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For years I would keep my drug addicts in prisons and force them to go clean. And then I realized it's easier to just keep a refrigerator with drugs in their room so they can wake up and then Wake-Up
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# ? Aug 31, 2023 18:13 |
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# ? May 25, 2024 22:05 |
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OwlFancier posted:Someone must have made a mod where you can go full techno-horror and plug bits of people into machines that just constantly feed them drugs and food. Straight out of Quake 4. The paste expanded mod has a dispenser that you can install near a bed that'll feed the person sleeping in it automatically.
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# ? Aug 31, 2023 18:14 |
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jokes posted:For years I would keep my drug addicts in prisons and force them to go clean. And then I realized it's easier to just keep a refrigerator with drugs in their room so they can wake up and then Wake-Up the fallout 2 version is preferable nowadays. have them hang out in a caravan just outside town until they are clean, send someone out every so often with food if need be. caravans give +35 Very Low Expectations mood bonus and being stationary means that they spend more or less all their time just recreating. give them a decent bedroll and let them sweat it out.
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# ? Aug 31, 2023 18:19 |
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But what if someone attacks them and they're all alone
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# ? Aug 31, 2023 18:21 |
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honestly with how many times they're liable to get their rear end kicked coming off of wake-up or go-juice the overall expected asskicking is probably still less
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# ? Aug 31, 2023 18:26 |
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jokes posted:But what if someone attacks them and they're all alone Blast some warriors over in drop pods!
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# ? Aug 31, 2023 18:27 |
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Ms Adequate posted:I suspect it's a reference to the state of Omsk in the Hearts of Iron 4 mod The New Order, where they are one of dozens of statelets in a balkanized Russia, and one of the most insane because every moment of their existence is devoted to A) Reuniting Russia militarily and B) Preparing for an apocalyptic war of revenge against Nazi Germany. Huge bunker-cities are a mainstay. I'm gonna piggyback off of this to talk about my NEW COLONY Basically what I did was set up a starting four that came equipped with a full set of combat gear. I mean they each had a AK, a pistol, a knife, full flak gear, uniform, boots, gloves, and a rucksack (backpack). Three days worth of food and some medicine. And apart from a APC that happened to drop with them with fuel and steel, as well as steel chunks/slag chunks scattered around from their troop ship getting smoked, that's it. Currently at 22 soldiers, 2 babies, and a child rn. Definitely in "we need to shift people to outposts for TPS reasons or to get a better CPU" territory rn. We had 23 soldiers but uhh. Momma got vaporized by diaboli This is a typical trooper's loadout. A ranged weapon (service rifle of high quality, usually masterwork or legendary), a chain shotgun for close encounters, and ranged shield belts are starting to replace the ammo packs. Melee/Brawler/Noncombatant's loadout. A super soldier who became a world class cook and top tier doctor after surviving her last suicide mission. She's our pirate captain type 1337 sniper dude who is also the best builder in the colony and a mechanitor to boot. Technically anyway. Think I'm gonna transfer all the helper mechanoids and poo poo to him and have my main mechanitor develop combat bots for the colony. The initial leader of the colony/forever priest. Father of two and a widow. Sculpts and researches in his spare time. hahaha royal charge lance goes brrrr. Head miner and does plants on the side. Absolute madlad in the shooting department. Due to inherit a minigun at some point. I forget how we inherited this dude but this here is the top mechanitor/production specialist of the colony. Recruited this dude from a raid gone south (for him anyway). Current trader dude till I get another tycoon type in. EL PRESIDENTE Razor Company's Ideoligion has evolved significantly since the initial drop. At first these mercenaries were basically setup to be space taliban who violently converted people and threw bodies into the nutrient paste grinder because soylent green is just loving fine and dandy for a bunch of soldiers of fortune/psychos. But I never really liked to do cannibalism ever and the violent conversion poo poo kinda risks pawns I value on the recruitment front. So discarded both. I gotta run so I'll have to make this a 2 parter but tl;dr the way my colony operates in contrast to the quoted post is as follows: 1. Barracks for all, separate rec room/dining room. 2. We kill everyone we don't intend to recruit. Used to eat them but we "grew past that" dark chapter. 3. On the other hand we don't shirk requests for charity and will go out of our way to help people who don't come to kill us in the night. 4. While kids don't work, everyone fights and kids man bunkers/drive vehicles to free up the mercs on the front line.
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# ? Aug 31, 2023 18:31 |
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jokes posted:But what if someone attacks them and they're all alone Legit wondering if the caravan's wealth would even be high enough to trigger attacks if all you have is a bedroll, an addict, and a week's worth of rations.
