'm just having a blast making all sorts of wild and wacky xenotypes and watching them show up in the world. Biotech is definitely my favorite expansion by far.

Gyoru
Jul 13, 2004



historic 20% discount https://store.steampowered.com/app/294100/RimWorld/
:eyepop:

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Zore posted:

Speaking of this someone released a mod today that has a (ridiculously OP) Warcasket with a Mechanitor specialist headpiece. Aesthetically semi-inspired by Warhammer 40k of course :v:

https://steamcommunity.com/sharedfiles/filedetails/?id=2904745733

Yeah, I did see this and wanted something... better. Also the art on these, woah lmao. The idea of having guns that can switch ammo types is cool but like, jeezy creezy what a way to go

Adjacent to this, this is why I really like the styles system Ideology added - it's nice to have a few different visual representations of "assault rifle" for different factions/ideologies without having to make them mechanically unique

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
I really wish the VFE stuff was more logically broken down. I fancied installing the Mechanoids one as factories are neat. But if you want factories, you also have to have a bunch of unrelated items, mech building, new enemy mech types (all of which clash with biotech) etc. Same deal for all the other faction mods, where there's individually cool things that come with dumb stuff.
Cherrypicker kinda works to fix these sort of things (someone pointed out earlier that EPOE forked adds bionic toes and fingers for some bizarre reason, so I've deleted those) but sometimes that can interact badly.

Jose
Jul 24, 2007

Adrian Chiles is a broadcaster and writer

Flesh Forge posted:

fyi that size also multiplies hitpoints, so size 20 = 200% hitpoints, it's super OP

i made a pretty op xenotype to have a melee only colony. One of the vanilla expanded mods adds halberds as a melee weapon and they're insane. Made some plasteel ones with 140% armour pen lol

only issue being melee only is hunting since I don't get raided enough for my cannibal colonists

jokes
Dec 20, 2012

Uh... Kupo?

I think there are weapons that are classified as melee-usable but are still ranged. Or maybe it's a mod.

Asimo
Sep 23, 2007


Every weapon can be used in melee, just most aren't very good at it. In general if something has any range beyond melee it counts as a ranged weapon for stuff like Brawler though even if it does decent melee damage, like the throwing knives or whips from Vanilla Expanded.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Razakai posted:

I really wish the VFE stuff was more logically broken down. I fancied installing the Mechanoids one as factories are neat. But if you want factories, you also have to have a bunch of unrelated items, mech building, new enemy mech types (all of which clash with biotech) etc. Same deal for all the other faction mods, where there's individually cool things that come with dumb stuff.
Cherrypicker kinda works to fix these sort of things (someone pointed out earlier that EPOE forked adds bionic toes and fingers for some bizarre reason, so I've deleted those) but sometimes that can interact badly.

Yeah, VFE: Mechanoids is particularly annoying because now it just weirdly overlaps with mechanitors. You'd think they'd update/patch some of the stuff so that like, you can make the new mechanoids with your mechanitor or the other drones it creates could use charging stations or w/e but it seems like that hasn't hit yet.

Extra annoying because I've decided project rimfactory adds too much Stuff, but I did kind of like the belts and the stonemasons and autocookers and stuff. It feels like VFE:M is the other big automation mod but, bleh. Plus it doesn't even add belts so what's the god drat point. I guess cherrypicker does solve some of these problems though, maybe I'll re-add one and just pick out some of the more annoying/silly poo poo.

QuarkJets
Sep 8, 2008

Flesh Forge posted:

I recently had two pawns give birth almost at the same time and one of the babies straight up disappeared, I never figured out what happened
I saw the babies get born, I panned the camera away for a second and when I went back there was only one :shrug:

maybe you got my ethered baby

Babies appear on your pawn bar, and you can also go look at a pawn's Social tab to find a list of all their relatives, including children. Click on the mom, what does her social tab say?

Inexplicable Humblebrag
Sep 20, 2003

Jose posted:

Now it looks like one of them has shadow arms

just get them to change it at a styling station

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Jose posted:

i made a pretty op xenotype to have a melee only colony. One of the vanilla expanded mods adds halberds as a melee weapon and they're insane. Made some plasteel ones with 140% armour pen lol

only issue being melee only is hunting since I don't get raided enough for my cannibal colonists

https://steamcommunity.com/sharedfiles/filedetails/?id=2900108163 - this simply enables hunting with melee and suppresses the "hunter lacks ranged weapon" warning

https://steamcommunity.com/sharedfiles/filedetails/?id=1771088625 - Hunting Squad, this does a lot more, can automatically send groups of hunters (ranged, melee or a mix) out vs a specific list of targets (e.g. all predators, all low-hostility animals, specific animals, etc) and is not incompatible with the first mod (I actually use both)

Protip, plasteel breach axes are very good for this because they have an attack mode with a very short cooldown; the other alternative is uranium maces because they hit like dump trucks and will often 1-shot pretty much anything

Janitor Ludwich IV
Jan 25, 2019

by vyelkin
guys i have too many crafting projects to the point where it seems like nothing ever gets finished and my poor construction pawn spends most of their days resetting traps.


