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lol @ awful artwork having negative beauty I figured it was time to start prettying up the colony in my recent tribal naked brutality run, starting in tundra close to the north pole -- now that no one's at acute risk of freezing or starving to death, getting rid of those negative moodlets is worthwhile. We only have three colonists and no one is good at or has any passion for art, and I actually laughed out loud when I saw Cheetah's first small sculpture with a beauty rating of -5. At least she tried
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# ? Feb 10, 2023 13:38 |
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# ? May 24, 2024 18:35 |
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All of a sudden, I'm finding that I can't train elephants because "no usable food". Which is ridiculous, because I had no trouble doing it before. I have kibble, hay, corn, meals... Is there some kinda bug?
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# ? Feb 11, 2023 08:56 |
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Lysidas posted:lol @ awful artwork having negative beauty I wonder if you can cause raiders to freak out with enough bad art on the perimeter of the base https://www.youtube.com/watch?v=29-iFOEOgIM
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# ? Feb 11, 2023 09:03 |
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HolHorsejob posted:All of a sudden, I'm finding that I can't train elephants because "no usable food". Which is ridiculous, because I had no trouble doing it before. I have kibble, hay, corn, meals... Is there some kinda bug? There are a lot of little reasons why this could happen, double-check to make sure that the trainer has access to the food (check their zoning, check that you can actually path to the shelf), that no one else is using the food (for instance, other animals trying to eat from the kibble that you'd use), and that the food is in a stockpile (corn on the ground in your fields does not count, I think). To test all of this you could put that pawn in a caravan, have them load up some food, then try to go and train the elephant and see if there's still an issue Otherwise it's a mod messing things up
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# ? Feb 11, 2023 09:23 |
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If you're running mods to add sidearms and such, maybe also check to make sure your pawns aren't maxed out on carry weight and unable to pick up the training treats?
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# ? Feb 11, 2023 12:31 |
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BattleMaster posted:I wonder if you can cause raiders to freak out with enough bad art on the perimeter of the base I don’t think you can bad mood raiders enough to make them do poo poo, but it would be fun to try and just annoy/scare them into throwing tantrums and killing each other.
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# ? Feb 12, 2023 20:02 |
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jokes posted:I don’t think you can bad mood raiders enough to make them do poo poo, but it would be fun to try and just annoy/scare them into throwing tantrums and killing each other. I've been interested in doing a reverse psychic harmonizer attack, where you take a prisoner, make them as miserable as possible, give them a harmonizer, lock them in to a coma. They should only project their bad mood to other raiders. The trouble to do, the limited range, and the debatable effect means it's not really worth it. However, it would be a new and innovative war crime.
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# ? Feb 12, 2023 21:17 |
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Rimworld: A new & innovative war crime
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# ? Feb 12, 2023 21:52 |
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With the new Nutrient Paste Expanded you could put them in a shack out by raider entry points and automate their feedings. Mindscrew, dark, hot or cold room, tiny ugly room, then remove their legs so that they can't actually have a mental break You could create a field of these shacks. Might be most effective on mortar teams
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# ? Feb 12, 2023 21:54 |
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Those Who Try To Raid Omelas
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# ? Feb 12, 2023 22:10 |
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I have the large storage area shelves set to store yayo so why are none of you fucks hauling it and why does haul urgently say it has no storage space
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# ? Feb 12, 2023 22:43 |
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Kitfox88 posted:I have the large storage area shelves set to store yayo so why are none of you fucks hauling it and why does haul urgently say it has no storage space I'm pretty sure Haul Urgently won't haul to shelves for some reason, its zones only. Try putting a few tiles of low priority yayo only storage next to the shelves and see if it will get hauled there and then shelved after.