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# ? Aug 31, 2023 18:33 |
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TheWeedNumber posted:I'm gonna piggyback off of this to talk about my NEW COLONY Bird's eye view Primary killing field Moats slow them down severely while the north west corner of the walls are embrasures, which will allow three double autocannon turrets, the mini turret bunkers, and the manned bunkers to shoot dudes crossing the bridge over. Soldiers in the trench shoot it up while melee troops hang out behind the APC and the tank to charge in should anyone actually locse the distance. Bugtrap/a good view of the western half of the base. The strip mined area tends to attract bugs because of the Infestations spawn in darkness mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2017514331) I'm using dubs bad hygiene for once so we can see the factory floor, which handles yayo production, steel production, component production, medicine production, and chemfuel production (theres a factory building that turns corpses into chemfuel). The barracks are clearly visible as is the hospital and the hydroponics bay. Let's take a look at some other things. Animals are shoved into a room and fed off of nutrient paste. We got chickens, radyaks (uranium production) and devilsheep (lowlevel devilstrand production for bionic eyes). The workshop produces everything I need and the storeroom has decent capacity though its been known to overflow. You can also see the classroom and the lab, as well as the kitchen/water storage/pumping off to the side. Also there is one poor gently caress in a draincasket to keep the bloodbank stocked. Hospital/Factory/Etc. The hospital works off of connected beds (https://steamcommunity.com/sharedfiles/filedetails/?id=2957904090) which are basically super hospital beds hooked into the hygiene, hemogen, and nutrient past network. Each bed has a surgical lamp and instruments table off to the side, and every two beds benefit from a vitals monitor and a IV drip station. Bionics are stored here as well as medicine and hemogen Kitchen, generator room, water storage/pump room/chemfuel production/food storage/prison/primary and secondary barracks/rec room (partial) Most of this is pretty self explanatory. Since free love is a thing we have a mod that solves the poly issue (https://steamcommunity.com/sharedfiles/filedetails/?id=2572109781). Prison setup is pretty simple: if they break out, they run into a buncha dudes in the rec room or in the base and get punched out. Better look at rec room/reactor/hydroponics bay. The room that's being mined out will become a second factory room. Need more space for things tbqh. Massive corn field and poo poo, as well as garage door out of base. If it can't be grown via hydroponics, it gets grown out here. Ez pz. Turrets are set up covering the walls to discourage sappers from breaching. All walls are rebar concrete citadel walls from the fortifications industrial citadel mod. All doors on those walls are rebar concrete armored doors. And we have the helixian gas pump to run the hydroponics sun lamps. ez pz.
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# ? Aug 31, 2023 19:57 |
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Ok so that's the base rn. Remember how i was talking about the space taliban theme? Yeah its because we're set up to gently caress with the imperials as part of the VFE Deserters mod. Using the Faction Control mod, most factions that matter to me are grouped up. This means that in my case, I'm stuck with the fake romans and the medieval dudes for trading partners. We also apparently pissed off the civil xenohumans. I think its because early on they had a trader come by within the first week and we killed him for his royal charge lance and other assorted goods. Again, bad dudes at first and we still are. The current thing I've been doing is having my mosquito helicopters mount up either miners for plasteel mining or up to 16 troops (pilot plus 3 passengers) to raid mechanoid ships. I'm still waiting to do a VFE Deserters quest because I've just missed the opportunities. The thing you wanna do with the choppers is you wanna stagger their launches. I mean set one to the destination, let the rotors spin up, send another and another till all four are headed out. Otherwise what will happen is they will land in the center of the map and your pawn will go straight into combat in an inconvenient way or poo poo will get bugged somehow. I'm looking to get SRTS setup so that I can move past the vanilla expanded vehicle stuff and just roll out. As for the combat vehicles like the Tango and the Bulldog, I find that the Tango is actually better for infantry and the bulldog is better for its main gun for burst damage. You basically want both vehicles involved. As far as theme goes, mercenaries turned guerillas is the move. They aren't nice people and they are the baddies as far as random work sites go because we will raid for shits and giggles. But I'm hoping we can take it to the imperials soon. That said this isn't a colony where anyone gets their own house or room. Everyone is part of the war machine and the only people who survive more than a day on my map are either neutrals, friendlies, or useful enemy recruits. The rest die screaming. TheWeedNumber fucked around with this message at 20:17 on Aug 31, 2023 |
# ? Aug 31, 2023 20:05 |
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a tribal vehicle mod dropped JUST NOW and im feasting Alpha Vehicles - Neolithic, trying it out right now https://steamcommunity.com/sharedfiles/filedetails/?id=3028675048
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# ? Aug 31, 2023 20:32 |
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A slave-drawn carriage for my pig man to ride into battle
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# ? Aug 31, 2023 20:52 |
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DoubleNegative posted:Legit wondering if the caravan's wealth would even be high enough to trigger attacks if all you have is a bedroll, an addict, and a week's worth of rations. Visibility for a one-pawn caravan without animals is low enough that it’s very unlikely, I can count on zero fingers the number of times I’ve had a solo caravan get waylaid.
