|
moot the hopple posted:I kinda want to do a gimmick themed race playthrough now. I thought about doing one based on the High Life meme but I dunno how a constantly high colony would be able to get most things done with the hit to consciousness. But hey maybe that'd be the fun of the challenge? As someone who did a hedonist playthrough, the secret is to have robots do all the work while your colonists live the rock star life of sex drugs and rock & roll
|
# ? Feb 11, 2024 23:44 |
|
|
# ? May 22, 2024 07:59 |
|
or just, yknow, accept that you won't be super hyper productive maaaaan it's all really just relative maaaaaaaaaan
|
# ? Feb 11, 2024 23:51 |
|
anything i should keep in mind if i choose to install vanilla food expanded, vanilla plants expanded, vanilla animals expanded and vanilla furniture expanded? looking through the different mods those are the parts of the game i wish had more variety
|
# ? Feb 11, 2024 23:54 |
Your Computer posted:anything i should keep in mind if i choose to install vanilla food expanded, vanilla plants expanded, vanilla animals expanded and vanilla furniture expanded? Vanilla Expanded does not care- it adds a bunch of noise and sub-optimal choices that have no coherent gameplay reasons, just more stuff for the sake of more stuff, rather than any sort of gameplay niche. But it is fun to grow a variety of tasty foods so knock yourself out if you think that's gonna feel nice! Same for the other Vanilla Expanded stuff. You seem to like making a nice looking cozy base, so by all means, do it up. Just know your options become confusing and largely arbitrary from a gameplay perspective with all the Vanilla Expanded bloat.
|
|
# ? Feb 12, 2024 00:20 |
|
vanilla animals expanded does not include additional dog types. spidercamp's dogs, however, allows your colony to venerate the noble Borzoimoot the hopple posted:I kinda want to do a gimmick themed race playthrough now. I thought about doing one based on the High Life meme but I dunno how a constantly high colony would be able to get most things done with the hit to consciousness. But hey maybe that'd be the fun of the challenge? use psychite dependency genes and get high on yayo/flake/tea
|
# ? Feb 12, 2024 00:30 |
|
Eiba posted:In the base game the variety that there is, especially in crops, exists to let you balance your considerations in a clear and simple way. Time, labor, fertility- there are optimal choices depending on what your situation demands that are pretty easy to understand. i know y'all have much greater knowledge of the pros/cons of the various mods so i figured i'd ask in case there's some unexpected problem i might run into but this sounds very much like the expected scenario
|
# ? Feb 12, 2024 00:39 |
|
You might like this. I'm trying it on my next run https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149 VE props. They don't do anything mechanically but it adds like 400 cosmetic items to make things look nice.
|
# ? Feb 12, 2024 01:06 |
|
Flesh Forge posted:speaking of dumb gimmicks, I like the whole pollution gimmick so much I'm leaning into it even more: Yes yes, this goon-thing has been touched by the Horned Rat! That reminds me, has anyone tried Rimhammer - The End Times - Skaven? I absolutely adore the idea of a bunch of skaven in power armour pouring out of a sky ranger and abducting peasants.
|
# ? Feb 12, 2024 01:53 |
|
moot the hopple posted:I kinda want to do a gimmick themed race playthrough now. I thought about doing one based on the High Life meme but I dunno how a constantly high colony would be able to get most things done with the hit to consciousness. But hey maybe that'd be the fun of the challenge? Psychite tea is trivial to make, extremely beneficial, won't blow out your heart/kidneys/brain with regular use, and satisfies the high life need. When I play high life I usually use psychite tea for the normal maintenance and just have a bunch of rituals I'll do periodically where everyone gets stoned off an autobong to satisfy the stoner roleplay.
|
# ? Feb 12, 2024 05:04 |
|
If you’re going to do High Life pair it with Transhumanist so the chrome and synth organs compensate for the speed and work penalties from being on a mandatory 3 joints and beers a day. Also faster-sleep machines allow pawns to spend more time high instead of asleep.
