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I think most VE mods just give flavor that's missing from the game so usually for the planting mod and the cooking mod the only reason I grow anything other than corn or rice is for the roleplaying aspect.
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# ? Feb 7, 2024 00:14 |
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# ? May 22, 2024 13:10 |
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Dunno-Lars posted:For your killbox, any stone combined with plasteel behind where you shoot the enemies will give you more hp than any stone. I like skirting my backstop and areas directly surrounding my turret emplacements in uranium since it's still strong enough to survive a turret explosion and not create a gap in my walls. I tend to have more plasteel needs and demands than uranium, which I'll only otherwise use for the occasional warhammer, mace, or piece of marine armor. I'm fine with using it up as defensive building material when I've got a stockpile.
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# ? Feb 7, 2024 00:38 |
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Eiba posted:You've got a very different early game component economy than I do if a bunch of spare solar panels and batteries is 'no serious infrastructure'. And even then you're just making a tiny little sun lamp size field. Someone just going for rice is going to make lot more food just spamming crops everywhere and not worrying about power, and they'll be a lot more secure from more kinds of threats, spending their components on necessary weapons. There's a long stretch of time in a colony between "so early that you're wringing your hands over spending a dozen or so components on power generation instead of making 1.5 assault rifles" and "steel and components are completely trivial". Defenses can be shored up in a lot of ways that don't require component usage, to boot - burn boxes, trap corridors, and simple roof trap setups all exist and don't require a single component. If you're EXTREMELY poor, greatbows can also carry you surprisingly far until you can steal weapons from dead people. How much benefit you get out of an early corn pivot also depends on how many colonists you have. I'd generally make the argument that having fewer pawns means pivoting to corn is a higher priority, because the primary benefit it provides is the massive increase in labor efficiency and that is amplified if you have fewer hands.
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# ? Feb 7, 2024 05:38 |
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Eiba posted:Rock types don't really make a difference. It used to be that granite was worthwhile because it has the most HP of any stone, but most breachers have a way to one shot any stone walls so it doesn't actually make much of a difference. Sandstone is the fastest to build with so it's probably the actual "best" for building. And marble has the best beauty bonus. that's good to hear tbh for whatever reason the rock thing was stuck in my head as a "you will regret this for the rest of the playthrough" kinda thing. not sure if that was ever even true on a different topic how much extra Work do the dlc's add? i stopped playing last time right around the time the ideology dlc dropped. royalty doesn't sound like a ton of fun to me having to deal with an empire faction but the biotech dlc sounds like it introduces a ton of fun stuff
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# ? Feb 7, 2024 14:24 |
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There was an argument to be made that rock types mattered for base aesthetics but painting things different colors is part of the base game now so that no longer matters. Granite is still nice to have because it has enough HP to survive a raider beating on it until they get bored and marble for the innate beauty bonuses, but for the most part it doesn't matter. DLCs don't really add extra work, you can easily ignore the Empire if you don't want to deal with them and you can outright remove them from the world generation process if you want. Ideology can be a little trickier but there are options to tune that. Biotech is also largely opt-in for the mechanics, though you may need to work faster on getting your base fireproofed before your first impid raid.
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# ? Feb 7, 2024 14:45 |
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Your Computer posted:that's good to hear tbh Granite walls used to matter more in like beta16, back when sappers had to dig through your walls with their bare hands. Now they get explosives and breach axes and can punch through in seconds.
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# ? Feb 7, 2024 15:23 |
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oh god manhunter skiphound pack the walls do nothing
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# ? Feb 7, 2024 15:35 |
Your Computer posted:that's good to hear tbh I think Ideology is the one that adds the most extra work if you choose a heavy impact meme. Royalty is fun, dealing with the empire faction is optional along with the whole nobility system. Biotech is both the most fun and the most complex one. I know people like hating Royalty, and it's definitely the expansion where they were still figuring out what to add, but I think the three expansions justify their own existence.
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# ? Feb 7, 2024 21:13 |
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is there any indication/way of knowing if you're supporting overhead mountains properly? i am working on digging out a small mountain next to my base and i placed down a pillar but as far as i can tell there is nothing showing whether or not the ceiling could still collapse and i'm worried...lunar detritus posted:I think Ideology is the one that adds the most extra work if you choose a heavy impact meme. Royalty is fun, dealing with the empire faction is optional along with the whole nobility system. Biotech is both the most fun and the most complex one. thank you!
