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I had to enable a cargo drop raid nerf mod because I’m absolutely sick of dudes dropping in the dead center of my base killing everyone and lighting things on fire. I absolutely play with all the carebear settings turned on as it is, but man that sort of raid feels the most cheap.
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# ? Apr 7, 2023 01:45 |
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# ? May 22, 2024 11:55 |
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The only time I've had a drop raid hit my base center was into my rec room While everyone was there celebrating a wedding and outnumbered them 3:1 while in a melee focused colony.
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# ? Apr 7, 2023 01:50 |
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Kitfox88 posted:The only time I've had a drop raid hit my base center was into my rec room "Pinatas! Oh, you shouldn't have."
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# ? Apr 7, 2023 04:16 |
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Kitfox88 posted:The only time I've had a drop raid hit my base center was into my rec room How excellent, I love imagining how that went. Drop pod raids feel suicidal, way more than other kinds of raids. Like these dudes know they're not going home
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# ? Apr 7, 2023 04:26 |
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buglord posted:I had to enable a cargo drop raid nerf mod because I’m absolutely sick of dudes dropping in the dead center of my base killing everyone and lighting things on fire. Drop pod raids usually (but not always) land on an orbital trade beacon you have sitting outdoors, if you want to set up a kill box for it.
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# ? Apr 7, 2023 04:46 |
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Dareon posted:"Pinatas! Oh, you shouldn't have." QuarkJets posted:How excellent, I love imagining how that went. I was a little worried cause I had two tykes in there crawling around but two of my nonviolent pawns took em and ran thankfully. After that, well,
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# ? Apr 7, 2023 04:51 |
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Rimatomics, I think, has a powered defensive structure that detects an incoming drop pod raid, fires a pulse that does nothing on the map but take a chunk of energy, and disrupts incoming drop pod raids to force them towards the outer edges of the map. Not that power is really a problem once you get RimAtomics running steady-state. Just don't ever let your reactor get cut off or damaged. That ends poorly for everyone involved.
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# ? Apr 7, 2023 13:43 |
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Edit: never mind, wrong thread.
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# ? Apr 7, 2023 15:25 |
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bird food bathtub posted:Rimatomics, I think, has a powered defensive structure that detects an incoming drop pod raid, fires a pulse that does nothing on the map but take a chunk of energy, and disrupts incoming drop pod raids to force them towards the outer edges of the map. Not that power is really a problem once you get RimAtomics running steady-state. Just don't ever let your reactor get cut off or damaged. That ends poorly for everyone involved. It does, and I found out in my current run that you have to have sufficient power stored in batteries for it to function. I did not and had a huge raid drop right into my base on accident.
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# ? Apr 7, 2023 16:54 |
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Factions Expanded Ancients has Ancient Turrets which are also capable of taking down droppods. If you want the massive overpowered version, try the Brrrrrt (spelling?) Turret mod. If you go that route, I also recommend the retexture for it and the ground turret mod so you can hide it when not needed. Also be advised it will likely kill your colonists in its enthusiasm to shoot literally anything even remotely hostile. So if you don't use the ground turret mod, you may atleast want to set the turret to hold fire so you can manually check its field of fire. Can't make it too easy?
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# ? Apr 7, 2023 17:32 |
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How do people turn off the "fog of war" (or whatever it's called) to check if there are big open areas in mountain seeds? I know I've seen people do it but I don't know if it's a command in dev mode or a mod or what. I'm sick of embarking on neat-looking mountain tiles only to dig into a completely open section of map.
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# ? Apr 7, 2023 17:36 |
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Moon Slayer posted:How do people turn off the "fog of war" (or whatever it's called) to check if there are big open areas in mountain seeds? I know I've seen people do it but I don't know if it's a command in dev mode or a mod or what. I'm sick of embarking on neat-looking mountain tiles only to dig into a completely open section of map. equip a melee weapon then set them to attack. the mouse cursor will change over open areas. Something like that the last time I played.