|
# ? Feb 12, 2024 05:29 |
|
New synth organ: Reverse Detox Kidney. This replacement organ filters out contaminants from the blood much more slowly than normal, causing all intoxicant effects to last +50% longer.
|
# ? Feb 12, 2024 05:44 |
Retox kidneys?
|
|
# ? Feb 12, 2024 06:05 |
|
If a pawn has natural weapons (power claws, elbow blades, etc), will it use those in addition to its attacks with a melee weapon? And if so, does that end up actually being beneficial, or is it like how some weapons have a pommel attack or what-have-you that actually worsens their DPS because it "wastes" attacks on the weaker weapon when it could be swinging with a persona monosword?
|
# ? Feb 12, 2024 06:34 |
|
They go into the possibility table for melee attacks and it depends on their equipped melee weapon whether they help or not. Bionic talons or whatever aren’t going to be helpful on a melee god (unless that pawn gets disarmed then they’ll be way better than just fists depending on chrome level). Basically they seem to be for vanilla functionality where pawns can’t carry a sidearm, so if you’ve got a shooter their options in melee are buttstrokes or ditching their gun for fists. Instead you can use a knee claw or what have you.
|
# ? Feb 12, 2024 06:38 |
|
LonsomeSon posted:They go into the possibility table for melee attacks and it depends on their equipped melee weapon whether they help or not. Gotcha, so actively harmful on a serious melee pawn, that's too bad. Although now I kind of want to optimize a natural weapons xenotype and see what that looks like.
|
# ? Feb 12, 2024 06:49 |
|
melee is neat and very strong all the way until the raid scale goes bananas and you get 5:1 odds
|
# ? Feb 12, 2024 10:13 |
|
I always like to have relatives show up at the start of a naked brutality run. My guy Per crashlanded naked on a planet and started foraging for berries and then what do you know? His MOTHER shows up as part of a bulk goods caravan. Despite the fact he's her son and naked, starving, and without medicine, mom gave no fucks. Didn't even leave a gift when she left, "Good luck son! Hope you grow a field of cotton soon so you can make your own clothes by hand!" >mom adjusts flak jacket, flak pants, checks safety on assault rifle< >son stands naked with berry juice on his chin< "Well we don't want to bother you so see you around, Per!"
|
# ? Feb 12, 2024 13:26 |
|
I'm a few years into my latest colony and I have the mod "Sometimes Raids Go Wrong". Some of the things I've seen when raids happen. - Direct meteorite impact - raiders are drunk - raiders age 100 years - mechanoids landing on the raiders - drop pods land catastrophically I might turn it off, it seems like it's triggering every other raid and I'm building up a ring of meteorites around the edge of my map. Also I'm suddenly at the point where pirate raids spawn with multiple doomsday rocket launchers, which is a terrible surprise. The way I found out was that a raid happened when I had a caravan hanging out outside the colony. Raid showed up, instantly nukes the caravan. Thank you for your service, random caravan. I managed to save 1 of them, and all their silver. It's been a while since I played (I don't have the last 2 DLCs yet) and it seems like psychic lances have a much shorter range than they used to, and now care about line of sight, have they always been like that? It has made dealing with doomsday rockets a little trickier, now I need to identify them ASAP and send out snipers to pick them off. Also how do the rocket barrage turrets work? Is that original circle their range, or their dead zone? I read that they can't shoot over walls, but can they shoot over pawns or barricades, or do they need to be on the front line? A Moose fucked around with this message at 15:52 on Feb 12, 2024 |
