|
SniperWoreConverse posted:toxalopes seem like the kind of thing that should be able to carry unusually small amounts of caravan load + be worth eating, or something weird and not really covered by normal animal niches. Wasted opportunity to not have them be something no other animal can be even if it's not super incredibly amazing I mean, they do burst into a cloud of poisonous gas when they die so there's that, for what I want to do with this colony (gross swamp hags who are more low tech and in harmony with polluted land than Wasters) I'll take it e: Oh I remember someone had asked a long while ago if you start on a clean tile and pollute your own tile enough do you start getting toxic fog events, the answer was yes you do Flesh Forge fucked around with this message at 14:21 on Apr 17, 2023 |
# ? Apr 17, 2023 13:50 |
|
|
# ? May 22, 2024 07:05 |
|
really annoying side effect of that Fetch For Me mod: animals can go through doors and won't stay penned, and you can't assign them to an area, so idk if I'll be sticking with that mod Boundary Training mod (works around this specific problem with extra training) https://steamcommunity.com/sharedfiles/filedetails/?id=2635034257 better, Customize Animals (just lets you disable the Roam Interval for specific animals and incidentally includes trainability settings, so it obsoletes the Fetch For Me mod anyway ): https://steamcommunity.com/sharedfiles/filedetails/?id=2587157544 Flesh Forge fucked around with this message at 16:43 on Apr 17, 2023 |
# ? Apr 17, 2023 15:56 |
|
QuarkJets posted:depleted uranium walls
|
# ? Apr 17, 2023 17:56 |
|
Flesh Forge posted:I don't think it does anything mechanically it just gives you a different set of floor tiles and slabs. I just took it for the vaguely evil/hell-like theme so i was envisioning some dude just stroking the weapon for hours and coming away ready to cast farskip
|
# ? Apr 17, 2023 17:59 |
|
Fire Storm posted:I've wondered, are they really better than armored plasteel walls, if you have the plasteel obviously? The readme says that radiation is related to wall HP, and the armored plasteel has a higher HP last I checked. uranium walls have less HP than plasteel but more than granite brick or smoothed stone. all metal walls are flammable, though, unlike stone.
|
# ? Apr 17, 2023 18:12 |
|
apparently they nerfed acid fog a ton, it doesn't kill plants any more (even ordinary plants like cotton and hops) so starting with permanent toxic fog is less unreasonable, although the map is still completely barren when you start and you won't get any animals ever, even herd migration is blocked e: the compromise they made was a) sunlight is partially blocked (72% in my map near the equator) and b) there is an additional large plant growth rate debuff, so my plants are growing at 22% at best. not practical to do this with tribals unless you're willing to take a lot of food with you at start or just cheat some in, because there is just nothing to eat and nothing to use for fuel e: yeah I don't recommend the permanent acid smog scenario unless you just want a mildly less difficult take on toxic fallout. not terribly fun or interesting, just a verrrrrrrrrrrrry slow farming scenario and you'll never get animals except via trading or a lucky manhunter incident. Flesh Forge fucked around with this message at 00:47 on Apr 18, 2023 |
# ? Apr 17, 2023 18:13 |
|
Cease to Hope posted:uranium walls have less HP than plasteel but more than granite brick or smoothed stone. all metal walls are flammable, though, unlike stone. Plasteel and uranium walls are not flammable in vanilla, check your mod list if they are in your game.
|
# ? Apr 17, 2023 18:19 |
|
isndl posted:Plasteel and uranium walls are not flammable in vanilla, check your mod list if they are in your game. it's been a long time since i built walls out of either so i may be misremembering that.
|
# ? Apr 17, 2023 18:25 |
|
Fire Storm posted:I've wondered, are they really better than armored plasteel walls, if you have the plasteel obviously? The readme says that radiation is related to wall HP, and the armored plasteel has a higher HP last I checked. in my experience with rimatomics radiation shielding is completely irrelevant unless you want to stockpile nuclear waste in your babyroom for whatever extremely suburban reason, even wooden walls are enough as long as you keep radioactive poo poo isolated in low-traffic areas and don't mix burned fuel in with regular stockpiles
|
# ? Apr 17, 2023 18:26 |
|
So I bought this in the most recent sale on a whim, didn't really give it a shot until now, but it's eaten my April (after taking basically three days to unpause the game on start and somehow missing the pack of aggressive insects that had spawned literally right next to my landing spot, thaaaaanks) Anyway that's not why I'm here, everyone survived that just fine. I'm here because one of my colonists fell in love with/got engaged to a temporary quest guest from another faction who I had to send away on a shuttle and I'm wondering if there's any way to bring them back on a permanent basis?