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# ? Feb 8, 2024 14:19 |
i think it's like 6 or 7 open tiles of any kind of roof can be supported by a single wall, you're for sure good. the main difference in columns is that they're prettier and they are passible, walls provide cover in case you have enemies inside the actual base
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# ? Feb 8, 2024 14:29 |
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Your Computer posted:is there any indication/way of knowing if you're supporting overhead mountains properly? i am working on digging out a small mountain next to my base and i placed down a pillar but as far as i can tell there is nothing showing whether or not the ceiling could still collapse and i'm worried... There just needs to be a support within six tiles of the roof to not collapse. Any sort of column or wall counts for that, so any space smaller than 12x12 can be supported by surrounding walls. You can hold up entire overhead mountains on nothing but wooden columns spaced 12 tiles apart. EDIT: On second thought I guess that last part's technically not true since it's six tiles orthogonally meaning supports are circular so you'd to space them 8 apart to cover diagonals, but you get my point hopefully Reveilled fucked around with this message at 14:37 on Feb 8, 2024 |
# ? Feb 8, 2024 14:29 |
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thanks y'all! i was really hoping the overhead mountain would turn light green or something to indicate that i'm doing it right but i guess i just gotta be careful how i build
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# ? Feb 8, 2024 14:40 |
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Your Computer posted:is there any indication/way of knowing if you're supporting overhead mountains properly? i am working on digging out a small mountain next to my base and i placed down a pillar but as far as i can tell there is nothing showing whether or not the ceiling could still collapse and i'm worried... When you build a column you’ll see a circle projected around it when you’re deciding where to place it, this is the radius of ceiling that will be safe as long as the column remains intact. Walls also support this exact same radius.
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# ? Feb 8, 2024 15:45 |
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Vanilla Recycling Expanded's been released (https://steamcommunity.com/sharedfiles/filedetails/?id=3155781848) and it's giving me thoughts about finally starting a new game. I wonder if it's possible to start with a planet that's a blighted wasteland with a plan to clean up and repopulate it. The only way I found to affect world map pollution is Yayo's Pollution (https://steamcommunity.com/sharedfiles/filedetails/?id=2891389292), but pollution spread and cleanup there is based on faction bases rather than any of the ways you control pollution on your settlement map. I've used Vanilla Outposts Expanded (https://steamcommunity.com/sharedfiles/filedetails/?id=2688941031) for doing something useful with spare colonists, but a) they don't work well with colonists that have chemical dependency b) they're annoying to defend c) they give a *lot* of resources I was wondering if there are any mods for sending your colonists away to join another faction (where they might return to visit with a friendly faction caravan) without selling them into slavery.
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# ? Feb 8, 2024 16:40 |
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Your Computer posted:thanks y'all! i was really hoping the overhead mountain would turn light green or something to indicate that i'm doing it right but i guess i just gotta be careful how i build Selecting build column and mousing over the area you're working on is an easy way to see how far columns/walls will support a roof. Weight doesn't matter, any wall/column will support any roof. Light green indicates "thin" roofs, which are identical to constructed roof you can build yourself, you can add or remove them. Darker green is 'overhead mountain' which cannot be changed or removed, is better at temperature insulation, and hive infestations can only spawn in dark green.
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# ? Feb 8, 2024 17:22 |
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13x13 works
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# ? Feb 8, 2024 17:40 |
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i thought i was a genius quickly researching pemmican so we could mass produce it and have enough food without worrying about animal husbandry and crop farming yet. i had like 800 pemmican stocked up suddenly i get a warning "low food". i uh... i forgot they eat like 40 of them per day. winter is gonna be rough
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# ? Feb 8, 2024 17:44 |
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Your Computer posted:i thought i was a genius quickly researching pemmican so we could mass produce it and have enough food without worrying about animal husbandry and crop farming yet. i had like 800 pemmican stocked up I always gently caress this up whenever I do a tribal/medieval run
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# ? Feb 8, 2024 18:17 |
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Tesla was right posted:I've used Vanilla Outposts Expanded (https://steamcommunity.com/sharedfiles/filedetails/?id=2688941031) for doing something useful with spare colonists, but
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# ? Feb 8, 2024 18:55 |
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Harsh, harsh experience means I no longer make that mistake.
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# ? Feb 8, 2024 19:00 |
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The entire raiders have noclip is vanilla, right? built a killbox as usual, but instead of filtering through the corridors to the bit where they get shot one by one in a line like they used to they all surge through the one tile wide tunnel in a single gigantic mass that fills a couple of tiles and expands instantly when it gets outside the tunnel. Next question, any mods that fix it back to the way it used to be?
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# ? Feb 9, 2024 00:54 |
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King Doom posted:The entire raiders have noclip is vanilla, right? built a killbox as usual, but instead of filtering through the corridors to the bit where they get shot one by one in a line like they used to they all surge through the one tile wide tunnel in a single gigantic mass that fills a couple of tiles and expands instantly when it gets outside the tunnel. There's youtube videos about stacking but basically enemies who aren't "in combat" can stack and will fit an entire horde into a single space. Once they're "in combat" they can't stack anymore and have to spread out. If you get them "in combat" before filtering into your kill box, they'll unstack and you'll get a nice orderly line.