# ? Feb 12, 2024 15:44 |
|
just had my colony explode from 3 people to 7 in just a couple of days first of all i finally recruited the TOXIN CHOKER raider kyou to my gang and with her we started a belated new year's celebration. the yeti and her wife are still in jail at this point but a shaman caravan decided to join in and eat their pemmican while we burned the bad flag to usher in the good times the feast was so successful that a random child with a gun and a menacing aura decided to up and join on the spot. her name is hammer and she's tough as nails right after this happened i managed to recruit the yeti lady and i immediately put her to work recruiting her own wife i'm in dire need of restructuring my base now but thankfully i already began the work - a new farm plot is being tilled on the other side of the river and i'm thinking of giving up my hydroponics experiment for now, which will let me convert that to a new bedroom. i need more food a much bigger freezer to feed all these people so i'm thinking of reclaiming the land taken up by the bunnies for more rooms as well speaking of the bunnies, shoen is tremendously gifted at animal training and desperately wants to tame all of the bunnies. the only problem is that i now have 53 of them now. they are multiplying at an exponential rate, though for now the pen can still feed all of them. perhaps getting shoen was the kick in the butt my settlement needed and we can begin turning the bunnies into burgers to feed all my new recruits while shoen uses her animal skills to tame some proper livestock
|
# ? Feb 12, 2024 18:13 |
|
LonsomeSon posted:If you’re going to do High Life pair it with Transhumanist so the chrome and synth organs compensate for the speed and work penalties from being on a mandatory 3 joints and beers a day. Also faster-sleep machines allow pawns to spend more time high instead of asleep. I learned this too late after all my colonies spiraled into pawns ripping joints four times a day. Weed is an insidious killer and Tynan put in weed withdrawal death for some unknown reason.
|
# ? Feb 12, 2024 18:17 |
|
Flesh Forge posted:Gas Vents, so I can fill my hallways and rooms with the lovely green stink It turns out this does have an ingame fuel consumption adjustment and is just perfect, and being maintained (the other mod is not being maintained further)
|
# ? Feb 12, 2024 18:57 |
|
we had an 11k manhunter pack of maddened elephants, but even they succumbed to our lovely green stink
|
# ? Feb 13, 2024 01:27 |
|
Thought for half a second you meant eleven thousand elephants and had a massive PTSD flashback to Boatmurdered before realizing that couldn't possibly be correct
|
# ? Feb 13, 2024 02:01 |
|
Ms Adequate posted:Thought for half a second you meant eleven thousand elephants and had a massive PTSD flashback to Boatmurdered before realizing that couldn't possibly be correct Same lol What mod shows the threat points like that?
|
# ? Feb 13, 2024 03:10 |
|
it came out to 42, thankfully I had 6 mortars stolen from earlier siegers and a large supply of tox shells Visible Raid Points so you can see just how insanely huge raids can scale to and why e: supposedly the cap is 10k but no, apparently not!
|
# ? Feb 13, 2024 03:10 |
|
Your Computer posted:i need more food a much bigger freezer to feed all these people It sounds like you have 1 problem and 1 solution to that problem
|
# ? Feb 13, 2024 06:51 |
|
Flesh Forge posted:it came out to 42, thankfully I had 6 mortars stolen from earlier siegers and a large supply of tox shells Randy applies a random multiplier to the threat point value, anywhere from 0.5 to 1.5, and the multiplier happens to be applied after the threat points are calculated, so his biggest raids can be bigger than Cassandra’s.