|
# ? Apr 18, 2023 18:36 |
|
well if you see them again that is pawns that appear on your map are "in the world" and can potentially come back in many situations, you won't be alerted to this unless it's a blood or marriage relationship though
|
# ? Apr 18, 2023 18:45 |
|
If they take up arms against you, you should take an arm. That way, if they try again, they have a lot more to lose.
|
# ? Apr 18, 2023 18:48 |
|
Dallan Invictus posted:Anyway that's not why I'm here, everyone survived that just fine. I'm here because one of my colonists fell in love with/got engaged to a temporary quest guest from another faction who I had to send away on a shuttle and I'm wondering if there's any way to bring them back on a permanent basis? The Long Distance mod can help with that.
|
# ? Apr 18, 2023 20:38 |
|
I had some refugees join for a while, and then a child refugee's dad turned up as part of a trading caravan. How much of a deadbeat do you have to be to let your kid sleep in a badly-heated barrack with some strangers rather than take your kid home?
|
# ? Apr 18, 2023 20:53 |
|
Oh poo poo the paste pipes from vanilla expanded automatically refill biosculptor pods
|
# ? Apr 19, 2023 16:12 |
|
Rimworld: paste pipes.
|
# ? Apr 19, 2023 16:23 |
|
I got the nutrient paste pipes, a mod that makes babies able to eat nutrient paste, and a mod that lets need bars overfill. The side-effect of all these things together is that the nutrient paste dripper feeds the baby a full-sized meal, then it barfs all over my floor because it's horrendously overfed.
|
# ? Apr 19, 2023 16:36 |
Paste pipes are great. No longer does your dining room have to be adjacent to your freezer. Nor do you need a new freezer for your prison. Just pipe that stuff wherever. As someone who always plays mechanitor these days, it's great to have an extra dispenser in your hospital because your medical bot will feed patients automatically. I know there's a nutrient paste drip in the mod too, but that's a lot of infrastructure when you might as well just have a dispenser and a bot. The only issue I ran into was I got just a little bit of human meat in the paste vat and my unconverted prisoners are being babies and throwing tantrums about it. There's barely any human meat in your paste, get over it! There's a good chance it's not even one of your comrades. Oh well. I guess miserable prisoners can have a crisis of belief which might make converting them easier. Once they're converted the human meat is no problem.
|
|
# ? Apr 19, 2023 16:39 |
|
I didn't know paramedics would use the dispensor, so I've been using this mod Connected Beds. I've got enough crap to cram around the beds already.
|
# ? Apr 19, 2023 16:51 |
|
the paste pipes have a weird interaction with whatever mod it is that provides the framework for alien races they count human meat as alien meat, so all my cannibal transhumanists are going "uggh, this paste tastes like aliens!" and hating it.
|
# ? Apr 19, 2023 16:52 |
Inexplicable Humblebrag posted:the paste pipes have a weird interaction with whatever mod it is that provides the framework for alien races I think it adds personality traits and even memes too. A "framework" should really not add this much crap.
|
|
# ? Apr 19, 2023 17:05 |
|
I gave up on HAR altogether because there's so much junk in there that does nothing but cause conflicts. I miss my robots so dearly I half assed looked for new xenotypes shortly after Biotech's launch, even the one fox eared race I added for variety adds a bunch of crap like weapons I'll never, ever use. At least the Kijins added a dope hot spring and smelting silver and gold into price stable ingots
|
# ? Apr 19, 2023 17:27 |
|
Tesla was right posted:I got the nutrient paste pipes, a mod that makes babies able to eat nutrient paste, and a mod that lets need bars overfill. this mental image is something I could have done without
|
# ? Apr 19, 2023 17:33 |
|
Yeah the only real reason to use HAR these days is if you have to use a legacy race mod for whatever reason. Or if you don't own Biotech I guess.
|
# ? Apr 19, 2023 17:34 |
|
It also allows for actual 'aliens' as opposed to just genetically modified humans in terms of memes and such. And lets you have things like Androids which just don't fit the Biotech systems at all. Realistically though most people used alien race mods for their cat/fox/rat/snake girls who are perfectly able to be represented in the Biotech system so most of the HAR ecosystem has collapsed. And a lot of the better old ones haven't updated because trying to integrate aliens with genes is rough. I do kind of miss my Hivers, Skaven and Android colonists I used to rock
|
# ? Apr 19, 2023 17:37 |
|
I gave up on HAR as well after Biotech dropped, it's always been messy for compatibility and never completely bug-free. There's still a bunch of race mods that haven't been converted to using the Biotech gene system but there's a good number of new mods to make up for it and being able to mix and match the new genes is great. Having some races be genetically herbivorous has been tricky on new colonies though, can't just rely on the old staple of shooting something for meat when times are tough.