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# ? Aug 31, 2023 20:58 |
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Does visibility depend on tribal origin? I get one-pawn trade caravans ambushed occasionally but I usually play crash landed.
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# ? Aug 31, 2023 21:06 |
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jokes posted:A slave-drawn carriage for my pig man to ride into battle the chariots look like a great way to use the dozens of horses you end up breeding as a horde drat the horses come with the vehicle smh The Velvet Witch fucked around with this message at 21:40 on Aug 31, 2023 |
# ? Aug 31, 2023 21:29 |
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Mzbundifund posted:Does visibility depend on tribal origin? I get one-pawn trade caravans ambushed occasionally but I usually play crash landed. The Rimworld wiki says code:
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# ? Aug 31, 2023 21:33 |
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The Velvet Witch posted:a tribal vehicle mod dropped JUST NOW and im feasting sweet
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# ? Aug 31, 2023 21:58 |
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TheWeedNumber posted:I'm still waiting to do a VFE Deserters quest because I've just missed the opportunities. https://www.youtube.com/watch?v=C8whVKnanC4
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# ? Aug 31, 2023 22:59 |
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My only real experience with visibility is it going up to 138% when my nomads are walking from home to home with all their valuables on camelback. So it definitely goes up with valuables on the caravans. But even at such a high number, ambushes are very rare. Usually the worst I have to contend with is a single manhunting fox "ambushing" eight heavily armed and armored people.
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# ? Sep 1, 2023 00:01 |
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the ambushes are wealth-tuned by what's literally on the caravan so a single cat with a broadsword or assault rifle they are remotely comfortable with is, in general, going to slaughter all comers like a demigod amongst ants (presuming the colony usual of a flak vest and a devilstrand hood). if the single person in question has no combat skills to speak of then that's an issue, but in that case i'd probably just feed the addiction long enough to have them develop 4+ in shooting by hunting. and even in the case where they really step in it, the aforementioned drop pod situation is also fine. the rescuing soldiers can always just walk back - if they're one tile out of the town they are absolutely not gonna starve.
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# ? Sep 1, 2023 00:28 |
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Saw something unexpected tonight, had a mech cluster drop outside my base and I decide to take a couple days to prepare to deal with it. Then a lifter I forgot to restrict to the base tried to haul a wastepack past the cluster and woke the thing up. In the shootout as the mechs were massacring my boy, an inferno turret took some damage, and an enemy tesseron got killed by friendly fire. To my surprise, the enemy mechs then decided to charge the base instead of continuing to defend the cluster. Was this caused by the death of that single tesseron? I don’t think I have any mods that affect enemy mechs or behavior.
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# ? Sep 1, 2023 06:49 |
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There is a threshold of damage/casualties for loiter type raids (clusters, sieges, raids that "prepare for a while") that will provoke an assault. For mech clusters it's probably pretty small.
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# ? Sep 1, 2023 07:34 |
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it definitely is pretty small. my SOP for dealing with clusters is to use mortars to piss off the cluster enough for its guards to rush my defenses, and then disassemble the static defenses using smoke as cover. i very rarely need to drop more than 2 high-ex shells on the cluster structures before the defenders lose their cool. much of the time it's only one.
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# ? Sep 1, 2023 08:13 |
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The Velvet Witch posted:a tribal vehicle mod dropped JUST NOW and im feasting This does rule but I confess I was hoping for some Fred Flintstone action
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# ? Sep 1, 2023 08:23 |
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Ms Adequate posted:This does rule but I confess I was hoping for some Fred Flintstone action Mod FAQ posted:Q: Where Flintstone Car? You, me, and everybody else
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# ? Sep 1, 2023 08:26 |
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Lmfao I didn't even see that. Sounds like Sarg needs to give the people what thry want tbh
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# ? Sep 1, 2023 09:53 |
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So how are the regular vanilla vehicles? They look cool but I'm expecting balance hell.