|
# ? Feb 13, 2024 07:51 |
|
Pool party
|
# ? Feb 13, 2024 16:33 |
|
Flesh Forge posted:we had an 11k manhunter pack of maddened elephants, but even they succumbed to our lovely green stink Flesh Forge posted:Pool party i love the stinky friends
|
# ? Feb 13, 2024 19:39 |
|
Checking out this game coming from df and is there a goon recommended mod collection? I’d like something that adds cool mechanics instead of just a billion redundant items. Also kind of automation machines so I can do some factorial shenanigans. I remember masterwork in df used to have those and they fit the genre pretty well when they worked
|
# ? Feb 13, 2024 23:36 |
|
FrancisFukyomama posted:Also kind of automation machines so I can do some factorial shenanigans. Project Rimfactory will be right up your alley https://steamcommunity.com/sharedfiles/filedetails/?id=2033979700 Leal fucked around with this message at 00:03 on Feb 14, 2024 |
# ? Feb 13, 2024 23:43 |
|
FrancisFukyomama posted:Checking out this game coming from df and is there a goon recommended mod collection? I’d like something that adds cool mechanics instead of just a billion redundant items. Also kind of automation machines so I can do some factorial shenanigans. I remember masterwork in df used to have those and they fit the genre pretty well when they worked these don't change core mechanics very much, just remove a lot of busywork/improve quality of life for the player Flesh Forge posted:if you're just getting started don't do any content mods at all, but there are some extremely useful quality of life mods that I recommend to everyone, no particular order:
|
# ? Feb 14, 2024 00:11 |
|
Is that big vanilla extended mod something that just adds a lot of content without changing mechanics or is it something that adds a ton of mechanics too
|
# ? Feb 14, 2024 00:14 |
|
FrancisFukyomama posted:Is that big vanilla extended mod something that just adds a lot of content without changing mechanics or is it something that adds a ton of mechanics too Vanilla Expanded is a collection of mods that each do different things, varying from 'adding a few pieces of extra armor' to 'adding an entire new system for diplomatically influencing senators'.
|
# ? Feb 14, 2024 00:22 |
|
vanilla expanded will usually add mechanics as well. some of the mods don't - they just add bloat - but a lot of them will have fairly chunky bits of functionality that aren't necessarily what they lead with e.g. expanded mechanoids gives automated factories and a deeply irritating ship mechanic if you want to start with mods i strongly suggest working through the list of QOL mods in flesh forge's post, play vanilla for a bit, and then try and figure out what you'd like more of. there are cool mechanic adding mods (in the vein of e.g. dubs bad hygiene, rimatomics) but they work better if you know how vanilla plays imo
|
# ? Feb 14, 2024 00:25 |
|
Inexplicable Humblebrag posted:dubs bad hygiene A mod to add poo, it’s like I’m playing space station 13
|
# ? Feb 14, 2024 00:30 |
|
I like the total war mechanic for a specific play style but feel like the rest is bloat since biotech added mechanoids
|
# ? Feb 14, 2024 00:33 |
|
The ship mechanic from VEMechanoids is absurd. My fully kitted out team of shooters last run got wiped out by the mortars before they even got close to the 50 mechs waiting there like 4 years into the game. I just love the automated factory so much though even though it's not that great, it's just fun to build.
|
# ? Feb 14, 2024 00:51 |
|
Inexplicable Humblebrag posted:play vanilla for a bit, and then try and figure out what you'd like more of. there are cool mechanic adding mods (in the vein of e.g. dubs bad hygiene, rimatomics) but they work better if you know how vanilla plays imo big agree there. everything i've added has been because i don't like how it is in vanilla including the qol mods like i think the first mod i got was "Clean Textures" which is kind of an unfitting name but i added it because it annoyed me how grasslands were all dirt and no grass bam, problem solved and i've never removed the mod since same with other things that do change mechanics, like i hated how temperature management worked in vanilla where you need the bulky heaters and coolers everywhere so after a while i installed dubs' central heating which gives you stuff like wall vents to equalize temperature, boilers and heat piping, etc. as well as over-wall coolers instead of coolers that replace walls (makes a lot more sense to me) a more recent example is the vanilla extended mods i got for stuff like plants and cooking, not because there's anything wrong with vanilla i just wanted more variety and fluff. i love fluff even if it muddies the game mechanics i might also get something like the wall lights mod because it's really annoying how those little socket lamps are the only lighting you get in vanilla. can't even place them on tables they just take up a floor space and look like a bed lamp without a lampshade, always one of the more bizarre decisions in the game for me
|
# ? Feb 14, 2024 00:52 |
|
|
# ? May 22, 2024 07:59 |
yeah wall lights is a must have, it's honestly kinda wild there's nothing like it in vanilla still
|
|
# ? Feb 14, 2024 01:02 |