|
# ? Apr 19, 2023 17:42 |
|
i just never removed it after using android tiers. it's never been a problem till now, but i'll probably excise it next colony for convenience
|
# ? Apr 19, 2023 17:46 |
|
Eiba posted:The only issue I ran into was I got just a little bit of human meat in the paste vat and my unconverted prisoners are being babies and throwing tantrums about it. There's barely any human meat in your paste, get over it! There's a good chance it's not even one of your comrades. Look, if they didn’t want to eat bits and pieces of their friends in their morning breakfast goo, then maybe they shouldn’t have raided the crazy robot people colony in the mountains.
|
# ? Apr 19, 2023 18:25 |
|
Reloaded an autosave a few times trying to figure out why Centipedes were consistently busting out of the ancient danger my animal pen was built next to. Finally realized that the random wild ostrich in the pen was beginning to starve, so it was trying to break out and the steel walls of the ancient danger were softer than the granite I built the rest of the pen out of.
|
# ? Apr 19, 2023 20:51 |
|
Flesh Forge posted:better, Customize Animals (just lets you disable the Roam Interval for specific animals and incidentally includes trainability settings, so it obsoletes the Fetch For Me mod anyway ): this mod is so good! it lets you adjust literally every stat for every animal (including things like gauranlen dryads and mod animals) INDIVIDUALLY, down to the specifics of "how long do you gently caress around before going to pick up an item to be hauled" and armor/damage values, all sorts of poo poo if there was ever anything that annoyed you about specific creatures, you didn't think the tank dryads were tough enough, the clawer dryads didn't hard enough, you wanted dogs to carry more or whatever, you can adjust it with this mod.
|
# ? Apr 19, 2023 21:34 |
|
Hmm, I may nab that. Combat dryads in general just need a serious boost considering you don't have direct control over them or their targets and clawers just die instantly trying to get into range against even midgame threats. Barkskin manage their role slightly better but considering the opportunity cost of cutting trees, the fact it takes the better part of a quadrum to replenish lost dryads, and mechanoids just existing as an alternative...
|
# ? Apr 19, 2023 22:13 |
|
Asimo posted:Hmm, I may nab that. Combat dryads in general just need a serious boost considering you don't have direct control over them or their targets and clawers just die instantly trying to get into range against even midgame threats. Barkskin manage their role slightly better but considering the opportunity cost of cutting trees, the fact it takes the better part of a quadrum to replenish lost dryads, and mechanoids just existing as an alternative... Those trees, man. I don't know if they're ever worthwhile over other opportunities.
|
# ? Apr 19, 2023 22:28 |
|
Dorkopotamis posted:Those trees, man. I don't know if they're ever worthwhile over other opportunities. I feel like the haulers are generally solid, and the resource dryads fine since their value scales according to how inhospitable your map is. The combat ones are problematic though, and the bonding system locks your pawn(s) onto the map in a game where too many mechanics already discourage you from going on caravans.
|
# ? Apr 19, 2023 22:36 |
|
Dorkopotamis posted:Those trees, man. I don't know if they're ever worthwhile over other opportunities. I know what you mean but if you can tune every single stat on the dryads, I bet you can make them worthwhile. Yes there's mods that do stuff to dryads, whatever, you can adjust them to be exactly how you want. e: like, the lovely thing about the clawers is they have zero armor and low health and move too slowly, and you can fix all of that. just for example. Flesh Forge fucked around with this message at 22:44 on Apr 19, 2023 |
# ? Apr 19, 2023 22:41 |
|
isndl posted:Reloaded an autosave a few times trying to figure out why Centipedes were consistently busting out of the ancient danger my animal pen was built next to. Finally realized that the random wild ostrich in the pen was beginning to starve, so it was trying to break out and the steel walls of the ancient danger were softer than the granite I built the rest of the pen out of. lmao as hell
|
# ? Apr 19, 2023 23:43 |
|
Update 1.4.3704 released posted:Hello hello! There's a little update today that fixes a bug where colonist assignments were removed when you entered a caravan, plus some other useful changes.
|
# ? Apr 20, 2023 00:38 |
|
Dareon posted: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. I was using Vanilla Psycasts Expanded on a similar run and used all of the parts of the
|
# ? Apr 20, 2023 00:38 |
|
"Magenta Square Fetus" would be a hell of a username
|
# ? Apr 20, 2023 00:57 |
|
isndl posted:I feel like the haulers are generally solid, and the resource dryads fine since their value scales according to how inhospitable your map is. The combat ones are problematic though, and the bonding system locks your pawn(s) onto the map in a game where too many mechanics already discourage you from going on caravans.
|
# ? Apr 20, 2023 01:16 |
|
|
# ? May 22, 2024 07:05 |
|
Look at this art y'all
|
# ? Apr 20, 2023 01:34 |