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# ? Feb 9, 2024 01:02 |
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OGS-Remix posted:There's youtube videos about stacking but basically enemies who aren't "in combat" can stack and will fit an entire horde into a single space. Once they're "in combat" they can't stack anymore and have to spread out. This is also why your dipshit Lifters can path right past your melee guy blocking the door frame and into the swarm of people/bugs that want to smash stuff god dammit I'm not mad
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# ? Feb 9, 2024 01:13 |
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im doing a prehistoric biomes, all tribals run and three t-rexes wandered in. how boned am i?
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# ? Feb 9, 2024 01:15 |
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Eiba posted:Honestly, I'd default to rice always unless you have year-round growing, or you're very short on labor. The difference in yield is minuscule, and the number of things that can go wrong with corn are nearly endless. I'd especially want to emphasize that if you have a winter at all it's almost impossible to time corn efficiently. How do you know when you can put your last crop in? If you really want to min-max you could put in one crop of corn at the start of the season, and then switch over to rice to make the most of the rest of the growing period, but that's a lot of fiddly management when you might as well just plant rice. Corn takes 4x as much time to grow for 4x more yield compared to rice, so in terms of nutrition you can think of it as 4x less labor to plant and harvest for the same amount of food. That's an enormous benefit. Corn is also shelf stable 4x longer, you basically don't need to put it in your freezer unless you are planning to keep it around for several years Ideally you plant rice until you have a nice stockpile and then you transition to corn for the big labor savings, it's not micromanagey at all you just click on the picture of rice and change it to corn. If 1 destroyed harvest ends your colony then it's because you didn't have enough food stockpiled, after the first successful corn harvest you shouldn't need rice at all. Protecting crops from raiders is easy as poo poo, just build a wall.
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# ? Feb 9, 2024 01:16 |
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I don't fret too much about my crops because the good lord Randy blesses me with regular infestation events and provideth me with an overflowing chalice of insect meat. On my last colony I took the "loves eating insect meat" precept and just operated deep drills to summon infestations whenever I needed some food source. Plus with that precept, using insect meat in simple meals gives you slightly better mood bonus than fine meals without the extra work. Randy says you will eat the bugs and you will like it
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# ? Feb 9, 2024 01:32 |
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did they ever change how the storytellers work? i read the thing in the op about how non-randy storytellers just kinda eventually ramp up to unwinnable conditions and it sounds awful so i've always played with randy, but i know that post is many years old nowWorld Famous W posted:im doing a prehistoric biomes, all tribals run and three t-rexes wandered in. how boned am i? prehistoric biomes? t-rexes? i need to know how to do this
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# ? Feb 9, 2024 02:02 |
Your Computer posted:did they ever change how the storytellers work? i read the thing in the op about how non-randy storytellers just kinda eventually ramp up to unwinnable conditions and it sounds awful so i've always played with randy, but i know that post is many years old now Funnily enough there was just a discussion on this a few pages back, and the answer is not really but now you have settings you can fiddle with directly.
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# ? Feb 9, 2024 02:06 |
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Your Computer posted:did they ever change how the storytellers work? i read the thing in the op about how non-randy storytellers just kinda eventually ramp up to unwinnable conditions and it sounds awful so i've always played with randy, but i know that post is many years old now https://steamcommunity.com/sharedfiles/filedetails/?id=2860715703 And no, the storytellers still work basically the same way. Pheebs and Cass will eventually start sending such huge raids at you that you can't realistically stop them, whilst Randy can do that it's just bad RNG if he does, he's by no means guaranteed to and will be far more likely to send a whole mix of stuff your way. Though if you get especially unlucky he can throw stuff at you that the other two would never dream of, but that's Rimworld baby!