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# ? Feb 12, 2023 23:13 |
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How do you avoid problems with loading animals into transport pods? Every time I try to load animals into transport pods, the colonists keep just standing around stuck, so I'm guessing something that was to be loaded changed state and the game doesn't have a graceful way of resolving this e: Also, how do you make it so pawns feed sensible things to animals like corn and hay, as opposed to carnivore lavish meals? HolHorsejob fucked around with this message at 02:36 on Feb 13, 2023 |
# ? Feb 13, 2023 02:30 |
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LtSmash posted:I'm pretty sure Haul Urgently won't haul to shelves for some reason, its zones only. Try putting a few tiles of low priority yayo only storage next to the shelves and see if it will get hauled there and then shelved after. I don't think that my pawns have any trouble Hauling Urgently to shelves, maybe I'll check this tonight
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# ? Feb 13, 2023 02:49 |
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LtSmash posted:I'm pretty sure Haul Urgently won't haul to shelves for some reason, its zones only. Try putting a few tiles of low priority yayo only storage next to the shelves and see if it will get hauled there and then shelved after. Oh well that's irritating
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# ? Feb 13, 2023 02:50 |
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I'd like a full medieval magic overhaul modlist - with all the basic upgrades like replace stuff and all of that. Something easy I can just click and grab all at once if possible. Does anyone have that for me? I never thought I'd say this, but I'm tired of robots.
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# ? Feb 13, 2023 04:36 |
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Captain Monkey posted:I'd like a full medieval magic overhaul modlist - with all the basic upgrades like replace stuff and all of that. Something easy I can just click and grab all at once if possible. if you're okay with reflavoured Vanilla Psycasts Expanded magic, rather than A Rimworld of Magic, you might be interested in Samuel Streamer's modpack https://steamcommunity.com/sharedfiles/filedetails/?id=2908695387
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# ? Feb 13, 2023 13:51 |
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QuarkJets posted:I don't think that my pawns have any trouble Hauling Urgently to shelves, maybe I'll check this tonight At least with Deep Storage pre vanilla shelves if you only had one open shelf to haul several stacks to the first pawn will claim the shelf with the hauling job and block the shelf as a valid destination and throw the "no valid stockpile" error until the first hauling job completed. Not 100% that is still the behaviour with the newly added shelves but I definitely ran into it a lot with prioritizing stone chunks with a single skip as storage. Redundant shelves or low priority stockpiles nearby as mentioned are the way to go if you want the whole colony to get a large amount of items stored ASAP.
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# ? Feb 13, 2023 16:03 |
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From what I see, that's the behavior with vanilla shelves and hauling, with the same effect on hauling urgently with the Allow Tool mod. Thanks for that description also; I hadn't conceptualized it as "the hauling destination is claimed by a single pawn until that haul job is complete or canceled", and it might have taken me a while to articulate that behavior in such a concise way. On the topic of hauling and storage, I really like the look of having the same item type stored in a localized area -- does anyone know of or use any mods like that? This can sort of be accomplished by having specific shelves/storage with higher priority for a certain item type, to do something like "this set of shelves is only for steel, once they're full steel can be put elsewhere also", but this means empty shelves which aren't usable for anything else if the stockpile of a certain type of resource starts to dwindle. What I want could probably be implemented in multiple ways:
I've never written a RImworld mod and it's been almost twenty years(!) since I've written a line of C#, but the first storage idea seems like it might not be too bad to implement if no one is aware of anything like this. The second idea (multiple tiers of priority) seems like it'll need some additional user interface work which I'd be much less inclined to do.
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# ? Feb 13, 2023 16:30 |
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Lysidas posted:
Stockpile Ranking probably does what you want.
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# ? Feb 13, 2023 19:17 |
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Awesome, thanks so much! I searched the workshop a bit but didn't see anything that looked like what I wanted, since evidently I wasn't choosing my search terms very well.
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# ? Feb 13, 2023 19:20 |
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Tesla was right posted:if you're okay with reflavoured Vanilla Psycasts Expanded magic, rather than A Rimworld of Magic, you might be interested in Samuel Streamer's modpack https://steamcommunity.com/sharedfiles/filedetails/?id=2908695387 I'd prefer a Rimworld of Magic type rework. But I'll take a look at this, thanks.
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# ? Feb 13, 2023 19:33 |
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Rimworld of Magic goes too hard. If there was a RoM-lite I'd be way more into that. Instead of guns, the wizard shoots fireballs. He can also make a lil ice block that works as a (lovely) refrigerator. End of wizarding.
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# ? Feb 13, 2023 19:50 |
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Lysidas posted:Awesome, thanks so much! I searched the workshop a bit but didn't see anything that looked like what I wanted, since evidently I wasn't choosing my search terms very well. You can also make use of the DSU from Vanilla Spacer Expanded. Its a "digital" storage that you can set to no pawn access, and use a convoluted mess of DSU dispensrs, conveyer belts and drones to have exactly what you need where you need it. It is excessive, costly and inefficient. I do it every time.
