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fyi that size also multiplies hitpoints, so size 20 = 200% hitpoints, it's super OP
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# ? Dec 22, 2022 20:11 |
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# ? May 22, 2024 10:29 |
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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.
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# ? Dec 22, 2022 20:16 |
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historic 20% discount https://store.steampowered.com/app/294100/RimWorld/
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# ? Dec 22, 2022 20:28 |
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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 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
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# ? Dec 22, 2022 21:14 |
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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.
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# ? Dec 22, 2022 21:33 |
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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
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# ? Dec 22, 2022 21:56 |
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I think there are weapons that are classified as melee-usable but are still ranged. Or maybe it's a mod.
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# ? Dec 22, 2022 22:10 |
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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.
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# ? Dec 22, 2022 22:28 |
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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. 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.
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# ? Dec 22, 2022 23:13 |
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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 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?
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# ? Dec 22, 2022 23:26 |
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Jose posted:Now it looks like one of them has shadow arms just get them to change it at a styling station
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# ? Dec 22, 2022 23:47 |
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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 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
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# ? Dec 23, 2022 00:23 |
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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?
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# ? Dec 23, 2022 01:04 |
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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
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# ? Dec 23, 2022 01:17 |
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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.
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# ? Dec 23, 2022 01:31 |
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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
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# ? Dec 23, 2022 01:43 |
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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. 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.
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# ? Dec 23, 2022 02:09 |
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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. This is pretty much the problem. I have a few crafters and a lot of unique worktables. I will definitely try this.
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# ? Dec 23, 2022 02:28 |
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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.
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# ? Dec 23, 2022 03:03 |
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Janitor Ludwich IV posted:
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 |
# ? Dec 23, 2022 03:03 |
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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).
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# ? Dec 23, 2022 03:06 |
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The shuttle permit from Royalty is also really nice for a quick return trip.
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# ? Dec 23, 2022 03:06 |
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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.
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# ? Dec 23, 2022 03:42 |
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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.
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# ? Dec 23, 2022 03:51 |
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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.
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# ? Dec 23, 2022 06:47 |
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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. The thing two years ago was an april fools joke, they didn't actually start working on it until recently.
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# ? Dec 23, 2022 07:00 |
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QuarkJets posted:I love the shuttle, it's the most powerful of the permits imo. 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.
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# ? Dec 23, 2022 07:04 |
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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.
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# ? Dec 23, 2022 07:06 |
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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. 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.
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# ? Dec 23, 2022 12:52 |
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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.
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# ? Dec 23, 2022 13:43 |
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I found the Cavelife one to be the worst for that, the ancient cave spiders are just absurd to fight
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# ? Dec 23, 2022 13:45 |
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big no thanks to pretty much the entire Vanilla Expanded catalogue, the only thing I use it for is Ideology Memes/Alpha Memes
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# ? Dec 23, 2022 14:08 |
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I used most VE mods, but I haven’t downloaded a faction mod since Vikings. They just add too much now.
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# ? Dec 23, 2022 14:11 |
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try Cherry Picker https://steamcommunity.com/sharedfiles/filedetails/?id=2633276599
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# ? Dec 23, 2022 15:34 |
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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.
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# ? Dec 23, 2022 16:54 |
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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.
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# ? Dec 23, 2022 17:12 |
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More like Vanilla Exploded
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# ? Dec 23, 2022 17:14 |
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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".
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# ? Dec 23, 2022 17:21 |
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eh, I like their stuff for a low tech playthrough.
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# ? Dec 23, 2022 17:21 |
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# ? May 22, 2024 10:29 |
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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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# ? Dec 23, 2022 18:09 |