I also just finished drop pod research - if I use this to send someone way off to trade or something, do they have to walk back?

Inexplicable Humblebrag
Sep 20, 2003

what's the mod that lets you assign different work priorities to different subjobs, e.g. you can have wall smoothing at 2 and regular construction at 4

I think that would solve trap reset woes. get a hauler to do trap resetting instead

and yes podded colonists have to walk back

Asimo
Sep 23, 2007


There's actually a few I can think of. Complex Jobs is the usual one which breaks things down into finer work categories and has toggles for multiple mods to break their work types up too. The relative order is set, you get just a lot more control over the individual tasks. Another is Personal Work Categories which lets you completely reprioritize jobs, break things down even further than than complex jobs does, even make your own custom job categories... buuuut it takes more time to set up and need to be set up again every time you add or change a mod that adds or removes work types.

Janitor Ludwich IV
Jan 25, 2019

by vyelkin
Is there a mod for like building chemfuel powered cars or something? That'd be pretty sweet. Don't know if I'm ready for a gameplay changing mod like that yet. I'm still learning vanilla+ (most of my mods are just QOL rather than gameplay changing mods, although alpha genes was too cool to pass up).

Also thanks for the advice

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Janitor Ludwich IV posted:

guys i have too many crafting projects to the point where it seems like nothing ever gets finished and my poor construction pawn spends most of their days resetting traps.


I also just finished drop pod research - if I use this to send someone way off to trade or something, do they have to walk back?

Prioritize your crafting stuff and only set up bills for things you want worked on right now. Queuing up every single thing you want crafted will frequently lead to logjams, especially if you have multiple crafters sharing benches and you're not assigning specific crafters to bills.

Yeah, they'll need to walk back. You can just launch some extra pods with materials to build enough launchers and pods to launch everyone back at the destination, though.

Janitor Ludwich IV
Jan 25, 2019

by vyelkin

Kanos posted:

Prioritize your crafting stuff and only set up bills for things you want worked on right now. Queuing up every single thing you want crafted will frequently lead to logjams, especially if you have multiple crafters sharing benches and you're not assigning specific crafters to bills.

Yeah, they'll need to walk back. You can just launch some extra pods with materials to build enough launchers and pods to launch everyone back at the destination, though.

This is pretty much the problem. I have a few crafters and a lot of unique worktables. I will definitely try this.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Inexplicable Humblebrag posted:

and yes podded colonists have to walk back

Farskip is tremendous just for this reason, especially once you have a few colonists with it you can just pop back and forth in almost no time at all.

Krowley
Feb 15, 2008

Janitor Ludwich IV posted:



I also just finished drop pod research - if I use this to send someone way off to trade or something, do they have to walk back?

Yes, but if you level up a psycaster they can teleport your caravan back to the base.

e: beaten. another option is to set up an outpost near a trader with a drop pod for sending your guys back home. really expensive though.

Krowley fucked around with this message at 03:07 on Dec 23, 2022

Asimo
Sep 23, 2007


Janitor Ludwich IV posted:

Is there a mod for like building chemfuel powered cars or something? That'd be pretty sweet. Don't know if I'm ready for a gameplay changing mod like that yet. I'm still learning vanilla+ (most of my mods are just QOL rather than gameplay changing mods, although alpha genes was too cool to pass up).
Sadly, nope! It's one of those things that isn't really supported by the game engine so you basically would have to code it all yourself. There's been a few projects for similar stuff but none have really come close to release and are basically vaporware until proven otherwise. It's why most of the "vehicle" mods like STRS or the SoS2 shuttles are functionally reskinned SRO pool pods, reskinned pack animals, or both at once.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
The shuttle permit from Royalty is also really nice for a quick return trip.

Mr Luxury Yacht
Apr 16, 2012


Asimo posted:

Sadly, nope! It's one of those things that isn't really supported by the game engine so you basically would have to code it all yourself. There's been a few projects for similar stuff but none have really come close to release and are basically vaporware until proven otherwise. It's why most of the "vehicle" mods like STRS or the SoS2 shuttles are functionally reskinned SRO pool pods, reskinned pack animals, or both at once.

Supposedly Vanilla Vehicles Expanded which is supposed to be basically that is in the middle of beta testing based on the November roadmap that Oskar released.

QuarkJets
Sep 8, 2008

isndl posted:

The shuttle permit from Royalty is also really nice for a quick return trip.

I love the shuttle, it's the most powerful of the permits imo.

Farskip is troublesome because it requires a shitload of psyfocus, and pawns are very bad at maintaining psyfocus while in a caravan. If my pawn is part of a normal caravan going to a raid or a mining site there's basically no chance that they'll have enough psyfocus left to bring everyone home

So paradoxically the best way to use psyfocus is to keep that pawn at home, then drop pod them onto the caravan so that they can immediately skip everything home. This obviously doesn't work for tribal societies so instead you just need to wait around while they meditate for a day or so.