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# ? Feb 13, 2023 19:55 |
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that medieval modpack is loving wild. everything is so different, there's a very steep learning curve. i wish i knew what the UI changing mods were so i could tweak them. the settings are weird. e.g. colonist portraits are fuckhuge.
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# ? Feb 15, 2023 20:24 |
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*to the tune of the Hot Pockets jingle* ~ Corpse freezer~~
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# ? Feb 16, 2023 08:47 |
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marumaru posted:that medieval modpack is loving wild. everything is so different, there's a very steep learning curve. I don't know the pack but that's probably Colony Groups, it's in a lot of modpacks. You can configure all that in the mod settings so you should be able to get them looking more vanilla without disabling the mod.
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# ? Feb 16, 2023 09:17 |
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HolHorsejob posted:*to the tune of the Hot Pockets jingle* You mean "cold wild boar farm"
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# ? Feb 16, 2023 09:20 |
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Corpse freezers let you convert human corpses into animal meat and leather. It's flesh laundering
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# ? Feb 16, 2023 15:03 |
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Are there any mods to copy paste building designations? Blueprints randomly just doesn't work so I'm grumpy at it but I can't seem to find any other one that does so.
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# ? Feb 16, 2023 15:45 |
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Kitfox88 posted:Are there any mods to copy paste building designations? Blueprints randomly just doesn't work so I'm grumpy at it but I can't seem to find any other one that does so. pretty much blueprints as far as I'm aware; it does seem to have trouble when things are layered or are from mods, like Dubs pipes, or central heating air ducts.
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# ? Feb 17, 2023 01:21 |
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Christ I have like seven pipes in some of these walls. Water, helixen, oil and gas, god help me when it comes to the nuclear plant
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# ? Feb 17, 2023 01:41 |
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Danaru posted:Christ I have like seven pipes in some of these walls. Water, helixen, oil and gas, god help me when it comes to the nuclear plant I saw a mod the other day that forks the food paste tubes to carry milk instead
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# ? Feb 17, 2023 02:11 |
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Danaru posted:Christ I have like seven pipes in some of these walls. Water, helixen, oil and gas, god help me when it comes to the nuclear plant Water, helixen, oil, gas, nutrient paste, aircon, electricity, glittertech network, High Voltage power, nuclear control cable, steam, cold water, coolant, chemfuel, and I don't know what else.
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# ? Feb 17, 2023 02:13 |
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Anticheese posted:I saw a mod the other day that forks the food paste tubes to carry milk instead Please don't be a fetish thing
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# ? Feb 17, 2023 02:13 |
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Danaru posted:Please don't be a fetish thing Someone should fork the mod to transport blood instead.
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# ? Feb 17, 2023 02:43 |
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SugarAddict posted:Someone should fork the mod to transport blood instead. Honestly some sort of vampire fortress where you could have a whole network of blood pipes running through the walls to a central chamber to supercharge a haemophage sounds like it'd be metal AF. Although there's also probably no practical reason why you would design it that way
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# ? Feb 17, 2023 03:11 |
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The Cheshire Cat posted:Honestly some sort of vampire fortress where you could have a whole network of blood pipes running through the walls to a central chamber to supercharge a haemophage sounds like it'd be metal AF. Although there's also probably no practical reason why you would design it that way Not having to manually transport the blood around, also there are mods that give you blood extraction machines.
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# ? Feb 17, 2023 03:43 |
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Danaru posted:Please don't be a fetish thing It honestly just seemed like some guy with a large dairy industry who wanted to cut down on logistics overhead
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# ? Feb 17, 2023 03:55 |
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# ? May 24, 2024 18:35 |
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The Cheshire Cat posted:Honestly some sort of vampire fortress where you could have a whole network of blood pipes running through the walls to a central chamber to supercharge a haemophage sounds like it'd be metal AF. Although there's also probably no practical reason why you would design it that way The blood sprinklers at the vampire nightclub! I'm down for a What We Do In The Shadows colony. Gizmo, get in the power suit and deal with these wooden spears they scare me they look too much like stakes.
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# ? Feb 17, 2023 15:40 |