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# ? Apr 7, 2023 18:33 |
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You could probably call this a cheat, but I highly recommend map preview mod for new games or relocating colonies https://steamcommunity.com/sharedfiles/filedetails/?id=2800857642 While you're at it pick up geological landforms https://steamcommunity.com/sharedfiles/filedetails/?id=2773943594 https://www.youtube.com/watch?v=h-C341PbwCU
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# ? Apr 7, 2023 19:07 |
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you can also just check with dev tools, it's in display options, I think the third button from the left save before you do it, and then just reload your save; there's a "technically correct" way to refog the map with dev tools (multiple steps) but reloading is simplest and safest Oscar aint no Slouch posted:You could probably call this a cheat, but I highly recommend map preview mod for new games or relocating colonies https://steamcommunity.com/sharedfiles/filedetails/?id=2800857642 yeah this is very good and I'm pretty sure it will show you voids inside of mountained areas. it also integrates with Map Designer, and it has a map reroll built into it IIRC that obsoletes the original Map Reroll mod Map Designer: https://steamcommunity.com/sharedfiles/filedetails/?id=2111424996 Flesh Forge fucked around with this message at 19:12 on Apr 7, 2023 |
# ? Apr 7, 2023 19:09 |
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bird food bathtub posted:Rimatomics, I think, has a powered defensive structure that detects an incoming drop pod raid, fires a pulse that does nothing on the map but take a chunk of energy, and disrupts incoming drop pod raids to force them towards the outer edges of the map. Not that power is really a problem once you get RimAtomics running steady-state. Just don't ever let your reactor get cut off or damaged. That ends poorly for everyone involved. Once had a drop pod raid land exactly on top of and destroy my coolant pipes while I had the largest breeder reactor model running at full capacity to churn out plutonium. It wasn't the first time I had a reactor lose cooling, and I even tested that deliberately to see if the auto-scram worked properly, but that was for the smallest reactor model, which would scram just fine. In this case the auto-scram didn't trigger even as the temperature got dangerously high, but I happened to have a non-violent pawn close to the reactor controls when I noticed cooling was down, so I'd sent them to operate the console just in case, and they managed to get there and slam the manual scram button before a meltdown happened. Unfortunately the high temperature caused the control rods to jam when inserting them back, so in the end the raiders ended up being the least of my problems during this whole debacle.
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# ? Apr 9, 2023 05:07 |
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The latest experimental build removes pawns losing their assigned bed/places due to joining a caravan or otherwise leaving the map.
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# ? Apr 10, 2023 19:24 |
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Omnicarus posted:The latest experimental build removes pawns losing their assigned bed/places due to joining a caravan or otherwise leaving the map. That bug has been driving me up the wall. Is there any workaround for it now or nah? I don’t wanna bork my game in progress and the mods tied to it.
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# ? Apr 10, 2023 19:57 |
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It seems to only happen if they are assigned a bed on another map tile. I avoid assigning sleep spots like the plague because it's so annoying. Sometimes I just let them crash on the floor if the thing in doing only needs a single night's rest.
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# ? Apr 10, 2023 21:57 |
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buglord posted:That bug has been driving me up the wall. Is there any workaround for it now or nah? I don’t wanna bork my game in progress and the mods tied to it. I was going to tell you to use Keep Bed Ownership but it looks like it doesn't work with this version.
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# ? Apr 10, 2023 22:12 |
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Is there a mod that will actually just remove the concept of bed ownership in a barracks? Basically I want a situation where when a pawn wants to sleep, they just... claim a bed, no particular attachment to one.
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# ? Apr 10, 2023 22:54 |
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It's weird there's no mod for hotbunking yeah
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# ? Apr 11, 2023 00:38 |
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Xenix posted:It seems to only happen if they are assigned a bed on another map tile. I avoid assigning sleep spots like the plague because it's so annoying. Sometimes I just let them crash on the floor if the thing in doing only needs a single night's rest. Sleeping spots are still crashing on the floor. Rough Living precept removes the mood penalty for sleeping on the ground though, which is another reason Pain is Virtue is the best meme in the game. buglord posted:That bug has been driving me up the wall. Is there any workaround for it now or nah? I don’t wanna bork my game in progress and the mods tied to it. Use Bedrolls was also supposed to remember bed assignments but it appears to also have been broken based on the comments. death cob for cutie posted:Is there a mod that will actually just remove the concept of bed ownership in a barracks? Basically I want a situation where when a pawn wants to sleep, they just... claim a bed, no particular attachment to one. I've had this thought in the past too, yeah. In theory it shouldn't be too hard either, medical beds are essentially a hotbunk system.
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# ? Apr 11, 2023 02:10 |
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Pain is Virtue is genuinely super OP, yeah
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# ? Apr 11, 2023 10:06 |
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Kitfox88 posted:It's weird there's no mod for hotbunking yeah And do this with double beds you have a swinger colony.