Asimo
Sep 23, 2007


Mr Luxury Yacht posted:

Supposedly Vanilla Vehicles Expanded which is supposed to be basically that is in the middle of beta testing based on the November roadmap that Oskar released.
Yeah that's specifically what I meant by vaporware. They announced they were working on it like... two years ago? And there's been two whole expansions released since. It'll be nice if it sees the light of day but I'm not gonna get excited until it's actually released. :v:

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

Asimo posted:

Yeah that's specifically what I meant by vaporware. They announced they were working on it like... two years ago? And there's been two whole expansions released since. It'll be nice if it sees the light of day but I'm not gonna get excited until it's actually released. :v:

The thing two years ago was an april fools joke, they didn't actually start working on it until recently.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

QuarkJets posted:

I love the shuttle, it's the most powerful of the permits imo.

Farskip is troublesome because it requires a shitload of psyfocus, and pawns are very bad at maintaining psyfocus while in a caravan. If my pawn is part of a normal caravan going to a raid or a mining site there's basically no chance that they'll have enough psyfocus left to bring everyone home

So paradoxically the best way to use psyfocus is to keep that pawn at home, then drop pod them onto the caravan so that they can immediately skip everything home. This obviously doesn't work for tribal societies so instead you just need to wait around while they meditate for a day or so.

you shoot everything there via pod launcher including one farskipper and then teleport everything home, it's essentially instant. the only caveat is the caravan has to have enough carry capacity to move after trading.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Psycasters can meditate while a caravan is idle, so if you have enough food you can just hang out for half a day while your skipper charges up too.

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here

death cob for cutie posted:

Yeah, VFE: Mechanoids is particularly annoying because now it just weirdly overlaps with mechanitors. You'd think they'd update/patch some of the stuff so that like, you can make the new mechanoids with your mechanitor or the other drones it creates could use charging stations or w/e but it seems like that hasn't hit yet.

Extra annoying because I've decided project rimfactory adds too much Stuff, but I did kind of like the belts and the stonemasons and autocookers and stuff. It feels like VFE:M is the other big automation mod but, bleh. Plus it doesn't even add belts so what's the god drat point. I guess cherrypicker does solve some of these problems though, maybe I'll re-add one and just pick out some of the more annoying/silly poo poo.

I ended up installing it and using CP to disable the new mechs, drones, the random bonus items and basically everything except for the factories. Fingers crossed it doesn't break.
Same deal with Vikings and Insectoids - I like things like the special weapons and a few additional mechanics, but clogging things up with insect bio engineering and dozens of events sucks. Vikings felt especially bad for this, it felt like 1/2 my events turned into the legendary beast hunts which are totally pointless early game.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I really do hate the omnibus packaging of the VFE mods. Mechanoids is probably the worst, because the factory stuff is very neat/strong but it's almost inextricably tied to the weird mechanoid invasion mechanics that dramatically alter the game.

No Dignity
Oct 15, 2007

I found the Cavelife one to be the worst for that, the ancient cave spiders are just absurd to fight

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
big no thanks to pretty much the entire Vanilla Expanded catalogue, the only thing I use it for is Ideology Memes/Alpha Memes

hopeandjoy
Nov 28, 2014



I used most VE mods, but I haven’t downloaded a faction mod since Vikings. They just add too much now.

Duct Tape Engineer
Feb 16, 2005

Look at you, hacker: a pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?
try Cherry Picker

https://steamcommunity.com/sharedfiles/filedetails/?id=2633276599

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Nothing in those mods is worth the extra load time and the hassle of deleting 3/4 of their contents, in my opinion. I've cut VE out of my list entirely now and don't regret it. Very much a victim of their own success.

I saw the design doc for their upcoming Empire mod and when I saw the crashed shuttle with a turret event my immediate train of thought was oh, they're copy/pasting from Pirates too? Did they ever fix how buggy it was? Probably not. There was also the line about how they'll enable sharing throne rooms which somehow nobody on their entire team caught.

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
I'm giving VE Psycasts a go now. Calling it "vanilla expanded" does feel a bit insulting at this point. AoE 10 day paralyze? Resurrect at the low cost of a finger? Plus a billion raid deleters and the ability to get all of those by thinking real hard while sitting on a fancy chair until you can murder God with your brain.

Mzbundifund
Nov 5, 2011

I'm afraid so.
More like Vanilla Exploded

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The entire project started off as a "let's add some extra content that fits with vanilla aesthetically" but at some point along the way it became "let's put rum-swilling pirates and vikings and literally ancient romans in the game but it's still called vanilla expanded".

Tankbuster
Oct 1, 2021
eh, I like their stuff for a low tech playthrough.

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Jose
Jul 24, 2007

Adrian Chiles is a broadcaster and writer

Razakai posted:

I'm giving VE Psycasts a go now. Calling it "vanilla expanded" does feel a bit insulting at this point. AoE 10 day paralyze? Resurrect at the low cost of a finger? Plus a billion raid deleters and the ability to get all of those by thinking real hard while sitting on a fancy chair until you can murder God with your brain.

I like it because it backfires a lot with how powerful some of the psycasts are

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