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# ? Sep 1, 2023 15:42 |
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They're... fine really? It basically works as advertised. There's the occasional pathfinding issues since they definitely had to make new code for the multi-tile movement and pathfinding but most of those were smoothed over quickly. In terms of actual use... you probably won't be wowed by them if youre used to SRTS or other heavily reskinned drop pod caravan but they're still pretty fun to mess around with. Yes, having an armed military vehicle or three will trivialize a raid (in either direction) but that's kind of the whole idea. And importantly there's a lot of maintenance to consider. Even the tanks are more fragile than they look (still tough, but not "overpowered regenerating archotech mod guy" invincible), using them to fight or caravan burns a lot of steel and chemfuel, and when you do use vehicles in a close fight you either risk having a lot of resources explode or taking ages to repair. A heavily damaged tank can literally take a quadrum for a single skilled pawn to repair, but thankfully multiple pawns can work at the same time. So eventually in the mid/early late game you're going to want multiple vehicles up and running so you can use them in rotation. Also you can run people down. It's fun. VVE launching with only the early planned tiers has probably skewed things a bit, especially now that Alpha Vehicles is out and the team has shown they're able and willing to add new mechanics to use. And now that it's been out for a while the steam workshop is full of all the giant robots and worryingly overdetailed russian tanks you could ever possibly need.
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# ? Sep 1, 2023 16:51 |
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My dudes are getting married and they got a really good open bar: Don't mind the behemoths, they like pets. edit: just realized someone drank all the beer
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# ? Sep 2, 2023 07:39 |
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metasynthetic posted:
More concerned about that spatial distortion in your lobby.
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# ? Sep 2, 2023 16:54 |
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Archenteron posted:More concerned about that spatial distortion in your lobby. Side effect of a good open bar
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# ? Sep 2, 2023 19:11 |
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That's a Vanilla Psycasts Expanded skipdoor. Weirdly enough that one power by itself is making a huge deal to my game, to the point that I think I might try a future run where I restrict VPE usage to just setting up those portals and nothing else. I got a bunch of them all over my home map, they make travel a snap and they make some unusual base layouts possible / practical. (Not that you can see that in this screenshot, this is basically the core of where this base started and it's mostly conventional.)
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# ? Sep 2, 2023 19:33 |
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How do I get nice item stacks like that. Dudes throwing poo poo all over my shelves looks unprofessional as hell when I'm trying to be a nice overnight stop with hospitality mods.
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# ? Sep 2, 2023 19:34 |
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LWM's Deep Storage for extra big shelves and similar storage furniture. If you mean them literally piling up neatly, that's new to me, as far as I can tell it just happens when there's only 1 or 2 item types in a storage stack.
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# ? Sep 2, 2023 19:37 |
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Yeah, I meant the pretty nice stacks specifically, maybe I should make individual item shelves
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# ? Sep 2, 2023 22:49 |
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Looks like just a lot of micromanagement setting single item allowances on each shelf group.
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# ? Sep 2, 2023 22:53 |
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Rimworld allows an incredibly fine level of control over all kinds of things, especially where something is stored and what is stored near it, if only you put in the clicks to establish everything. Just like with scheduling and work assignments, you can run a settlement without going into it too much but the benefits you can get from doing it all are substantially greater than you’d think on first glance, both mechanically and in how your colony feels to you when it operates.
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# ? Sep 2, 2023 23:23 |
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the level of effectiveness that you get out of reasonably granular storage assignments is crazy because it reduces walks all over the place. same general deal with scheduling. if you set up a normal workday where people have 5 hours on the job, 3 hours for "lunch", and another 5 hours on the job, you'll be stunned at how much more poo poo gets done and how much happier overall everyone is than if you just leave it on a 13 hour Anything. and it's all basically to do with lowering walks, more or less.
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# ? Sep 2, 2023 23:29 |
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Next you'll tell me that pawns aren't supposed to have a daily meeting where the boss gives a speech for two hours and that it's killing both productivity and morale.
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# ? Sep 2, 2023 23:33 |
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# ? May 25, 2024 22:05 |
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Coolguye posted:the level of effectiveness that you get out of reasonably granular storage assignments is crazy because it reduces walks all over the place. same general deal with scheduling. if you set up a normal workday where people have 5 hours on the job, 3 hours for "lunch", and another 5 hours on the job, you'll be stunned at how much more poo poo gets done and how much happier overall everyone is than if you just leave it on a 13 hour Anything. and it's all basically to do with lowering walks, more or less. Gonna try this, thanks.
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# ? Sep 2, 2023 23:59 |