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# ? Feb 9, 2024 02:22 |
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now that i'm starting to remember how the base game works i feel the lure of the dlc, notably biotech i looked it up and it sounds like all the baby features are restricted to straight pawns, are there any good mods to expand this without having to resort to heterosexuality? i'd love to hear recommendations on queer mods in general i have one mod i think is called "rational romance" or something which is an odd name but it takes the "gay is a rare trait" thing and just ditches that in favor of giving every pawn an extra trait for straight/gay/bi/ace but i feel like especially now that all these dlcs are out there's more you could do with the game hope this isn't a can of worms Ms Adequate posted:https://steamcommunity.com/sharedfiles/filedetails/?id=2860715703 Thank you
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# ? Feb 9, 2024 10:58 |
I think it's called Rational Romance because it also makes pawns not make themselves miserable by constantly flirting on a 1% chance also there's some mods that let you do same sex IVF, like the mod Samesex IVF
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# ? Feb 9, 2024 12:02 |
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here's what I use: Samesex IVF as mentioned Way Better Romance fleshes out sexuality traits in various good ways Gay Gene just codes preference genetically (i.e. "born that way") Male- and Female-Only Genes fix gender by gene Hermaphrodite Gene all pawns can become pregnant by all pawns without resorting to external womb ultra tech stuff you can combine these to set up a custom starting xenotype so you could have the primitive tribe of all-male all-gay mudbear clan that can shoot out babies like fire hoses Your Computer posted:hope this isn't a can of worms be aware a bunch of this stuff gets rated poorly on steam by, well, the people you can probably imagine, it is not a reflection on these mods' quality. ps: yeah all of these except Way Better Romance depend on Biotech, which you should get, because it adds the capacity to do all this interesting stuff Flesh Forge fucked around with this message at 13:15 on Feb 9, 2024 |
# ? Feb 9, 2024 13:11 |
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Flesh Forge posted:be aware a bunch of this stuff gets rated poorly on steam by, well, the people you can probably imagine, it is not a reflection on these mods' quality. yeah i tried googling this on my own and ended up seeing some horrible posts from the official forum so i decided to ask here instead of digging more i'll be sure to check out the mods you listed and i appreciate it a ton unrelated sidenote what the fresh hell e: on a lighter note Flesh Forge posted:you can combine these to set up a custom starting xenotype so you could have the primitive tribe of all-male all-gay mudbear clan that can shoot out babies like fire hoses bless you Your Computer fucked around with this message at 13:32 on Feb 9, 2024 |
# ? Feb 9, 2024 13:27 |
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Your Computer posted:unrelated sidenote what the fresh hell this comes up from time to time, yes there are a couple of extremely gross preset pawns that were bought in by backers (Emie is another really bad one) here's a mod that indirectly blocks them from appearing: Pawn Name Variety
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# ? Feb 9, 2024 13:41 |
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Your Computer posted:e: on a lighter note
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# ? Feb 9, 2024 15:46 |
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Your Computer posted:now that i'm starting to remember how the base game works i feel the lure of the dlc, notably biotech Rational Romance is deprecated at this point, but Way Better Romance is its direct sequel (a line-by-line rebuild of the code with some added features) and it's great. It does everything you need, and also allows pawns to have - gasp - friendships. They'll hang out together for recreation! They'll go on dates! The extensive rebuild also enormously increased its mod compatibility. I can also recommend Positive Connections, which lets pawns have random friendly (and even productive) interactions in the same way that they can randomly insult each other.
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# ? Feb 9, 2024 19:59 |
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cheers y'all, these recommendations have all been great! speaking of outdated mods i'm using edb prepare carefully to be able to save and load my favorite pawns but i saw a mod saying something to the effect of it being bad and shouldn't be used is it another case of a different mod taking the mantle? e: oh and completely unrelated, i tried to read up on the insect spawning thing but didn't get it - if i build a mountain fortress are they just going to randomly spawn on any tile inside of my house?
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# ? Feb 9, 2024 21:23 |
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Your Computer posted:cheers y'all, these recommendations have all been great! speaking of outdated mods i'm using edb prepare carefully to be able to save and load my favorite pawns but i saw a mod saying something to the effect of it being bad and shouldn't be used Ohhhhh yeah, rip out Prepare Carefully ASAP and replace it with Character Editor. EdP Prepare Carefully is profoundly outdated but the person who "maintains" (neglects) it refuses to acknowledge this, so it remains one of the most-subscribed Rimworld mods despite being a buggy mess. If what you're looking for is to save/load/tweak pawns, Character Editor has that function just fine and it's compatible with everything. As for insect spawning, the precise mechanics of it are so dense and so visual that it really helps to watch a video on it. There was an effortpost in this thread somewhere with diagrams, but I can't find it offhand.
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# ? Feb 9, 2024 21:55 |
or you get a mod like Infestations Spawn in Darkness which makes them work in a much more reasonable way then vanilla imo
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# ? Feb 9, 2024 22:12 |
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# ? May 22, 2024 13:10 |
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Kestral posted:Ohhhhh yeah, rip out Prepare Carefully ASAP and replace it with Character Editor. EdP Prepare Carefully is profoundly outdated but the person who "maintains" (neglects) it refuses to acknowledge this, so it remains one of the most-subscribed Rimworld mods despite being a buggy mess. If what you're looking for is to save/load/tweak pawns, Character Editor has that function just fine and it's compatible with everything. Kestral posted:As for insect spawning, the precise mechanics of it are so dense and so visual that it really helps to watch a video on it. There was an effortpost in this thread somewhere with diagrams, but I can't find it offhand.
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# ? Feb 9, 2024 22:12 |