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# ? Apr 11, 2023 11:47 |
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lobsterminator posted:And do this with double beds you have a swinger colony. there is a mod for that at least https://steamcommunity.com/sharedfiles/filedetails/?id=2572109781 I did find an automated bed assignment mod, however, which should maybe function somewhat like hotbunks. https://steamcommunity.com/sharedfiles/filedetails/?id=2404555784 Duct Tape Engineer fucked around with this message at 01:19 on Apr 12, 2023 |
# ? Apr 12, 2023 01:16 |
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This is the first game in which I've made a lot of use of psychic animal pulsers, and, uh, wow Drop pod raid scattered over the map? Get everyone inside the walls and push the button. And maybe a few attackers will survive after the wild animals fall asleep, to not only make up for the cost of the pulser, but turn a nice profit!
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# ? Apr 12, 2023 01:37 |
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Lysidas posted:This is the first game in which I've made a lot of use of psychic animal pulsers, and, uh, wow Manhunters also aggro on mechanoid clusters, making for a very cheap way to clean those up. And any survivors will come to your base as free meat! I feel like psychic rods need a buff now that they got nerfed against mech bosses. They're a little pricy for only two zaps.
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# ? Apr 12, 2023 02:24 |
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Now I'm thinking of the More Ritual Rewards mod allowing you to summon venerated animals, and bringing a Thrumbo to your map just to beserk it.
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# ? Apr 12, 2023 16:18 |
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I don't remember if venerated animals dying on your map makes your colonists sad even if they're not the ones that kill them. If so that's a bit of a drawback.
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# ? Apr 12, 2023 19:05 |
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Nothing a bit of space cocaine can’t fix
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# ? Apr 12, 2023 19:08 |
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I had to reload a save once because Phoebe Chillax thought something like 20 manhunting cats would be something I’d be interested in handling. My colony doesn’t venerate cats but i sure do
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# ? Apr 12, 2023 19:13 |
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I do hate the manhunter pack events because I feel really bad killing 90 golden retrievers or whatever
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# ? Apr 12, 2023 19:37 |
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think of it as saving about fifteen golden retrievers
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# ? Apr 12, 2023 20:01 |
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buglord posted:I had to reload a save once because Phoebe Chillax thought something like 20 manhunting cats would be something I’d be interested in handling. My colony doesn’t venerate cats but i sure do you can just close the curtains and vigorously ignore them and eventually they'll leave, but they'll aggro on any trade caravans that stop by
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# ? Apr 12, 2023 20:06 |
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Man, I got a global warming event and that is so brutal, turned my moderately cold environment into a 152F hell on earth for several years. Forced me to move my entire group into a hastily constructed mountain bunker where they survived entirely on mushrooms, warthogs (because they can graze on cave moss), and infestations. Said infestation quickly turned into “we’re not stuck in here with you, you’re stuck in here with us” as my colonist were completely desperate for any meat they can get their hands on. Almost made me consider uprooting the entire group on a mass exodus to find a new safe location. Back Hack fucked around with this message at 20:55 on Apr 12, 2023 |
# ? Apr 12, 2023 20:52 |
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Purposefully melting toxic waste to summon more delivery food.
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# ? Apr 12, 2023 21:44 |
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Kitfox88 posted:Purposefully melting toxic waste to summon more delivery food. I'm pretty sure at least one of my mechanitor runs had cannibalism okay and chopped up the "angry about pollution being fired at them" raids for meat.
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# ? Apr 12, 2023 22:35 |
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I started an ice sheet game because I heard the lack of wild animals or plants is good for FPS and I wanted to play around with a bunch of mods with pipe networks. I'm not playing it for the difficulty, so I had an overpowered psycaster with Vanilla Psycaster Expanded, and not even that can conjure food out of fresh air - even if you can instantly grow plants to maturity, that doesn't help if it's too cold to sow the drat things. I've got a couple of greenhouses now, but it's not been a zero-cannibalism run, people with paralytic abasia kept falling from the sky so I had a lot of mouths to feed and some of them ate raw raider. Edit: also, vanilla chemfuel expanded with vanilla settlers expanded meant I was trying to combat freezing temperatures with a huge boiler without a thermostat - my poor paralysed colonists caught heatstroke until I opened a vent, then they had subzero temperatures to cool down in. Tesla was right fucked around with this message at 23:00 on Apr 12, 2023 |
# ? Apr 12, 2023 22:58 |
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Tesla was right posted:my poor paralysed colonists caught heatstroke until I opened a vent, then they had subzero temperatures to cool down in. There has to be a mood that allows you to set vents to open at a certain temp and close at another, right? The way backup power works?
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# ? Apr 13, 2023 03:06 |
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# ? May 22, 2024 11:55 |
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Signal posted:There has to be a mood that allows you to set vents to open at a certain temp and close at another, right? The way backup power works? there's a mod called Programmable Vents on the workshop which I haven't used in a long time but it looks like it's still being updated?
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# ? Apr 13, 2023 03:11 |